Repository: MegaMek/mekhq
Branch: main
Commit: 25d0a42b9b21
Files: 1942
Total size: 27.1 MB
Directory structure:
gitextract_whcc6x_9/
├── .editorconfig
├── .github/
│ ├── ISSUE_TEMPLATE/
│ │ ├── bug_report.yml
│ │ ├── config.yml
│ │ └── request_for_enhancement.yml
│ ├── codecov.yml
│ ├── dependabot.yml
│ └── workflows/
│ ├── checkstyle.yml
│ ├── ci.yml
│ ├── code-coverage.yml
│ ├── codeql-analysis.yml
│ ├── dependency-scan.yml
│ ├── java-doc-pr.yml
│ ├── java-doc.yml
│ └── nightly-ci.yml
├── .gitignore
├── .mailmap
├── CODEOWNERS
├── CODE_OF_CONDUCT.md
├── CONTRIBUTORS.md
├── LICENSE
├── LICENSE.assets
├── LICENSE.code
├── MHQMorale-Simulation-Analysis.txt
├── MekHQ/
│ ├── SubmitBug.html
│ ├── build.gradle
│ ├── campaigns/
│ │ └── archive/
│ │ ├── Fist and Falcon/
│ │ │ ├── Binary Bravo, 1st Falcon Strikers.cpnx
│ │ │ └── Kewran Wolfhounds, C Company, 3rd Battalion, 25th Arcturan Guards RCT.cpnx
│ │ ├── Sword and Dragon/
│ │ │ ├── Fox's Teeth, McKinnon's Company, Vausur's Battalion, Seventh Crucis Lancers RCT.cpnx
│ │ │ └── Sorenson Sabres, Jisatsu Company, Otomo, formerly Third Company, Tarwater's Battalion, Fifth Sword of Light.cpnx
│ │ └── Wolf and Blake/
│ │ ├── Black Widow Company, Church's Independent Company, Wolf's Dragoons.cpnx
│ │ └── Shadow Hunters, Opacus Venatori, Fifty-second Shadow Division.cpnx
│ ├── config/
│ │ └── checkstyle/
│ │ ├── checkstyle.xml
│ │ └── suppressions.xml
│ ├── docs/
│ │ ├── SarnaCartographyImport.md
│ │ ├── Scenario Template Editor.html
│ │ ├── StratCon/
│ │ │ ├── Custom RATs.txt
│ │ │ ├── MHQ_noble_playset_v0.31.xlsx
│ │ │ ├── Stratcon_Tips.md
│ │ │ └── stratcon-faq-2.6.md
│ │ ├── UserDirHelp.html
│ │ ├── Windchilds Guides/
│ │ │ ├── Windchilds_Guide_to_Force_Icons.txt
│ │ │ ├── Windchilds_Guide_to_MekHQ_Portrait_Generation.txt
│ │ │ └── Windchilds_Guide_to_Ranks.txt
│ │ ├── advanced_medical_overview.md
│ │ ├── custom_spa.md
│ │ ├── help/
│ │ │ └── en/
│ │ │ └── AutoResolve.html
│ │ ├── history.txt
│ │ ├── long-term-injury.md
│ │ └── scenariomodifiers.md
│ ├── mmconf/
│ │ ├── customWeaponOrder.xml
│ │ ├── defaultKeyBinds.xml
│ │ ├── defaultQuirks.xml
│ │ ├── defaultQuirksSchema.xsl
│ │ ├── defaultSkin.xml
│ │ ├── keyBindingSchema.xsd
│ │ ├── log4j2.xml
│ │ ├── milestoneReleases.yml
│ │ ├── non_combat_units_list.conf
│ │ ├── princessBehaviors.xml
│ │ ├── skinSchema.xsl
│ │ └── skins/
│ │ ├── BW - Capellan Confederation.xml
│ │ ├── BW - Circinus Federation.xml
│ │ ├── BW - Clan Blood Spirit.xml
│ │ ├── BW - Clan Burrock.xml
│ │ ├── BW - Clan Cloud Cobra.xml
│ │ ├── BW - Clan Coyote.xml
│ │ ├── BW - Clan Diamond Shark.xml
│ │ ├── BW - Clan Fire Mandrill.xml
│ │ ├── BW - Clan Ghost Bear.xml
│ │ ├── BW - Clan Goliath Scorpion.xml
│ │ ├── BW - Clan Hell's Horses.xml
│ │ ├── BW - Clan Ice Hellion.xml
│ │ ├── BW - Clan Jade Falcon.xml
│ │ ├── BW - Clan Mongoose.xml
│ │ ├── BW - Clan Nova Cat.xml
│ │ ├── BW - Clan Sea Fox.xml
│ │ ├── BW - Clan Smoke Jaguar.xml
│ │ ├── BW - Clan Snow Raven.xml
│ │ ├── BW - Clan Star Adder.xml
│ │ ├── BW - Clan Steel Viper.xml
│ │ ├── BW - Clan Widowmaker.xml
│ │ ├── BW - Clan Wolf.xml
│ │ ├── BW - Clan Wolverine.xml
│ │ ├── BW - ComStar.xml
│ │ ├── BW - Default.xml
│ │ ├── BW - Draconis Combine.xml
│ │ ├── BW - Eridani Light Horse.xml
│ │ ├── BW - Federated Commonwealth.xml
│ │ ├── BW - Federated Suns.xml
│ │ ├── BW - Free Rasalhague Republic.xml
│ │ ├── BW - Free Worlds League.xml
│ │ ├── BW - Gray Death Legion.xml
│ │ ├── BW - Kell Hounds.xml
│ │ ├── BW - Lyran Alliance.xml
│ │ ├── BW - Lyran Commonwealth.xml
│ │ ├── BW - Magistracy of Canopus.xml
│ │ ├── BW - Marian Hegemony.xml
│ │ ├── BW - McCarron's Armored Calvary.xml
│ │ ├── BW - Mercenary 3052.xml
│ │ ├── BW - Mercenary.xml
│ │ ├── BW - Northwind Highlanders.xml
│ │ ├── BW - Oberon Confederation.xml
│ │ ├── BW - Outworlds Alliance.xml
│ │ ├── BW - Rim Worlds Republic.xml
│ │ ├── BW - Snord's Irregulars.xml
│ │ ├── BW - St Ives Compact.xml
│ │ ├── BW - Star League.xml
│ │ ├── BW - Taurian Concordat.xml
│ │ ├── BW - Terran Hegemony.xml
│ │ ├── BW - Wolf's Dragoons.xml
│ │ ├── BW - Word of Blake.xml
│ │ ├── defaultSkin.xml
│ │ ├── defaultSkinScrollBars.xml
│ │ ├── plainSkin.xml
│ │ └── plainSkinScrollBars.xml
│ ├── resources/
│ │ ├── META-INF/
│ │ │ └── services/
│ │ │ └── mekhq.module.api.PersonnelMarketMethod
│ │ ├── log4j2.component.properties
│ │ └── mekhq/
│ │ └── resources/
│ │ ├── ATOWLegalityRating.properties
│ │ ├── AbortingResolveScenarioWizard.properties
│ │ ├── AbstractProcreation.properties
│ │ ├── AcquisitionsType.properties
│ │ ├── AddFundsDialog.properties
│ │ ├── AddOrEditKillEntryDialog.properties
│ │ ├── AddOrEditScenarioEntryDialog.properties
│ │ ├── AdvancedMedicalAlternateHealing.properties
│ │ ├── AdvancedReplacementLimbDialog.properties
│ │ ├── AdvancedScoutingCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── Aggression.properties
│ │ ├── AgingMilestone.properties
│ │ ├── AlertPopup.properties
│ │ ├── AltAdvancedMedicalCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── AlternateInjuries.properties
│ │ ├── Ambition.properties
│ │ ├── ApplicantTableColumns.properties
│ │ ├── Appraisal.properties
│ │ ├── AssignForceToTransport.properties
│ │ ├── AtBConfigDefaults.properties
│ │ ├── AtBContract.properties
│ │ ├── AtBDynamicScenarioFactory.properties
│ │ ├── AtBScenarioBuiltIn.properties
│ │ ├── AtBScenarioViewPanel.properties
│ │ ├── AtBStratCon.properties
│ │ ├── AtbMonthlyContractMarket.properties
│ │ ├── AttributeCheckUtility.properties
│ │ ├── AutoAwardsDialog.properties
│ │ ├── AutoResolveBehaviorSettingsDialog.properties
│ │ ├── AutoResolveBehaviorSettingsDialog_en.properties
│ │ ├── AutomatedTechAssignments.properties
│ │ ├── BatchXPDialog.properties
│ │ ├── BirthAnnouncement.properties
│ │ ├── BloodGroup.properties
│ │ ├── Bloodmark.properties
│ │ ├── BoardScalingType.properties
│ │ ├── CamOpsReputation.properties
│ │ ├── CamOpsSalvage.properties
│ │ ├── Campaign.properties
│ │ ├── CampaignExportWizard.properties
│ │ ├── CampaignGUI.properties
│ │ ├── CampaignHasProblemOnLoad.properties
│ │ ├── CampaignOptionsDialog.properties
│ │ ├── CampaignOptionsPresetPicker.properties
│ │ ├── CampaignSummary.properties
│ │ ├── CampaignUpgradeDialog.properties
│ │ ├── CampaignXmlParser.properties
│ │ ├── ChooseFactionsDialog.properties
│ │ ├── ChooseMulFilesDialog.properties
│ │ ├── ChooseRefitDialog.properties
│ │ ├── ComingOfAgeAnnouncement.properties
│ │ ├── CommandersDayAnnouncement.properties
│ │ ├── ContractAutomation.properties
│ │ ├── ContractMarketDialog.properties
│ │ ├── ContractPaymentBreakdown.properties
│ │ ├── ContractViewPanel.properties
│ │ ├── CreateCharacterDialog.properties
│ │ ├── CurrentLocation.properties
│ │ ├── CustomizeBotForceDialog.properties
│ │ ├── CustomizeMissionDialog.properties
│ │ ├── CustomizePersonDialog.properties
│ │ ├── CustomizeScenarioDialog.properties
│ │ ├── CustomizeScenarioObjectiveDialog.properties
│ │ ├── DailyReportType.properties
│ │ ├── DateChooser.properties
│ │ ├── DiminishingReturnsCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── DiplomacyReport.properties
│ │ ├── DiplomacyType.properties
│ │ ├── DiscretionarySpending.properties
│ │ ├── DocumentationEntry.properties
│ │ ├── EasyBugReport.properties
│ │ ├── EditAssetDialog.properties
│ │ ├── EditDeploymentDialog.properties
│ │ ├── EditInjuryEntryDialog.properties
│ │ ├── EditKillLogControl.properties
│ │ ├── EditKillLogDialog.properties
│ │ ├── EditMapSettingsDialog.properties
│ │ ├── EditPersonnelHitsDialog.properties
│ │ ├── EditPersonnelInjuriesDialog.properties
│ │ ├── EditPersonnelLogControl.properties
│ │ ├── EditPersonnelLogDialog.properties
│ │ ├── EditScenarioDeploymentLimitsDialog.properties
│ │ ├── EditScenarioLogControl.properties
│ │ ├── EditScenarioLogDialog.properties
│ │ ├── EditTransactionDialog.properties
│ │ ├── Education.properties
│ │ ├── EscapeArtist.properties
│ │ ├── ExtraIncome.properties
│ │ ├── FacilityRentals.properties
│ │ ├── FactionJudgmentDialog.properties
│ │ ├── FactionJudgmentNewsArticle.properties
│ │ ├── FactionJudgmentSceneDialog.properties
│ │ ├── FactionStandingGreeting.properties
│ │ ├── FactionStandingJudgments.properties
│ │ ├── FactionStandingLevel.properties
│ │ ├── FactionStandingUltimatumDialog.properties
│ │ ├── FactionStandings.properties
│ │ ├── FamilyTreeDialog.properties
│ │ ├── Fatigue.properties
│ │ ├── FatigueTrackingCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── Finances.properties
│ │ ├── FinancesTab.properties
│ │ ├── ForceTemplateAssignmentDialog.properties
│ │ ├── ForceType.properties
│ │ ├── ForceViewPanel.properties
│ │ ├── FormationLevel.properties
│ │ ├── FreedomDayAnnouncement.properties
│ │ ├── FullGlossaryDialog.properties
│ │ ├── GUI.properties
│ │ ├── GUI_en_US.properties
│ │ ├── Glossary.properties
│ │ ├── GlossaryEntry.properties
│ │ ├── GrayMonday.properties
│ │ ├── Greed.properties
│ │ ├── HireBulkPersonnelDialog.properties
│ │ ├── HistoricalDailyReportDialog.properties
│ │ ├── ImmersiveDialogConfirmation.properties
│ │ ├── InjuryEffect.properties
│ │ ├── Inoculations.properties
│ │ ├── JumpBlockers.properties
│ │ ├── JumpPathViewPanel.properties
│ │ ├── LogEntries.properties
│ │ ├── LogEntries_en_US.properties
│ │ ├── Loot.properties
│ │ ├── MASHTheatreTrackingCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── MHQMorale.properties
│ │ ├── MRMS.properties
│ │ ├── Maintenance.properties
│ │ ├── ManageAssetsDialog.properties
│ │ ├── MaplessStratConForcePicker.properties
│ │ ├── MaplessStratConScenarioPicker.properties
│ │ ├── MarginOfSuccess.properties
│ │ ├── Market.properties
│ │ ├── MedicalController.properties
│ │ ├── MedicalViewDialog.properties
│ │ ├── MekHQ.properties
│ │ ├── MekHQAboutBox.properties
│ │ ├── MekLabTab.properties
│ │ ├── MekViewDialog.properties
│ │ ├── MercRosterDialog.properties
│ │ ├── MercenaryAuctionDialog.properties
│ │ ├── Mission.properties
│ │ ├── MissionTypeDialog.properties
│ │ ├── Mission_en_US.properties
│ │ ├── NagDialogs.properties
│ │ ├── NewContractDialog.properties
│ │ ├── NewGlossaryDialog.properties
│ │ ├── NewLoanDialog.properties
│ │ ├── NewPlanetaryEventDialog.properties
│ │ ├── NewPlayerQuickstartDialog.properties
│ │ ├── NewRecruitDialog.properties
│ │ ├── NewYearsDayAnnouncement.properties
│ │ ├── NewsDialog.properties
│ │ ├── NormalizedContractPayCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── Parts.properties
│ │ ├── PartsInUseTableModel.properties
│ │ ├── PartsReportDialog.properties
│ │ ├── PartsStoreDialog.properties
│ │ ├── PartsTableModel.properties
│ │ ├── PayCollateralDialog.properties
│ │ ├── PerformBatchall.properties
│ │ ├── PersonViewPanel.properties
│ │ ├── PersonalityQuirk.properties
│ │ ├── PersonalityTraitType.properties
│ │ ├── Personnel.properties
│ │ ├── PersonnelEventLogModel.properties
│ │ ├── PersonnelKillLogModel.properties
│ │ ├── PersonnelMarket.properties
│ │ ├── PersonnelMarketDialog.properties
│ │ ├── PersonnelMarketStyle.properties
│ │ ├── PersonnelReport.properties
│ │ ├── PersonnelRole.properties
│ │ ├── PersonnelRoleSubType.properties
│ │ ├── PersonnelStatus.properties
│ │ ├── Phenotype.properties
│ │ ├── PlanetViewPanel.properties
│ │ ├── PopupValueChoiceDialog.properties
│ │ ├── PrisonerCaptureStyle.properties
│ │ ├── PrisonerEvents.properties
│ │ ├── PrisonerStatus.properties
│ │ ├── PrisonerTrackingCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── ProcurementPersonnelPick.properties
│ │ ├── ProstheticComplexity.properties
│ │ ├── ProstheticType.properties
│ │ ├── QuickTrainDialog.properties
│ │ ├── RandomDeath.properties
│ │ ├── RandomDependents.properties
│ │ ├── RandomMercenaryCompanyNameGenerator.properties
│ │ ├── Ranks.properties
│ │ ├── Rating.properties
│ │ ├── Reasoning.properties
│ │ ├── RefitNameDialog.properties
│ │ ├── ReplacementLimbDialog.properties
│ │ ├── Reports.properties
│ │ ├── ResolveScenarioTracker.properties
│ │ ├── ResolveScenarioWizardDialog.properties
│ │ ├── Resupply.properties
│ │ ├── ResupplyConvoyChoice.properties
│ │ ├── RetirementDefectionDialog.properties
│ │ ├── RetirementDefectionTracker.properties
│ │ ├── RiotScenario.properties
│ │ ├── RoninOffer.properties
│ │ ├── SalvageCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── SalvageFormationData.properties
│ │ ├── SalvageFormationPicker.properties
│ │ ├── SalvageTechPicker.properties
│ │ ├── ScenarioTableModel.properties
│ │ ├── ScenarioViewPanel.properties
│ │ ├── ScenarioWizardLanceRenderer.properties
│ │ ├── ShoppingListDialog.properties
│ │ ├── Skill.properties
│ │ ├── SkillAttribute.properties
│ │ ├── SkillCheckDialog.properties
│ │ ├── SkillCheckUtility.properties
│ │ ├── SkillDeprecationTool.properties
│ │ ├── SkillType.properties
│ │ ├── SmallSVAmmoSwapDialog.properties
│ │ ├── Social.properties
│ │ ├── SpecialAbilityPanel.properties
│ │ ├── StratConConvoyCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── StratConPlayType.properties
│ │ ├── StratConReinforcementsConfirmationDialog.properties
│ │ ├── StratConRulesManager.properties
│ │ ├── StratConSinglesReinforcementsDialog.properties
│ │ ├── TextAreaDialog.properties
│ │ ├── TransportCostCalculations.properties
│ │ ├── TutorialHyperlinkPanel.properties
│ │ ├── Unit.properties
│ │ ├── UnitTableModel.properties
│ │ ├── UnitViewPanel.properties
│ │ ├── Universe.properties
│ │ ├── Utilities.properties
│ │ ├── VeterancyAwardsCampaignOptionsChangedConfirmationDialog.properties
│ │ ├── VocationalExperienceAwardDialog.properties
│ │ ├── VoiceOfKerensky.properties
│ │ ├── WarAndPeaceProcessor.properties
│ │ ├── WinterHolidayAnnouncement.properties
│ │ └── messages.properties
│ ├── scripts/
│ │ └── shell.sh
│ ├── sentry.properties
│ ├── settings.gradle
│ ├── src/
│ │ └── mekhq/
│ │ ├── AtBGameThread.java
│ │ ├── CampaignPreset.java
│ │ ├── GameThread.java
│ │ ├── IconPackage.java
│ │ ├── MHQConstants.java
│ │ ├── MHQOptions.java
│ │ ├── MHQOptionsChangedEvent.java
│ │ ├── MHQStaticDirectoryManager.java
│ │ ├── MekHQ.java
│ │ ├── NullEntityException.java
│ │ ├── Utilities.java
│ │ ├── adapter/
│ │ │ └── DateAdapter.java
│ │ ├── campaign/
│ │ │ ├── AwardSet.java
│ │ │ ├── Campaign.java
│ │ │ ├── CampaignConfiguration.java
│ │ │ ├── CampaignController.java
│ │ │ ├── CampaignEventProcessor.java
│ │ │ ├── CampaignFactory.java
│ │ │ ├── CampaignNewDayManager.java
│ │ │ ├── CampaignSummary.java
│ │ │ ├── CampaignTransporterMap.java
│ │ │ ├── CurrentLocation.java
│ │ │ ├── ExtraData.java
│ │ │ ├── GameEffect.java
│ │ │ ├── Hangar.java
│ │ │ ├── JumpPath.java
│ │ │ ├── Kill.java
│ │ │ ├── OptimizeInfirmaryAssignments.java
│ │ │ ├── Quartermaster.java
│ │ │ ├── RandomOriginOptions.java
│ │ │ ├── ResolveScenarioTracker.java
│ │ │ ├── Warehouse.java
│ │ │ ├── againstTheBot/
│ │ │ │ ├── AtBConfiguration.java
│ │ │ │ ├── AtBStaticWeightGenerator.java
│ │ │ │ ├── DatedRecord.java
│ │ │ │ └── WeightedTable.java
│ │ │ ├── autoResolve/
│ │ │ │ ├── AutoResolveMethod.java
│ │ │ │ ├── MekHQSetupForces.java
│ │ │ │ ├── OrderFactory.java
│ │ │ │ ├── ScenarioSetupForces.java
│ │ │ │ └── StratConSetupForces.java
│ │ │ ├── camOpsReputation/
│ │ │ │ ├── AbstractUnitRating.java
│ │ │ │ ├── AverageExperienceRating.java
│ │ │ │ ├── CombatRecordRating.java
│ │ │ │ ├── CommandRating.java
│ │ │ │ ├── CrimeRating.java
│ │ │ │ ├── FieldManualMercRevDragoonsRating.java
│ │ │ │ ├── FinancialRating.java
│ │ │ │ ├── IUnitRating.java
│ │ │ │ ├── OtherModifiers.java
│ │ │ │ ├── ReputationController.java
│ │ │ │ ├── SupportRating.java
│ │ │ │ ├── TransportationRating.java
│ │ │ │ └── UnitRatingMethod.java
│ │ │ ├── campaignOptions/
│ │ │ │ ├── AcquisitionsType.java
│ │ │ │ ├── BoardScalingType.java
│ │ │ │ ├── CampaignOptions.java
│ │ │ │ ├── CampaignOptionsFreebieTracker.java
│ │ │ │ ├── CampaignOptionsMarshaller.java
│ │ │ │ └── CampaignOptionsUnmarshaller.java
│ │ │ ├── enums/
│ │ │ │ ├── CampaignTransportType.java
│ │ │ │ ├── DailyReportType.java
│ │ │ │ ├── DragoonRating.java
│ │ │ │ └── PlanetaryAcquisitionFactionLimit.java
│ │ │ ├── events/
│ │ │ │ ├── AcquisitionEvent.java
│ │ │ │ ├── AsTechPoolChangedEvent.java
│ │ │ │ ├── BattleArmorPoolChangedEvent.java
│ │ │ │ ├── CampaignEvent.java
│ │ │ │ ├── DayEndingEvent.java
│ │ │ │ ├── DeploymentChangedEvent.java
│ │ │ │ ├── GMModeEvent.java
│ │ │ │ ├── LocationChangedEvent.java
│ │ │ │ ├── MarketNewPersonnelEvent.java
│ │ │ │ ├── MedicPoolChangedEvent.java
│ │ │ │ ├── NetworkChangedEvent.java
│ │ │ │ ├── NewDayEvent.java
│ │ │ │ ├── OptionsChangedEvent.java
│ │ │ │ ├── OrganizationChangedEvent.java
│ │ │ │ ├── OvertimeModeEvent.java
│ │ │ │ ├── ProcurementEvent.java
│ │ │ │ ├── RepairStatusChangedEvent.java
│ │ │ │ ├── ReportEvent.java
│ │ │ │ ├── SoldierPoolChangedEvent.java
│ │ │ │ ├── StratConDeploymentEvent.java
│ │ │ │ ├── TransitCompleteEvent.java
│ │ │ │ ├── VehicleCrewGroundPoolChangedEvent.java
│ │ │ │ ├── VehicleCrewNavalPoolChangedEvent.java
│ │ │ │ ├── VehicleCrewVTOLPoolChangedEvent.java
│ │ │ │ ├── VesselCrewPoolChangedEvent.java
│ │ │ │ ├── VesselGunnerPoolChangedEvent.java
│ │ │ │ ├── VesselPilotPoolChangedEvent.java
│ │ │ │ ├── assets/
│ │ │ │ │ ├── AssetChangedEvent.java
│ │ │ │ │ ├── AssetEvent.java
│ │ │ │ │ ├── AssetNewEvent.java
│ │ │ │ │ └── AssetRemovedEvent.java
│ │ │ │ ├── loans/
│ │ │ │ │ ├── LoanDefaultedEvent.java
│ │ │ │ │ ├── LoanEvent.java
│ │ │ │ │ ├── LoanNewEvent.java
│ │ │ │ │ ├── LoanPaidEvent.java
│ │ │ │ │ └── LoanRemovedEvent.java
│ │ │ │ ├── missions/
│ │ │ │ │ ├── MissionChangedEvent.java
│ │ │ │ │ ├── MissionCompletedEvent.java
│ │ │ │ │ ├── MissionEvent.java
│ │ │ │ │ ├── MissionNewEvent.java
│ │ │ │ │ └── MissionRemovedEvent.java
│ │ │ │ ├── parts/
│ │ │ │ │ ├── PartArrivedEvent.java
│ │ │ │ │ ├── PartAssignmentEvent.java
│ │ │ │ │ ├── PartChangedEvent.java
│ │ │ │ │ ├── PartEvent.java
│ │ │ │ │ ├── PartModeChangedEvent.java
│ │ │ │ │ ├── PartNewEvent.java
│ │ │ │ │ ├── PartRemovedEvent.java
│ │ │ │ │ └── PartWorkEvent.java
│ │ │ │ ├── persons/
│ │ │ │ │ ├── PersonBattleFinishedEvent.java
│ │ │ │ │ ├── PersonChangedEvent.java
│ │ │ │ │ ├── PersonCrewAssignmentEvent.java
│ │ │ │ │ ├── PersonEvent.java
│ │ │ │ │ ├── PersonForceAssignmentEvent.java
│ │ │ │ │ ├── PersonLogEvent.java
│ │ │ │ │ ├── PersonMedicalAssignmentEvent.java
│ │ │ │ │ ├── PersonNewEvent.java
│ │ │ │ │ ├── PersonRemovedEvent.java
│ │ │ │ │ ├── PersonStatusChangedEvent.java
│ │ │ │ │ └── PersonTechAssignmentEvent.java
│ │ │ │ ├── scenarios/
│ │ │ │ │ ├── ScenarioChangedEvent.java
│ │ │ │ │ ├── ScenarioEvent.java
│ │ │ │ │ ├── ScenarioNewEvent.java
│ │ │ │ │ ├── ScenarioRemovedEvent.java
│ │ │ │ │ └── ScenarioResolvedEvent.java
│ │ │ │ ├── transactions/
│ │ │ │ │ ├── TransactionChangedEvent.java
│ │ │ │ │ ├── TransactionCreditEvent.java
│ │ │ │ │ ├── TransactionDebitEvent.java
│ │ │ │ │ ├── TransactionEvent.java
│ │ │ │ │ └── TransactionVoidedEvent.java
│ │ │ │ └── units/
│ │ │ │ ├── UnitArrivedEvent.java
│ │ │ │ ├── UnitChangedEvent.java
│ │ │ │ ├── UnitEvent.java
│ │ │ │ ├── UnitNewEvent.java
│ │ │ │ ├── UnitRefitEvent.java
│ │ │ │ └── UnitRemovedEvent.java
│ │ │ ├── finances/
│ │ │ │ ├── Accountant.java
│ │ │ │ ├── Asset.java
│ │ │ │ ├── Currency.java
│ │ │ │ ├── CurrencyDataLookupWriter.java
│ │ │ │ ├── CurrencyManager.java
│ │ │ │ ├── Finances.java
│ │ │ │ ├── FinancialReport.java
│ │ │ │ ├── Loan.java
│ │ │ │ ├── Money.java
│ │ │ │ ├── Transaction.java
│ │ │ │ ├── XmlMoneyParser.java
│ │ │ │ ├── XmlMoneyWriter.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── FinancialTerm.java
│ │ │ │ │ ├── FinancialYearDuration.java
│ │ │ │ │ └── TransactionType.java
│ │ │ │ └── financialInstitutions/
│ │ │ │ ├── FinancialInstitution.java
│ │ │ │ └── FinancialInstitutions.java
│ │ │ ├── force/
│ │ │ │ ├── CombatTeam.java
│ │ │ │ ├── Formation.java
│ │ │ │ ├── FormationLevel.java
│ │ │ │ ├── FormationStub.java
│ │ │ │ ├── FormationType.java
│ │ │ │ └── UnitStub.java
│ │ │ ├── handler/
│ │ │ │ ├── PostScenarioDialogHandler.java
│ │ │ │ └── XPHandler.java
│ │ │ ├── icons/
│ │ │ │ ├── FormationPieceIcon.java
│ │ │ │ ├── LayeredFormationIcon.java
│ │ │ │ ├── StandardFormationIcon.java
│ │ │ │ ├── UnitIcon.java
│ │ │ │ └── enums/
│ │ │ │ ├── LayeredFormationIconLayer.java
│ │ │ │ └── OperationalStatus.java
│ │ │ ├── io/
│ │ │ │ ├── CampaignXmlParseException.java
│ │ │ │ └── CampaignXmlParser.java
│ │ │ ├── log/
│ │ │ │ ├── AssignmentLogEntry.java
│ │ │ │ ├── AssignmentLogger.java
│ │ │ │ ├── AwardLogEntry.java
│ │ │ │ ├── AwardLogger.java
│ │ │ │ ├── CustomLogEntry.java
│ │ │ │ ├── HistoricalLogEntry.java
│ │ │ │ ├── LogEntry.java
│ │ │ │ ├── LogEntryFactory.java
│ │ │ │ ├── LogEntryType.java
│ │ │ │ ├── MedicalLogEntry.java
│ │ │ │ ├── MedicalLogger.java
│ │ │ │ ├── PatientLogEntry.java
│ │ │ │ ├── PatientLogger.java
│ │ │ │ ├── PerformanceLogEntry.java
│ │ │ │ ├── PerformanceLogger.java
│ │ │ │ ├── PersonalLogEntry.java
│ │ │ │ ├── PersonalLogger.java
│ │ │ │ ├── ServiceLogEntry.java
│ │ │ │ └── ServiceLogger.java
│ │ │ ├── market/
│ │ │ │ ├── PartsInUseManager.java
│ │ │ │ ├── PartsStore.java
│ │ │ │ ├── PersonnelMarket.java
│ │ │ │ ├── PersonnelMarketCampaignOps.java
│ │ │ │ ├── PersonnelMarketDisabled.java
│ │ │ │ ├── PersonnelMarketDylan.java
│ │ │ │ ├── PersonnelMarketFMMr.java
│ │ │ │ ├── PersonnelMarketRandom.java
│ │ │ │ ├── ShoppingList.java
│ │ │ │ ├── contractMarket/
│ │ │ │ │ ├── AbstractContractMarket.java
│ │ │ │ │ ├── AlternatePaymentModelValues.java
│ │ │ │ │ ├── AtbMonthlyContractMarket.java
│ │ │ │ │ ├── CamOpsContractMarket.java
│ │ │ │ │ ├── ContractAutomation.java
│ │ │ │ │ ├── ContractTerms.java
│ │ │ │ │ ├── ContractTypePicker.java
│ │ │ │ │ ├── DisabledContractMarket.java
│ │ │ │ │ └── MissionSelector.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── ContractMarketMethod.java
│ │ │ │ │ ├── UnitMarketMethod.java
│ │ │ │ │ ├── UnitMarketRarity.java
│ │ │ │ │ └── UnitMarketType.java
│ │ │ │ ├── personnelMarket/
│ │ │ │ │ ├── enums/
│ │ │ │ │ │ └── PersonnelMarketStyle.java
│ │ │ │ │ ├── markets/
│ │ │ │ │ │ ├── NewPersonnelMarket.java
│ │ │ │ │ │ ├── PersonnelMarketCamOpsRevised.java
│ │ │ │ │ │ ├── PersonnelMarketCamOpsStrict.java
│ │ │ │ │ │ └── PersonnelMarketMekHQ.java
│ │ │ │ │ ├── records/
│ │ │ │ │ │ └── PersonnelMarketEntry.java
│ │ │ │ │ └── yaml/
│ │ │ │ │ └── PersonnelMarketLibraries.java
│ │ │ │ ├── procurement/
│ │ │ │ │ └── Procurement.java
│ │ │ │ └── unitMarket/
│ │ │ │ ├── AbstractUnitMarket.java
│ │ │ │ ├── AtBMonthlyUnitMarket.java
│ │ │ │ ├── DisabledUnitMarket.java
│ │ │ │ └── UnitMarketOffer.java
│ │ │ ├── mission/
│ │ │ │ ├── AtBContract.java
│ │ │ │ ├── AtBDynamicScenario.java
│ │ │ │ ├── AtBDynamicScenarioFactory.java
│ │ │ │ ├── AtBScenario.java
│ │ │ │ ├── BotForce.java
│ │ │ │ ├── BotForceRandomizer.java
│ │ │ │ ├── BotForceStub.java
│ │ │ │ ├── CommonObjectiveFactory.java
│ │ │ │ ├── Contract.java
│ │ │ │ ├── ContractScore.java
│ │ │ │ ├── CrewSkillUpgrader.java
│ │ │ │ ├── IPlayerSettings.java
│ │ │ │ ├── Loot.java
│ │ │ │ ├── MHQMorale.java
│ │ │ │ ├── Mission.java
│ │ │ │ ├── ObjectiveEffect.java
│ │ │ │ ├── Scenario.java
│ │ │ │ ├── ScenarioDeploymentLimit.java
│ │ │ │ ├── ScenarioForceTemplate.java
│ │ │ │ ├── ScenarioMapParameters.java
│ │ │ │ ├── ScenarioObjective.java
│ │ │ │ ├── ScenarioObjectiveProcessor.java
│ │ │ │ ├── ScenarioTemplate.java
│ │ │ │ ├── TerrainConditionsOdds.java
│ │ │ │ ├── TerrainConditionsOddsManifest.java
│ │ │ │ ├── TransportCostCalculations.java
│ │ │ │ ├── atb/
│ │ │ │ │ ├── AtBScenarioEnabled.java
│ │ │ │ │ ├── AtBScenarioFactory.java
│ │ │ │ │ ├── AtBScenarioManifest.java
│ │ │ │ │ ├── AtBScenarioModifier.java
│ │ │ │ │ ├── AtBScenarioModifierApplicator.java
│ │ │ │ │ ├── IAtBScenario.java
│ │ │ │ │ ├── ScenarioModifierManifest.java
│ │ │ │ │ └── scenario/
│ │ │ │ │ ├── AceDuelBuiltInScenario.java
│ │ │ │ │ ├── AlliedTraitorsBuiltInScenario.java
│ │ │ │ │ ├── AllyRescueBuiltInScenario.java
│ │ │ │ │ ├── AmbushBuiltInScenario.java
│ │ │ │ │ ├── BaseAttackBuiltInScenario.java
│ │ │ │ │ ├── BreakthroughBuiltInScenario.java
│ │ │ │ │ ├── ChaseBuiltInScenario.java
│ │ │ │ │ ├── CivilianHelpBuiltInScenario.java
│ │ │ │ │ ├── CivilianRiotBuiltInScenario.java
│ │ │ │ │ ├── ConvoyAttackBuiltInScenario.java
│ │ │ │ │ ├── ConvoyRescueBuiltInScenario.java
│ │ │ │ │ ├── ExtractionBuiltInScenario.java
│ │ │ │ │ ├── HideAndSeekBuiltInScenario.java
│ │ │ │ │ ├── HoldTheLineBuiltInScenario.java
│ │ │ │ │ ├── OfficerDuelBuiltInScenario.java
│ │ │ │ │ ├── PirateFreeForAllBuiltInScenario.java
│ │ │ │ │ ├── PrisonBreakBuiltInScenario.java
│ │ │ │ │ ├── ProbeBuiltInScenario.java
│ │ │ │ │ ├── ReconRaidBuiltInScenario.java
│ │ │ │ │ ├── StandUpBuiltInScenario.java
│ │ │ │ │ ├── StarLeagueCache1BuiltInScenario.java
│ │ │ │ │ └── StarLeagueCache2BuiltInScenario.java
│ │ │ │ ├── camOpsSalvage/
│ │ │ │ │ ├── CamOpsSalvageUtilities.java
│ │ │ │ │ ├── RecoveryTimeCalculations.java
│ │ │ │ │ ├── RecoveryTimeData.java
│ │ │ │ │ ├── SalvageFormationData.java
│ │ │ │ │ └── SalvageTechData.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── AtBContractType.java
│ │ │ │ │ ├── AtBEventType.java
│ │ │ │ │ ├── AtBMoraleLevel.java
│ │ │ │ │ ├── CombatRole.java
│ │ │ │ │ ├── ContractCommandRights.java
│ │ │ │ │ ├── MissionStatus.java
│ │ │ │ │ ├── ScenarioStatus.java
│ │ │ │ │ └── ScenarioType.java
│ │ │ │ ├── rentals/
│ │ │ │ │ ├── ContractRentalType.java
│ │ │ │ │ └── FacilityRentals.java
│ │ │ │ ├── resupplyAndCaches/
│ │ │ │ │ ├── GenerateResupplyContents.java
│ │ │ │ │ ├── PerformResupply.java
│ │ │ │ │ ├── Resupply.java
│ │ │ │ │ ├── ResupplyUtilities.java
│ │ │ │ │ └── StarLeagueCache.java
│ │ │ │ └── utilities/
│ │ │ │ └── ContractUtilities.java
│ │ │ ├── parts/
│ │ │ │ ├── 0_warning/
│ │ │ │ │ └── warning.txt
│ │ │ │ ├── AeroHeatSink.java
│ │ │ │ ├── AeroLifeSupport.java
│ │ │ │ ├── AeroSensor.java
│ │ │ │ ├── AmmoStorage.java
│ │ │ │ ├── Armor.java
│ │ │ │ ├── Availability.java
│ │ │ │ ├── Avionics.java
│ │ │ │ ├── BAArmor.java
│ │ │ │ ├── BattleArmorSuit.java
│ │ │ │ ├── BayDoor.java
│ │ │ │ ├── BuildingLocation.java
│ │ │ │ ├── CombatInformationCenter.java
│ │ │ │ ├── Cubicle.java
│ │ │ │ ├── DropshipDockingCollar.java
│ │ │ │ ├── EnginePart.java
│ │ │ │ ├── FireControlSystem.java
│ │ │ │ ├── GravDeck.java
│ │ │ │ ├── InfantryAmmoStorage.java
│ │ │ │ ├── InfantryArmorPart.java
│ │ │ │ ├── InfantryMotiveType.java
│ │ │ │ ├── JumpshipDockingCollar.java
│ │ │ │ ├── LFBattery.java
│ │ │ │ ├── LandingGear.java
│ │ │ │ ├── MotiveSystem.java
│ │ │ │ ├── OmniPod.java
│ │ │ │ ├── Part.java
│ │ │ │ ├── PartInUse.java
│ │ │ │ ├── PartInventory.java
│ │ │ │ ├── PodSpace.java
│ │ │ │ ├── QuadVeeGear.java
│ │ │ │ ├── Refit.java
│ │ │ │ ├── Rotor.java
│ │ │ │ ├── SVArmor.java
│ │ │ │ ├── SVEnginePart.java
│ │ │ │ ├── SpacecraftCoolingSystem.java
│ │ │ │ ├── SpacecraftEngine.java
│ │ │ │ ├── StructuralIntegrity.java
│ │ │ │ ├── TankLocation.java
│ │ │ │ ├── Thrusters.java
│ │ │ │ ├── TransportBayPart.java
│ │ │ │ ├── Turret.java
│ │ │ │ ├── TurretLock.java
│ │ │ │ ├── VeeSensor.java
│ │ │ │ ├── VeeStabilizer.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── ATOWLegalityRating.java
│ │ │ │ │ ├── PartQuality.java
│ │ │ │ │ └── PartRepairType.java
│ │ │ │ ├── equipment/
│ │ │ │ │ ├── AmmoBin.java
│ │ │ │ │ ├── BattleArmorAmmoBin.java
│ │ │ │ │ ├── BattleArmorEquipmentPart.java
│ │ │ │ │ ├── EquipmentPart.java
│ │ │ │ │ ├── HeatSink.java
│ │ │ │ │ ├── InfantryAmmoBin.java
│ │ │ │ │ ├── InfantryWeaponPart.java
│ │ │ │ │ ├── JumpJet.java
│ │ │ │ │ ├── LargeCraftAmmoBin.java
│ │ │ │ │ ├── MASC.java
│ │ │ │ │ ├── MissingAmmoBin.java
│ │ │ │ │ ├── MissingBattleArmorEquipmentPart.java
│ │ │ │ │ ├── MissingEquipmentPart.java
│ │ │ │ │ ├── MissingHeatSink.java
│ │ │ │ │ ├── MissingInfantryAmmoBin.java
│ │ │ │ │ ├── MissingJumpJet.java
│ │ │ │ │ ├── MissingLargeCraftAmmoBin.java
│ │ │ │ │ └── MissingMASC.java
│ │ │ │ ├── kfs/
│ │ │ │ │ ├── KFBoom.java
│ │ │ │ │ ├── KFChargingSystem.java
│ │ │ │ │ ├── KFDriveCoil.java
│ │ │ │ │ ├── KFDriveController.java
│ │ │ │ │ ├── KFFieldInitiator.java
│ │ │ │ │ └── KFHeliumTank.java
│ │ │ │ ├── meks/
│ │ │ │ │ ├── MekActuator.java
│ │ │ │ │ ├── MekCockpit.java
│ │ │ │ │ ├── MekGyro.java
│ │ │ │ │ ├── MekLifeSupport.java
│ │ │ │ │ ├── MekLocation.java
│ │ │ │ │ └── MekSensor.java
│ │ │ │ ├── missing/
│ │ │ │ │ ├── MissingAeroHeatSink.java
│ │ │ │ │ ├── MissingAeroLifeSupport.java
│ │ │ │ │ ├── MissingAeroSensor.java
│ │ │ │ │ ├── MissingAvionics.java
│ │ │ │ │ ├── MissingBattleArmorSuit.java
│ │ │ │ │ ├── MissingBayDoor.java
│ │ │ │ │ ├── MissingCIC.java
│ │ │ │ │ ├── MissingCubicle.java
│ │ │ │ │ ├── MissingDropshipDockingCollar.java
│ │ │ │ │ ├── MissingEnginePart.java
│ │ │ │ │ ├── MissingFireControlSystem.java
│ │ │ │ │ ├── MissingGravDeck.java
│ │ │ │ │ ├── MissingInfantryArmorPart.java
│ │ │ │ │ ├── MissingInfantryMotiveType.java
│ │ │ │ │ ├── MissingJumpshipDockingCollar.java
│ │ │ │ │ ├── MissingKFBoom.java
│ │ │ │ │ ├── MissingKFChargingSystem.java
│ │ │ │ │ ├── MissingKFDriveCoil.java
│ │ │ │ │ ├── MissingKFDriveController.java
│ │ │ │ │ ├── MissingKFFieldInitiator.java
│ │ │ │ │ ├── MissingKFHeliumTank.java
│ │ │ │ │ ├── MissingLFBattery.java
│ │ │ │ │ ├── MissingLandingGear.java
│ │ │ │ │ ├── MissingMekActuator.java
│ │ │ │ │ ├── MissingMekCockpit.java
│ │ │ │ │ ├── MissingMekGyro.java
│ │ │ │ │ ├── MissingMekLifeSupport.java
│ │ │ │ │ ├── MissingMekLocation.java
│ │ │ │ │ ├── MissingMekSensor.java
│ │ │ │ │ ├── MissingOmniPod.java
│ │ │ │ │ ├── MissingPart.java
│ │ │ │ │ ├── MissingProtoMekArmActuator.java
│ │ │ │ │ ├── MissingProtoMekJumpJet.java
│ │ │ │ │ ├── MissingProtoMekLegActuator.java
│ │ │ │ │ ├── MissingProtoMekLocation.java
│ │ │ │ │ ├── MissingProtoMekSensor.java
│ │ │ │ │ ├── MissingQuadVeeGear.java
│ │ │ │ │ ├── MissingRotor.java
│ │ │ │ │ ├── MissingSVEngine.java
│ │ │ │ │ ├── MissingSpacecraftEngine.java
│ │ │ │ │ ├── MissingThrusters.java
│ │ │ │ │ ├── MissingTurret.java
│ │ │ │ │ ├── MissingVeeSensor.java
│ │ │ │ │ └── MissingVeeStabilizer.java
│ │ │ │ ├── protomeks/
│ │ │ │ │ ├── ProtoMekArmActuator.java
│ │ │ │ │ ├── ProtoMekArmor.java
│ │ │ │ │ ├── ProtoMekJumpJet.java
│ │ │ │ │ ├── ProtoMekLegActuator.java
│ │ │ │ │ ├── ProtoMekLocation.java
│ │ │ │ │ └── ProtoMekSensor.java
│ │ │ │ └── utilities/
│ │ │ │ └── BattleArmorSuitUtility.java
│ │ │ ├── personnel/
│ │ │ │ ├── Award.java
│ │ │ │ ├── AwardsFactory.java
│ │ │ │ ├── Bloodmark.java
│ │ │ │ ├── Bloodname.java
│ │ │ │ ├── Clan.java
│ │ │ │ ├── CustomOption.java
│ │ │ │ ├── DiscretionarySpending.java
│ │ │ │ ├── Fraction.java
│ │ │ │ ├── Injury.java
│ │ │ │ ├── InjuryType.java
│ │ │ │ ├── Modifier.java
│ │ │ │ ├── NameAcquired.java
│ │ │ │ ├── Person.java
│ │ │ │ ├── PersonAwardController.java
│ │ │ │ ├── PersonUtility.java
│ │ │ │ ├── PersonnelOptions.java
│ │ │ │ ├── PronounData.java
│ │ │ │ ├── RandomDependents.java
│ │ │ │ ├── SkillPrerequisite.java
│ │ │ │ ├── SpecialAbility.java
│ │ │ │ ├── advancedCharacterBuilder/
│ │ │ │ │ ├── ATOWLifeStage.java
│ │ │ │ │ ├── LifePathCategory.java
│ │ │ │ │ ├── LifePathDataClassLookup.java
│ │ │ │ │ ├── LifePathEntryData.java
│ │ │ │ │ ├── LifePathEntryDataTraitLookup.java
│ │ │ │ │ └── LifePathRecord.java
│ │ │ │ ├── autoAwards/
│ │ │ │ │ ├── AutoAwardsController.java
│ │ │ │ │ ├── ContractAwards.java
│ │ │ │ │ ├── FactionHunterAwards.java
│ │ │ │ │ ├── InjuryAwards.java
│ │ │ │ │ ├── KillAwards.java
│ │ │ │ │ ├── MiscAwards.java
│ │ │ │ │ ├── RankAwards.java
│ │ │ │ │ ├── ScenarioAwards.java
│ │ │ │ │ ├── ScenarioKillAwards.java
│ │ │ │ │ ├── SkillAwards.java
│ │ │ │ │ ├── TheatreOfWarAwards.java
│ │ │ │ │ ├── TimeAwards.java
│ │ │ │ │ └── TrainingAwards.java
│ │ │ │ ├── backgrounds/
│ │ │ │ │ ├── BackgroundsController.java
│ │ │ │ │ ├── RandomCompanyNameGenerator.java
│ │ │ │ │ └── Toughness.java
│ │ │ │ ├── death/
│ │ │ │ │ └── RandomDeath.java
│ │ │ │ ├── divorce/
│ │ │ │ │ ├── AbstractDivorce.java
│ │ │ │ │ ├── DisabledRandomDivorce.java
│ │ │ │ │ └── RandomDivorce.java
│ │ │ │ ├── education/
│ │ │ │ │ ├── Academy.java
│ │ │ │ │ ├── AcademyFactory.java
│ │ │ │ │ ├── AcademySet.java
│ │ │ │ │ ├── EducationController.java
│ │ │ │ │ └── TrainingCombatTeams.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── AgeGroup.java
│ │ │ │ │ ├── AwardBonus.java
│ │ │ │ │ ├── BabySurnameStyle.java
│ │ │ │ │ ├── BloodGroup.java
│ │ │ │ │ ├── BloodmarkLevel.java
│ │ │ │ │ ├── ConnectionsLevel.java
│ │ │ │ │ ├── ExtraIncome.java
│ │ │ │ │ ├── FamilialConnectionType.java
│ │ │ │ │ ├── FamilialRelationshipDisplayLevel.java
│ │ │ │ │ ├── FamilialRelationshipType.java
│ │ │ │ │ ├── ForceReliabilityMethod.java
│ │ │ │ │ ├── FormerSpouseReason.java
│ │ │ │ │ ├── GenderDescriptors.java
│ │ │ │ │ ├── InjuryHiding.java
│ │ │ │ │ ├── InjuryLevel.java
│ │ │ │ │ ├── LeadershipMethod.java
│ │ │ │ │ ├── ManeiDominiClass.java
│ │ │ │ │ ├── ManeiDominiRank.java
│ │ │ │ │ ├── MergingSurnameStyle.java
│ │ │ │ │ ├── ModifierValue.java
│ │ │ │ │ ├── MutinyMethod.java
│ │ │ │ │ ├── PersonnelRole.java
│ │ │ │ │ ├── PersonnelRoleSubType.java
│ │ │ │ │ ├── PersonnelStatus.java
│ │ │ │ │ ├── Phenotype.java
│ │ │ │ │ ├── Profession.java
│ │ │ │ │ ├── ROMDesignation.java
│ │ │ │ │ ├── RandomDivorceMethod.java
│ │ │ │ │ ├── RandomMarriageMethod.java
│ │ │ │ │ ├── RandomProcreationMethod.java
│ │ │ │ │ ├── RankSystemType.java
│ │ │ │ │ ├── SplittingSurnameStyle.java
│ │ │ │ │ ├── TenYearAgeRange.java
│ │ │ │ │ ├── TimeInDisplayFormat.java
│ │ │ │ │ ├── TurnoverFrequency.java
│ │ │ │ │ └── education/
│ │ │ │ │ ├── AcademyType.java
│ │ │ │ │ ├── EducationLevel.java
│ │ │ │ │ └── EducationStage.java
│ │ │ │ ├── familyTree/
│ │ │ │ │ ├── FormerSpouse.java
│ │ │ │ │ └── Genealogy.java
│ │ │ │ ├── generator/
│ │ │ │ │ ├── AbstractPersonnelGenerator.java
│ │ │ │ │ ├── AbstractSkillGenerator.java
│ │ │ │ │ ├── AbstractSpecialAbilityGenerator.java
│ │ │ │ │ ├── DefaultPersonnelGenerator.java
│ │ │ │ │ ├── DefaultSkillGenerator.java
│ │ │ │ │ ├── DefaultSpecialAbilityGenerator.java
│ │ │ │ │ ├── RandomPortraitGenerator.java
│ │ │ │ │ └── SingleSpecialAbilityGenerator.java
│ │ │ │ ├── lifeEvents/
│ │ │ │ │ ├── BirthAnnouncement.java
│ │ │ │ │ ├── ComingOfAgeAnnouncement.java
│ │ │ │ │ ├── CommandersDayAnnouncement.java
│ │ │ │ │ ├── FreedomDayAnnouncement.java
│ │ │ │ │ ├── NewYearsDayAnnouncement.java
│ │ │ │ │ └── WinterHolidayAnnouncement.java
│ │ │ │ ├── marriage/
│ │ │ │ │ ├── AbstractMarriage.java
│ │ │ │ │ ├── DisabledRandomMarriage.java
│ │ │ │ │ └── RandomMarriage.java
│ │ │ │ ├── medical/
│ │ │ │ │ ├── BodyLocation.java
│ │ │ │ │ ├── InjurySPAUtility.java
│ │ │ │ │ ├── MASHCapacity.java
│ │ │ │ │ ├── MedicalController.java
│ │ │ │ │ ├── advancedMedical/
│ │ │ │ │ │ ├── HitLocationGen.java
│ │ │ │ │ │ ├── InjuryTypes.java
│ │ │ │ │ │ └── InjuryUtil.java
│ │ │ │ │ └── advancedMedicalAlternate/
│ │ │ │ │ ├── AdvancedMedicalAlternate.java
│ │ │ │ │ ├── AdvancedMedicalAlternateHealing.java
│ │ │ │ │ ├── AdvancedMedicalAlternateImplants.java
│ │ │ │ │ ├── AlternateInjuries.java
│ │ │ │ │ ├── CanonicalDiseaseType.java
│ │ │ │ │ ├── DiseaseService.java
│ │ │ │ │ ├── DiseaseType.java
│ │ │ │ │ ├── HealingMarginOfSuccessEffects.java
│ │ │ │ │ ├── InjuryEffect.java
│ │ │ │ │ ├── InjuryLocationData.java
│ │ │ │ │ ├── InjuryLocationService.java
│ │ │ │ │ ├── InjurySubType.java
│ │ │ │ │ ├── Inoculations.java
│ │ │ │ │ ├── ProstheticComplexity.java
│ │ │ │ │ └── ProstheticType.java
│ │ │ │ ├── procreation/
│ │ │ │ │ ├── AbstractProcreation.java
│ │ │ │ │ ├── DisabledRandomProcreation.java
│ │ │ │ │ └── RandomProcreation.java
│ │ │ │ ├── ranks/
│ │ │ │ │ ├── Rank.java
│ │ │ │ │ ├── RankSystem.java
│ │ │ │ │ ├── RankValidator.java
│ │ │ │ │ └── Ranks.java
│ │ │ │ ├── skills/
│ │ │ │ │ ├── Aging.java
│ │ │ │ │ ├── Appraisal.java
│ │ │ │ │ ├── AttributeCheckUtility.java
│ │ │ │ │ ├── Attributes.java
│ │ │ │ │ ├── EscapeSkills.java
│ │ │ │ │ ├── InfantryGunnerySkills.java
│ │ │ │ │ ├── QuickTrain.java
│ │ │ │ │ ├── RandomSkillPreferences.java
│ │ │ │ │ ├── ScoutingSkills.java
│ │ │ │ │ ├── Skill.java
│ │ │ │ │ ├── SkillCheckUtility.java
│ │ │ │ │ ├── SkillDeprecationTool.java
│ │ │ │ │ ├── SkillModifierData.java
│ │ │ │ │ ├── SkillType.java
│ │ │ │ │ ├── Skills.java
│ │ │ │ │ ├── VehicleCrewSkills.java
│ │ │ │ │ └── enums/
│ │ │ │ │ ├── AgingMilestone.java
│ │ │ │ │ ├── MarginOfSuccess.java
│ │ │ │ │ ├── SkillAttribute.java
│ │ │ │ │ └── SkillSubType.java
│ │ │ │ └── turnoverAndRetention/
│ │ │ │ ├── Fatigue.java
│ │ │ │ └── RetirementDefectionTracker.java
│ │ │ ├── randomEvents/
│ │ │ │ ├── GrayMonday.java
│ │ │ │ ├── MercenaryAuction.java
│ │ │ │ ├── RandomEventLibraries.java
│ │ │ │ ├── RiotScenario.java
│ │ │ │ ├── RoninOffer.java
│ │ │ │ ├── VoiceOfKerensky.java
│ │ │ │ ├── personalities/
│ │ │ │ │ ├── PersonalityController.java
│ │ │ │ │ └── enums/
│ │ │ │ │ ├── Aggression.java
│ │ │ │ │ ├── Ambition.java
│ │ │ │ │ ├── Greed.java
│ │ │ │ │ ├── PersonalityQuirk.java
│ │ │ │ │ ├── PersonalityTraitType.java
│ │ │ │ │ ├── Reasoning.java
│ │ │ │ │ └── Social.java
│ │ │ │ └── prisoners/
│ │ │ │ ├── CapturePrisoners.java
│ │ │ │ ├── EventEffectsManager.java
│ │ │ │ ├── NonCombatPrisoners.java
│ │ │ │ ├── PrisonEscapeScenario.java
│ │ │ │ ├── PrisonerEventManager.java
│ │ │ │ ├── PrisonerMissionEndEvent.java
│ │ │ │ ├── PrisonerRansomEvent.java
│ │ │ │ ├── RecoverMIAPersonnel.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── EventResultEffect.java
│ │ │ │ │ ├── MobType.java
│ │ │ │ │ ├── PrisonerCaptureStyle.java
│ │ │ │ │ ├── PrisonerEvent.java
│ │ │ │ │ ├── PrisonerStatus.java
│ │ │ │ │ └── ResponseQuality.java
│ │ │ │ ├── records/
│ │ │ │ │ ├── EventResult.java
│ │ │ │ │ ├── PrisonerEventData.java
│ │ │ │ │ └── PrisonerResponseEntry.java
│ │ │ │ └── yaml/
│ │ │ │ └── PrisonerEventDataWrapper.java
│ │ │ ├── report/
│ │ │ │ ├── AbstractReport.java
│ │ │ │ ├── CargoReport.java
│ │ │ │ ├── HangarReport.java
│ │ │ │ ├── PersonnelReport.java
│ │ │ │ └── TransportReport.java
│ │ │ ├── storyArc/
│ │ │ │ ├── Personality.java
│ │ │ │ ├── StoryArc.java
│ │ │ │ ├── StoryArcStub.java
│ │ │ │ ├── StoryOutcome.java
│ │ │ │ ├── StoryPoint.java
│ │ │ │ ├── StoryPortrait.java
│ │ │ │ ├── StorySplash.java
│ │ │ │ ├── StoryTrigger.java
│ │ │ │ ├── enums/
│ │ │ │ │ └── StoryLoadingType.java
│ │ │ │ ├── storypoint/
│ │ │ │ │ ├── CheckDateReachedStoryPoint.java
│ │ │ │ │ ├── CheckMoreScenariosStoryPoint.java
│ │ │ │ │ ├── CheckPersonStatusStoryPoint.java
│ │ │ │ │ ├── CheckStringVariableStoryPoint.java
│ │ │ │ │ ├── ChoiceStoryPoint.java
│ │ │ │ │ ├── CreateCharacterStoryPoint.java
│ │ │ │ │ ├── DialogStoryPoint.java
│ │ │ │ │ ├── MissionStoryPoint.java
│ │ │ │ │ ├── NarrativeStoryPoint.java
│ │ │ │ │ ├── PersonStatusStoryPoint.java
│ │ │ │ │ ├── RollDiceStoryPoint.java
│ │ │ │ │ ├── ScenarioStoryPoint.java
│ │ │ │ │ ├── TravelStoryPoint.java
│ │ │ │ │ └── WaitStoryPoint.java
│ │ │ │ └── storytrigger/
│ │ │ │ ├── AddPersonStoryTrigger.java
│ │ │ │ ├── AddUnitStoryTrigger.java
│ │ │ │ ├── AdvanceTimeStoryTrigger.java
│ │ │ │ ├── ChangePersonStoryTrigger.java
│ │ │ │ ├── ChangeStringVariableStoryTrigger.java
│ │ │ │ ├── CompleteMissionStoryTrigger.java
│ │ │ │ ├── EndArcStoryTrigger.java
│ │ │ │ ├── GameOverStoryTrigger.java
│ │ │ │ ├── RemoveUnitStoryTrigger.java
│ │ │ │ ├── SetDateStoryTrigger.java
│ │ │ │ └── SwitchTabStoryTrigger.java
│ │ │ ├── stratCon/
│ │ │ │ ├── IStratConDisplayable.java
│ │ │ │ ├── MaplessStratCon.java
│ │ │ │ ├── ScoutRecord.java
│ │ │ │ ├── StratConBiome.java
│ │ │ │ ├── StratConBiomeManifest.java
│ │ │ │ ├── StratConCampaignState.java
│ │ │ │ ├── StratConContractDefinition.java
│ │ │ │ ├── StratConContractInitializer.java
│ │ │ │ ├── StratConCoords.java
│ │ │ │ ├── StratConFacility.java
│ │ │ │ ├── StratConFacilityFactory.java
│ │ │ │ ├── StratConFacilityManifest.java
│ │ │ │ ├── StratConPlayType.java
│ │ │ │ ├── StratConRulesManager.java
│ │ │ │ ├── StratConScenario.java
│ │ │ │ ├── StratConScenarioFactory.java
│ │ │ │ ├── StratConStrategicObjective.java
│ │ │ │ ├── StratConTerrainPlacer.java
│ │ │ │ ├── StratConTerrainTile.java
│ │ │ │ ├── StratConTrackState.java
│ │ │ │ └── SupportPointNegotiation.java
│ │ │ ├── unit/
│ │ │ │ ├── AbstractTransportedUnitsSummary.java
│ │ │ │ ├── CargoStatistics.java
│ │ │ │ ├── CrewType.java
│ │ │ │ ├── HangarSorter.java
│ │ │ │ ├── HangarStatistics.java
│ │ │ │ ├── ITransportAssignment.java
│ │ │ │ ├── ITransportedUnitsSummary.java
│ │ │ │ ├── Maintenance.java
│ │ │ │ ├── MothballInfo.java
│ │ │ │ ├── ShipTransportedUnitsSummary.java
│ │ │ │ ├── TacticalTransportedUnitsSummary.java
│ │ │ │ ├── TestUnit.java
│ │ │ │ ├── TowTransportedUnitsSummary.java
│ │ │ │ ├── TransportAssignment.java
│ │ │ │ ├── TransportShipAssignment.java
│ │ │ │ ├── Unit.java
│ │ │ │ ├── UnitOrder.java
│ │ │ │ ├── UnitTechProgression.java
│ │ │ │ ├── actions/
│ │ │ │ │ ├── ActivateUnitAction.java
│ │ │ │ │ ├── AdjustLargeCraftAmmoAction.java
│ │ │ │ │ ├── CancelMothballUnitAction.java
│ │ │ │ │ ├── HirePersonnelUnitAction.java
│ │ │ │ │ ├── IUnitAction.java
│ │ │ │ │ ├── MothballUnitAction.java
│ │ │ │ │ ├── RestoreUnitAction.java
│ │ │ │ │ ├── StripUnitAction.java
│ │ │ │ │ └── SwapAmmoTypeAction.java
│ │ │ │ ├── cleanup/
│ │ │ │ │ ├── ApproximateMatchStep.java
│ │ │ │ │ ├── BattleArmorEquipmentProposal.java
│ │ │ │ │ ├── BattleArmorEquipmentUnscrambler.java
│ │ │ │ │ ├── DefaultEquipmentUnscrambler.java
│ │ │ │ │ ├── EquipmentProposal.java
│ │ │ │ │ ├── EquipmentProposalReport.java
│ │ │ │ │ ├── EquipmentUnscrambler.java
│ │ │ │ │ ├── EquipmentUnscramblerResult.java
│ │ │ │ │ ├── ExactMatchStep.java
│ │ │ │ │ ├── MovedAmmoBinStep.java
│ │ │ │ │ ├── MovedEquipmentStep.java
│ │ │ │ │ └── UnscrambleStep.java
│ │ │ │ └── enums/
│ │ │ │ ├── CrewAssignmentState.java
│ │ │ │ └── TransporterType.java
│ │ │ ├── universe/
│ │ │ │ ├── AbstractUnitGenerator.java
│ │ │ │ ├── Atmosphere.java
│ │ │ │ ├── Faction.java
│ │ │ │ ├── FactionBorderTracker.java
│ │ │ │ ├── FactionBorders.java
│ │ │ │ ├── Factions.java
│ │ │ │ ├── HPGLink.java
│ │ │ │ ├── IUnitGenerator.java
│ │ │ │ ├── LandMass.java
│ │ │ │ ├── LifeForm.java
│ │ │ │ ├── News.java
│ │ │ │ ├── NewsItem.java
│ │ │ │ ├── Planet.java
│ │ │ │ ├── PlanetarySystem.java
│ │ │ │ ├── RATGeneratorConnector.java
│ │ │ │ ├── RandomFactionGenerator.java
│ │ │ │ ├── RegionPerimeter.java
│ │ │ │ ├── Satellite.java
│ │ │ │ ├── SocioIndustrialData.java
│ │ │ │ ├── SourceableValue.java
│ │ │ │ ├── StarType.java
│ │ │ │ ├── StarUtil.java
│ │ │ │ ├── Systems.java
│ │ │ │ ├── UnitGeneratorParameters.java
│ │ │ │ ├── companyGeneration/
│ │ │ │ │ ├── AtBRandomMekParameters.java
│ │ │ │ │ ├── CompanyGenerationOptions.java
│ │ │ │ │ └── CompanyGenerationPersonTracker.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── Alphabet.java
│ │ │ │ │ ├── BattleMekFactionGenerationMethod.java
│ │ │ │ │ ├── BattleMekQualityGenerationMethod.java
│ │ │ │ │ ├── BattleMekWeightClassGenerationMethod.java
│ │ │ │ │ ├── CompanyGenerationMethod.java
│ │ │ │ │ ├── CompanyGenerationPersonType.java
│ │ │ │ │ ├── ForceNamingMethod.java
│ │ │ │ │ ├── HPGRating.java
│ │ │ │ │ ├── HiringHallLevel.java
│ │ │ │ │ ├── MysteryBoxType.java
│ │ │ │ │ ├── PartGenerationMethod.java
│ │ │ │ │ └── PlanetaryType.java
│ │ │ │ ├── eras/
│ │ │ │ │ ├── Era.java
│ │ │ │ │ └── Eras.java
│ │ │ │ ├── factionHints/
│ │ │ │ │ ├── AltLocation.java
│ │ │ │ │ ├── DiplomacyLabel.java
│ │ │ │ │ ├── DiplomacyType.java
│ │ │ │ │ ├── FactionHint.java
│ │ │ │ │ ├── FactionHints.java
│ │ │ │ │ └── WarAndPeaceProcessor.java
│ │ │ │ ├── factionStanding/
│ │ │ │ │ ├── AccoladeEntry.java
│ │ │ │ │ ├── BatchallFactions.java
│ │ │ │ │ ├── CensureEntry.java
│ │ │ │ │ ├── FactionAccoladeEvent.java
│ │ │ │ │ ├── FactionAccoladeLevel.java
│ │ │ │ │ ├── FactionCensureAction.java
│ │ │ │ │ ├── FactionCensureEvent.java
│ │ │ │ │ ├── FactionCensureLevel.java
│ │ │ │ │ ├── FactionJudgment.java
│ │ │ │ │ ├── FactionJudgmentSceneType.java
│ │ │ │ │ ├── FactionStandingAgitatorData.java
│ │ │ │ │ ├── FactionStandingJudgmentType.java
│ │ │ │ │ ├── FactionStandingLevel.java
│ │ │ │ │ ├── FactionStandingUltimatum.java
│ │ │ │ │ ├── FactionStandingUltimatumData.java
│ │ │ │ │ ├── FactionStandingUltimatumsLibrary.java
│ │ │ │ │ ├── FactionStandingUltimatumsWrapper.java
│ │ │ │ │ ├── FactionStandingUtilities.java
│ │ │ │ │ ├── FactionStandings.java
│ │ │ │ │ ├── GoingRogue.java
│ │ │ │ │ ├── MercenaryRelations.java
│ │ │ │ │ └── PerformBatchall.java
│ │ │ │ ├── fameAndInfamy/
│ │ │ │ │ └── FameAndInfamyController.java
│ │ │ │ ├── generators/
│ │ │ │ │ ├── battleMekQualityGenerators/
│ │ │ │ │ │ ├── ABattleMekQualityGenerator.java
│ │ │ │ │ │ ├── AStarBattleMekQualityGenerator.java
│ │ │ │ │ │ ├── AbstractBattleMekQualityGenerator.java
│ │ │ │ │ │ ├── AtBBattleMekQualityGenerator.java
│ │ │ │ │ │ ├── BBattleMekQualityGenerator.java
│ │ │ │ │ │ ├── CBattleMekQualityGenerator.java
│ │ │ │ │ │ ├── DBattleMekQualityGenerator.java
│ │ │ │ │ │ ├── FBattleMekQualityGenerator.java
│ │ │ │ │ │ └── WindchildBattleMekQualityGenerator.java
│ │ │ │ │ ├── battleMekWeightClassGenerators/
│ │ │ │ │ │ ├── AbstractBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── AssaultBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── AtBBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── HeavyBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── LightBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── MediumBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── WindchildAssaultBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── WindchildBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── WindchildHeavyBattleMekWeightClassGenerator.java
│ │ │ │ │ │ ├── WindchildLightBattleMekWeightClassGenerator.java
│ │ │ │ │ │ └── WindchildMediumBattleMekWeightClassGenerator.java
│ │ │ │ │ ├── companyGenerators/
│ │ │ │ │ │ ├── AbstractCompanyGenerator.java
│ │ │ │ │ │ ├── AtBCompanyGenerator.java
│ │ │ │ │ │ └── WindchildCompanyGenerator.java
│ │ │ │ │ └── partGenerators/
│ │ │ │ │ ├── AbstractPartGenerator.java
│ │ │ │ │ ├── MishraPartGenerator.java
│ │ │ │ │ ├── MultiplePartGenerator.java
│ │ │ │ │ └── WindchildPartGenerator.java
│ │ │ │ └── selectors/
│ │ │ │ ├── factionSelectors/
│ │ │ │ │ ├── AbstractFactionSelector.java
│ │ │ │ │ ├── DefaultFactionSelector.java
│ │ │ │ │ └── RangedFactionSelector.java
│ │ │ │ └── planetSelectors/
│ │ │ │ ├── AbstractPlanetSelector.java
│ │ │ │ ├── DefaultPlanetSelector.java
│ │ │ │ └── RangedPlanetSelector.java
│ │ │ ├── utilities/
│ │ │ │ ├── AutomatedPersonnelCleanUp.java
│ │ │ │ ├── AutomatedTechAssignments.java
│ │ │ │ ├── CampaignTransportUtilities.java
│ │ │ │ ├── EasyBugReport.java
│ │ │ │ ├── JumpBlockers.java
│ │ │ │ └── glossary/
│ │ │ │ ├── DocumentationEntry.java
│ │ │ │ └── GlossaryEntry.java
│ │ │ └── work/
│ │ │ ├── IAcquisitionWork.java
│ │ │ ├── IPartWork.java
│ │ │ ├── IWork.java
│ │ │ ├── RefitType.java
│ │ │ └── WorkTime.java
│ │ ├── gui/
│ │ │ ├── ActionScheduler.java
│ │ │ ├── BasicInfo.java
│ │ │ ├── BriefingTab.java
│ │ │ ├── CampaignGUI.java
│ │ │ ├── CampaignGuiTab.java
│ │ │ ├── CommandCenterTab.java
│ │ │ ├── DailyReportLogPanel.java
│ │ │ ├── FactionComboBox.java
│ │ │ ├── FileDialogs.java
│ │ │ ├── FinancesTab.java
│ │ │ ├── ForceRenderer.java
│ │ │ ├── GUI.java
│ │ │ ├── HangarTab.java
│ │ │ ├── ITechWorkPanel.java
│ │ │ ├── InfirmaryTab.java
│ │ │ ├── InnerStellarMapConfig.java
│ │ │ ├── InterstellarMapPanel.java
│ │ │ ├── MapTab.java
│ │ │ ├── MekLabTab.java
│ │ │ ├── PersonnelTab.java
│ │ │ ├── PlanetEditorGUI.java
│ │ │ ├── PlanetarySystemMapPanel.java
│ │ │ ├── RepairTab.java
│ │ │ ├── RepairTaskInfo.java
│ │ │ ├── ReportHyperlinkListener.java
│ │ │ ├── StratConPanel.java
│ │ │ ├── StratConTab.java
│ │ │ ├── TOETab.java
│ │ │ ├── WarehouseTab.java
│ │ │ ├── adapter/
│ │ │ │ ├── FinanceTableMouseAdapter.java
│ │ │ │ ├── JPopupMenuAdapter.java
│ │ │ │ ├── LoanTableMouseAdapter.java
│ │ │ │ ├── PartsTableMouseAdapter.java
│ │ │ │ ├── PersonnelTableMouseAdapter.java
│ │ │ │ ├── ProcurementTableMouseAdapter.java
│ │ │ │ ├── ScenarioTableMouseAdapter.java
│ │ │ │ ├── ServicedUnitsTableMouseAdapter.java
│ │ │ │ ├── TOEMouseAdapter.java
│ │ │ │ ├── TaskTableMouseAdapter.java
│ │ │ │ └── UnitTableMouseAdapter.java
│ │ │ ├── baseComponents/
│ │ │ │ ├── AbstractMHQButtonDialog.java
│ │ │ │ ├── AbstractMHQDialogBasic.java
│ │ │ │ ├── AbstractMHQPanel.java
│ │ │ │ ├── AbstractMHQScrollPane.java
│ │ │ │ ├── AbstractMHQScrollablePanel.java
│ │ │ │ ├── AbstractMHQSplitPane.java
│ │ │ │ ├── AbstractMHQTabbedPane.java
│ │ │ │ ├── AbstractMHQValidationButtonDialog.java
│ │ │ │ ├── DefaultMHQScrollablePanel.java
│ │ │ │ ├── JScrollableMenu.java
│ │ │ │ ├── JScrollablePanel.java
│ │ │ │ ├── JScrollablePopupMenu.java
│ │ │ │ ├── SortedComboBoxModel.java
│ │ │ │ ├── SourceableValueLabel.java
│ │ │ │ ├── immersiveDialogs/
│ │ │ │ │ ├── ImmersiveDialogConfirmation.java
│ │ │ │ │ ├── ImmersiveDialogCore.java
│ │ │ │ │ ├── ImmersiveDialogNag.java
│ │ │ │ │ ├── ImmersiveDialogNotification.java
│ │ │ │ │ ├── ImmersiveDialogSimple.java
│ │ │ │ │ └── ImmersiveDialogWidth.java
│ │ │ │ └── roundedComponents/
│ │ │ │ ├── RoundedJButton.java
│ │ │ │ ├── RoundedLineBorder.java
│ │ │ │ └── RoundedMMToggleButton.java
│ │ │ ├── campaignOptions/
│ │ │ │ ├── CampaignOptionFlag.java
│ │ │ │ ├── CampaignOptionsAbilityInfo.java
│ │ │ │ ├── CampaignOptionsDialog.java
│ │ │ │ ├── CampaignOptionsMetadata.java
│ │ │ │ ├── CampaignOptionsPane.java
│ │ │ │ ├── CampaignOptionsPresetPicker.java
│ │ │ │ ├── CampaignOptionsUtilities.java
│ │ │ │ ├── CreateCampaignPreset.java
│ │ │ │ ├── components/
│ │ │ │ │ ├── CampaignOptionsButton.java
│ │ │ │ │ ├── CampaignOptionsCheckBox.java
│ │ │ │ │ ├── CampaignOptionsGridBagConstraints.java
│ │ │ │ │ ├── CampaignOptionsHeaderPanel.java
│ │ │ │ │ ├── CampaignOptionsLabel.java
│ │ │ │ │ ├── CampaignOptionsSpinner.java
│ │ │ │ │ ├── CampaignOptionsStandardPanel.java
│ │ │ │ │ └── CampaignOptionsTextField.java
│ │ │ │ ├── contents/
│ │ │ │ │ ├── AbilitiesTab.java
│ │ │ │ │ ├── AdvancementTab.java
│ │ │ │ │ ├── BiographyTab.java
│ │ │ │ │ ├── EquipmentAndSuppliesTab.java
│ │ │ │ │ ├── FinancesTab.java
│ │ │ │ │ ├── GeneralTab.java
│ │ │ │ │ ├── MarketsTab.java
│ │ │ │ │ ├── PersonnelTab.java
│ │ │ │ │ ├── RelationshipsTab.java
│ │ │ │ │ ├── RepairAndMaintenanceTab.java
│ │ │ │ │ ├── RulesetsTab.java
│ │ │ │ │ ├── SalariesTab.java
│ │ │ │ │ ├── SkillsTab.java
│ │ │ │ │ ├── SystemsTab.java
│ │ │ │ │ └── TurnoverAndRetentionTab.java
│ │ │ │ ├── enums/
│ │ │ │ │ └── ProcurementPersonnelPick.java
│ │ │ │ └── optionChangeDialogs/
│ │ │ │ ├── AdvancedScoutingCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── AltAdvancedMedicalCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── DiminishingReturnsCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── FactionStandingCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── FatigueTrackingCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── MASHTheaterTrackingCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── NormalizedContractPayCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── PrisonerTrackingCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── SalvageCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── StratConConvoyCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ ├── StratConMaplessCampaignOptionsChangedConfirmationDialog.java
│ │ │ │ └── VeterancyAwardsCampaignOptionsChangedConfirmationDialog.java
│ │ │ ├── control/
│ │ │ │ ├── EditKillLogControl.java
│ │ │ │ ├── EditLogControl.java
│ │ │ │ └── EditScenarioLogControl.java
│ │ │ ├── dialog/
│ │ │ │ ├── AbstractMHQIconChooserDialog.java
│ │ │ │ ├── AcquisitionsDialog.java
│ │ │ │ ├── AddFundsDialog.java
│ │ │ │ ├── AddOrEditKillEntryDialog.java
│ │ │ │ ├── AddOrEditLogEntryDialog.java
│ │ │ │ ├── AddOrEditScenarioEntryDialog.java
│ │ │ │ ├── AdvanceDaysDialog.java
│ │ │ │ ├── AdvancedReplacementLimbDialog.java
│ │ │ │ ├── AttributeCheckDialog.java
│ │ │ │ ├── AutoAwardsDialog.java
│ │ │ │ ├── AutoAwardsTable.java
│ │ │ │ ├── AutoResolveBehaviorSettingsDialog.java
│ │ │ │ ├── BatchXPDialog.java
│ │ │ │ ├── BayRentalDialog.java
│ │ │ │ ├── BombsDialog.java
│ │ │ │ ├── CampaignExportWizard.java
│ │ │ │ ├── CampaignHasProblemOnLoad.java
│ │ │ │ ├── CampaignUpgradeDialog.java
│ │ │ │ ├── ChooseMulFilesDialog.java
│ │ │ │ ├── ChooseRefitDialog.java
│ │ │ │ ├── CompanyGenerationDialog.java
│ │ │ │ ├── CompanyGenerationOptionsDialog.java
│ │ │ │ ├── CompleteMissionDialog.java
│ │ │ │ ├── ContractMarketDialog.java
│ │ │ │ ├── ContractStartRentalDialog.java
│ │ │ │ ├── CreateCharacterDialog.java
│ │ │ │ ├── CustomRankSystemCreationDialog.java
│ │ │ │ ├── CustomizeAtBContractDialog.java
│ │ │ │ ├── CustomizeBotForceDialog.java
│ │ │ │ ├── CustomizeMissionDialog.java
│ │ │ │ ├── CustomizePersonDialog.java
│ │ │ │ ├── CustomizeScenarioDialog.java
│ │ │ │ ├── CustomizeScenarioObjectiveDialog.java
│ │ │ │ ├── DataLoadingDialog.java
│ │ │ │ ├── DateChooser.java
│ │ │ │ ├── DiplomacyReport.java
│ │ │ │ ├── EasyBugReportDialog.java
│ │ │ │ ├── EditAssetDialog.java
│ │ │ │ ├── EditDeploymentDialog.java
│ │ │ │ ├── EditInjuryEntryDialog.java
│ │ │ │ ├── EditKillLogDialog.java
│ │ │ │ ├── EditLogDialog.java
│ │ │ │ ├── EditMapSettingsDialog.java
│ │ │ │ ├── EditPersonnelHitsDialog.java
│ │ │ │ ├── EditPersonnelInjuriesDialog.java
│ │ │ │ ├── EditScenarioDeploymentLimitDialog.java
│ │ │ │ ├── EditScenarioLogDialog.java
│ │ │ │ ├── EditSkillPreRequisiteDialog.java
│ │ │ │ ├── EditSpecialAbilityDialog.java
│ │ │ │ ├── EditTransactionDialog.java
│ │ │ │ ├── FamilyTreeDialog.java
│ │ │ │ ├── ForceTemplateAssignmentDialog.java
│ │ │ │ ├── GMToolsDialog.java
│ │ │ │ ├── HireBulkPersonnelDialog.java
│ │ │ │ ├── HistoricalDailyReportDialog.java
│ │ │ │ ├── JumpCostsSummary.java
│ │ │ │ ├── LargeCraftAmmoSwapDialog.java
│ │ │ │ ├── LootDialog.java
│ │ │ │ ├── MHQOptionsDialog.java
│ │ │ │ ├── MRMSDialog.java
│ │ │ │ ├── ManageAssetsDialog.java
│ │ │ │ ├── MaplessStratConForcePicker.java
│ │ │ │ ├── MaplessStratConScenarioPicker.java
│ │ │ │ ├── MarkdownEditorDialog.java
│ │ │ │ ├── MassMothballDialog.java
│ │ │ │ ├── MedicalViewDialog.java
│ │ │ │ ├── MekHQAboutDialog.java
│ │ │ │ ├── MekHQUnitSelectorDialog.java
│ │ │ │ ├── MercenaryAuctionDialog.java
│ │ │ │ ├── MilestoneUpgradePathDialog.java
│ │ │ │ ├── MissionTypeDialog.java
│ │ │ │ ├── NewAtBContractDialog.java
│ │ │ │ ├── NewCampaignConfirmationDialog.java
│ │ │ │ ├── NewContractDialog.java
│ │ │ │ ├── NewLoanDialog.java
│ │ │ │ ├── NewPlayerQuickstartDialog.java
│ │ │ │ ├── NewRecruitDialog.java
│ │ │ │ ├── NewsDialog.java
│ │ │ │ ├── ObjectiveEditPanel.java
│ │ │ │ ├── PartsReportDialog.java
│ │ │ │ ├── PartsStoreDialog.java
│ │ │ │ ├── PayCollateralDialog.java
│ │ │ │ ├── PersonnelMarketDialog.java
│ │ │ │ ├── PopupValueChoiceDialog.java
│ │ │ │ ├── QuickTrainDialog.java
│ │ │ │ ├── QuirksDialog.java
│ │ │ │ ├── RefitNameDialog.java
│ │ │ │ ├── ReplacementLimbDialog.java
│ │ │ │ ├── ResolveScenarioWizardDialog.java
│ │ │ │ ├── ResupplyConvoyChoice.java
│ │ │ │ ├── RetirementDefectionDialog.java
│ │ │ │ ├── RetirementTable.java
│ │ │ │ ├── ScenarioTemplateEditorDialog.java
│ │ │ │ ├── SelectAbilitiesDialog.java
│ │ │ │ ├── SkillCheckDialog.java
│ │ │ │ ├── SmallSVAmmoSwapDialog.java
│ │ │ │ ├── StoryArcSelectionDialog.java
│ │ │ │ ├── StoryChoiceDialog.java
│ │ │ │ ├── StoryDialog.java
│ │ │ │ ├── StoryNarrativeDialog.java
│ │ │ │ ├── StratConReinforcementsConfirmationDialog.java
│ │ │ │ ├── StratConSinglesReinforcementsDialog.java
│ │ │ │ ├── UnitMarketDialog.java
│ │ │ │ ├── VocationalExperienceAwardDialog.java
│ │ │ │ ├── camOpsSalvage/
│ │ │ │ │ ├── SalvageFormationPicker.java
│ │ │ │ │ ├── SalvagePostScenarioPicker.java
│ │ │ │ │ └── SalvageTechPicker.java
│ │ │ │ ├── factionStanding/
│ │ │ │ │ ├── FactionStandingReport.java
│ │ │ │ │ ├── FactionStandingSlider.java
│ │ │ │ │ ├── FactionStandingUltimatumDialog.java
│ │ │ │ │ ├── events/
│ │ │ │ │ │ └── FactionStandingGreeting.java
│ │ │ │ │ ├── factionJudgment/
│ │ │ │ │ │ ├── FactionAccoladeConfirmationDialog.java
│ │ │ │ │ │ ├── FactionCensureConfirmationDialog.java
│ │ │ │ │ │ ├── FactionCensureGoingRogueDialog.java
│ │ │ │ │ │ ├── FactionJudgmentDialog.java
│ │ │ │ │ │ ├── FactionJudgmentNewsArticle.java
│ │ │ │ │ │ └── FactionJudgmentSceneDialog.java
│ │ │ │ │ ├── gmToolsDialog/
│ │ │ │ │ │ ├── AccoladeSelectionDialog.java
│ │ │ │ │ │ ├── CensureSelectionDialog.java
│ │ │ │ │ │ ├── FactionSelectionDialog.java
│ │ │ │ │ │ ├── FactionStandingsGMToolsActionType.java
│ │ │ │ │ │ ├── GMTools.java
│ │ │ │ │ │ └── GMToolsConfirmationDialog.java
│ │ │ │ │ └── manualMissionDialogs/
│ │ │ │ │ ├── ManualMissionDialog.java
│ │ │ │ │ ├── SimulateMissionDialog.java
│ │ │ │ │ └── StandingUpdateConfirmationDialog.java
│ │ │ │ ├── glossary/
│ │ │ │ │ ├── NewDocumentationEntryDialog.java
│ │ │ │ │ ├── NewGlossaryDialog.java
│ │ │ │ │ └── NewGlossaryEntryDialog.java
│ │ │ │ ├── helpDialogs/
│ │ │ │ │ └── AutoResolveBehaviorSettingsHelpDialog.java
│ │ │ │ ├── iconDialogs/
│ │ │ │ │ ├── LayeredFormationIconDialog.java
│ │ │ │ │ ├── StandardFormationIconDialog.java
│ │ │ │ │ └── UnitIconDialog.java
│ │ │ │ ├── markets/
│ │ │ │ │ └── personnelMarket/
│ │ │ │ │ ├── ApplicantTableColumns.java
│ │ │ │ │ ├── PersonTableModel.java
│ │ │ │ │ ├── PersonnelMarketDialog.java
│ │ │ │ │ └── PersonnelTablePanel.java
│ │ │ │ ├── nagDialogs/
│ │ │ │ │ ├── CombatChallengeNagDialog.java
│ │ │ │ │ ├── DeploymentShortfallNagDialog.java
│ │ │ │ │ ├── EndContractNagDialog.java
│ │ │ │ │ ├── HRStrainNagDialog.java
│ │ │ │ │ ├── InsufficientAsTechsNagDialog.java
│ │ │ │ │ ├── InsufficientAstechTimeNagDialog.java
│ │ │ │ │ ├── InsufficientMedicsNagDialog.java
│ │ │ │ │ ├── InvalidFactionNagDialog.java
│ │ │ │ │ ├── NagController.java
│ │ │ │ │ ├── OutstandingScenariosNagDialog.java
│ │ │ │ │ ├── PregnantCombatantNagDialog.java
│ │ │ │ │ ├── PrisonersNagDialog.java
│ │ │ │ │ ├── SingleDropNagDialog.java
│ │ │ │ │ ├── UnableToAffordExpensesNagDialog.java
│ │ │ │ │ ├── UnableToAffordJumpNagDialog.java
│ │ │ │ │ ├── UnableToAffordLoanPaymentNagDialog.java
│ │ │ │ │ ├── UnableToAffordRentNagDialog.java
│ │ │ │ │ ├── UnableToAffordShoppingListNagDialog.java
│ │ │ │ │ ├── UnmaintainedUnitsNagDialog.java
│ │ │ │ │ ├── UnresolvedStratConContactsNagDialog.java
│ │ │ │ │ ├── UntreatedPersonnelNagDialog.java
│ │ │ │ │ └── nagLogic/
│ │ │ │ │ ├── DeploymentShortfallNagLogic.java
│ │ │ │ │ ├── EndContractNagLogic.java
│ │ │ │ │ ├── HRStrainNagLogic.java
│ │ │ │ │ ├── InsufficientAsTechTimeNagLogic.java
│ │ │ │ │ ├── InsufficientAsTechsNagLogic.java
│ │ │ │ │ ├── InsufficientMedicsNagLogic.java
│ │ │ │ │ ├── InvalidFactionNagLogic.java
│ │ │ │ │ ├── NoCommanderNagLogic.java
│ │ │ │ │ ├── OutstandingScenariosNagLogic.java
│ │ │ │ │ ├── PregnantCombatantNagLogic.java
│ │ │ │ │ ├── PrisonersNagLogic.java
│ │ │ │ │ ├── SingleDropSetUpNagLogic.java
│ │ │ │ │ ├── UnableToAffordExpensesNagLogic.java
│ │ │ │ │ ├── UnableToAffordJumpNagLogic.java
│ │ │ │ │ ├── UnableToAffordLoanPaymentNag.java
│ │ │ │ │ ├── UnableToAffordRentNagLogic.java
│ │ │ │ │ ├── UnableToAffordShoppingListNag.java
│ │ │ │ │ ├── UnmaintainedUnitsNagLogic.java
│ │ │ │ │ ├── UnresolvedStratConContactsNagLogic.java
│ │ │ │ │ └── UntreatedPersonnelNagLogic.java
│ │ │ │ ├── randomEvents/
│ │ │ │ │ └── RoninEventDialog.java
│ │ │ │ ├── reportDialogs/
│ │ │ │ │ ├── AbstractReportDialog.java
│ │ │ │ │ ├── CargoReportDialog.java
│ │ │ │ │ ├── HangarReportDialog.java
│ │ │ │ │ ├── MaintenanceReportDialog.java
│ │ │ │ │ ├── MonthlyUnitCostReportDialog.java
│ │ │ │ │ ├── NewsReportDialog.java
│ │ │ │ │ ├── PartQualityReportDialog.java
│ │ │ │ │ ├── PersonnelReportDialog.java
│ │ │ │ │ ├── ReputationReportDialog.java
│ │ │ │ │ └── TransportReportDialog.java
│ │ │ │ └── resupplyAndCaches/
│ │ │ │ ├── DialogContractStart.java
│ │ │ │ ├── DialogItinerary.java
│ │ │ │ ├── DialogResupplyFocus.java
│ │ │ │ ├── DialogSwindled.java
│ │ │ │ └── ResupplyDialogUtilities.java
│ │ │ ├── displayWrappers/
│ │ │ │ ├── ClanDisplay.java
│ │ │ │ ├── FactionDisplay.java
│ │ │ │ └── RankDisplay.java
│ │ │ ├── enums/
│ │ │ │ ├── FormationIconOperationalStatusStyle.java
│ │ │ │ ├── MHQTabType.java
│ │ │ │ ├── PersonnelFilter.java
│ │ │ │ ├── PersonnelFilterStyle.java
│ │ │ │ ├── PersonnelTabView.java
│ │ │ │ └── PersonnelTableModelColumn.java
│ │ │ ├── handler/
│ │ │ │ └── TOETransferHandler.java
│ │ │ ├── menus/
│ │ │ │ ├── AssignForceToShipTransportMenu.java
│ │ │ │ ├── AssignForceToTacticalTransportMenu.java
│ │ │ │ ├── AssignForceToTowTransportMenu.java
│ │ │ │ ├── AssignForceToTransportMenu.java
│ │ │ │ ├── AssignPersonToUnitMenu.java
│ │ │ │ ├── AssignTechToUnitMenu.java
│ │ │ │ ├── AssignUnitToForceMenu.java
│ │ │ │ ├── AssignUnitToPersonMenu.java
│ │ │ │ ├── AssignUnitToTechMenu.java
│ │ │ │ └── ExportUnitSpriteMenu.java
│ │ │ ├── model/
│ │ │ │ ├── AutoAwardsTableModel.java
│ │ │ │ ├── BotForceTableModel.java
│ │ │ │ ├── CrewListModel.java
│ │ │ │ ├── DataTableModel.java
│ │ │ │ ├── DocTableModel.java
│ │ │ │ ├── FilterableComboBoxModel.java
│ │ │ │ ├── FilterableListModel.java
│ │ │ │ ├── FinanceTableModel.java
│ │ │ │ ├── KillTableModel.java
│ │ │ │ ├── LoanTableModel.java
│ │ │ │ ├── LogTableModel.java
│ │ │ │ ├── LootTableModel.java
│ │ │ │ ├── ObjectiveTableModel.java
│ │ │ │ ├── OrgTreeModel.java
│ │ │ │ ├── PartsInUseTableModel.java
│ │ │ │ ├── PartsStoreModel.java
│ │ │ │ ├── PartsTableModel.java
│ │ │ │ ├── PatientTableModel.java
│ │ │ │ ├── PersonnelEventLogModel.java
│ │ │ │ ├── PersonnelKillLogModel.java
│ │ │ │ ├── PersonnelTableModel.java
│ │ │ │ ├── ProcurementTableModel.java
│ │ │ │ ├── RankTableModel.java
│ │ │ │ ├── RetirementTableModel.java
│ │ │ │ ├── ScenarioTableModel.java
│ │ │ │ ├── TaskTableModel.java
│ │ │ │ ├── TechTableModel.java
│ │ │ │ ├── UnitAssignmentTableModel.java
│ │ │ │ ├── UnitMarketTableModel.java
│ │ │ │ └── UnitTableModel.java
│ │ │ ├── panels/
│ │ │ │ ├── AbstractMHQIconChooser.java
│ │ │ │ ├── CampaignPresetPanel.java
│ │ │ │ ├── CompanyGenerationOptionsPanel.java
│ │ │ │ ├── ForcePieceIconChooser.java
│ │ │ │ ├── LayeredFormationIconCreationPanel.java
│ │ │ │ ├── RandomOriginOptionsPanel.java
│ │ │ │ ├── StandardFormationIconChooser.java
│ │ │ │ ├── StartupScreenPanel.java
│ │ │ │ ├── StoryArcPanel.java
│ │ │ │ ├── StoryChoicePanel.java
│ │ │ │ ├── TutorialHyperlinkPanel.java
│ │ │ │ └── UnitIconChooser.java
│ │ │ ├── panes/
│ │ │ │ ├── RankSystemsPane.java
│ │ │ │ ├── StoryArcSelectionPane.java
│ │ │ │ └── UnitMarketPane.java
│ │ │ ├── preferences/
│ │ │ │ └── StringPreference.java
│ │ │ ├── renderers/
│ │ │ │ └── StoryArcRenderer.java
│ │ │ ├── sorter/
│ │ │ │ ├── AttributeScoreSorter.java
│ │ │ │ ├── BonusSorter.java
│ │ │ │ ├── DateStringComparator.java
│ │ │ │ ├── EducationLevelSorter.java
│ │ │ │ ├── FormattedNumberSorter.java
│ │ │ │ ├── IntegerStringSorter.java
│ │ │ │ ├── LevelSorter.java
│ │ │ │ ├── PartsDetailSorter.java
│ │ │ │ ├── PersonRankSorter.java
│ │ │ │ ├── PersonRankStringSorter.java
│ │ │ │ ├── PersonTitleSorter.java
│ │ │ │ ├── PersonTitleStringSorter.java
│ │ │ │ ├── PrisonerStatusSorter.java
│ │ │ │ ├── ReasoningSorter.java
│ │ │ │ ├── TargetSorter.java
│ │ │ │ ├── TaskSorter.java
│ │ │ │ ├── TechSorter.java
│ │ │ │ ├── TwoNumbersSorter.java
│ │ │ │ ├── UnitStatusSorter.java
│ │ │ │ ├── UnitTypeSorter.java
│ │ │ │ ├── WarehouseStatusSorter.java
│ │ │ │ └── WeightClassSorter.java
│ │ │ ├── stratCon/
│ │ │ │ ├── CampaignManagementDialog.java
│ │ │ │ ├── ScenarioWizardLanceModel.java
│ │ │ │ ├── ScenarioWizardLanceRenderer.java
│ │ │ │ ├── ScenarioWizardUnitRenderer.java
│ │ │ │ ├── StratConScenarioWizard.java
│ │ │ │ └── TrackForceAssignmentUI.java
│ │ │ ├── trees/
│ │ │ │ ├── ForcePieceIconChooserTree.java
│ │ │ │ └── StandardFormationIconChooserTree.java
│ │ │ ├── utilities/
│ │ │ │ ├── ImgLabel.java
│ │ │ │ ├── JMenuHelpers.java
│ │ │ │ ├── JMoneyTextField.java
│ │ │ │ ├── JScrollPaneWithSpeed.java
│ │ │ │ ├── JSuggestField.java
│ │ │ │ ├── MHQPDFReaderPanel.java
│ │ │ │ ├── MarkdownEditorPanel.java
│ │ │ │ ├── MarkdownRenderer.java
│ │ │ │ ├── MekHqTableCellRenderer.java
│ │ │ │ ├── MultiLineTooltip.java
│ │ │ │ ├── MultiplyComposite.java
│ │ │ │ ├── ObservableString.java
│ │ │ │ ├── OriginFactionPickerHelper.java
│ │ │ │ ├── StaticChecks.java
│ │ │ │ └── WrapLayout.java
│ │ │ └── view/
│ │ │ ├── AtBScenarioViewPanel.java
│ │ │ ├── ContractPaymentBreakdown.java
│ │ │ ├── ContractSummaryPanel.java
│ │ │ ├── ForceViewPanel.java
│ │ │ ├── JumpPathViewPanel.java
│ │ │ ├── LanceAssignmentTableModel.java
│ │ │ ├── LanceAssignmentView.java
│ │ │ ├── MissionViewPanel.java
│ │ │ ├── PaperDoll.java
│ │ │ ├── PersonViewPanel.java
│ │ │ ├── PlanetViewPanel.java
│ │ │ ├── RequiredLancesTableModel.java
│ │ │ ├── ScenarioViewPanel.java
│ │ │ └── UnitViewPanel.java
│ │ ├── io/
│ │ │ ├── AwardFileFactory.java
│ │ │ ├── FileType.java
│ │ │ └── idReferenceClasses/
│ │ │ └── PersonIdReference.java
│ │ ├── module/
│ │ │ ├── AbstractServiceManager.java
│ │ │ ├── PersonnelMarketServiceManager.java
│ │ │ ├── PluginManager.java
│ │ │ ├── ScriptPluginManager.java
│ │ │ ├── api/
│ │ │ │ ├── MekHQModule.java
│ │ │ │ └── PersonnelMarketMethod.java
│ │ │ └── atb/
│ │ │ └── PersonnelMarketAtB.java
│ │ ├── service/
│ │ │ ├── AutosaveService.java
│ │ │ ├── IAutosaveService.java
│ │ │ ├── PartsAcquisitionService.java
│ │ │ ├── enums/
│ │ │ │ └── MRMSMode.java
│ │ │ └── mrms/
│ │ │ ├── MRMSConfiguredOptions.java
│ │ │ ├── MRMSOption.java
│ │ │ └── MRMSService.java
│ │ └── utilities/
│ │ ├── EntityUtilities.java
│ │ ├── MHQInternationalization.java
│ │ ├── MHQXMLUtility.java
│ │ ├── PotentialTransportsMap.java
│ │ ├── ReportingUtilities.java
│ │ ├── ScenarioUtils.java
│ │ ├── SystemValidator.java
│ │ ├── ValidationMessage.java
│ │ ├── ValidationResult.java
│ │ └── spaUtilities/
│ │ ├── SpaUtilities.java
│ │ └── enums/
│ │ └── AbilityCategory.java
│ ├── testresources/
│ │ ├── data/
│ │ │ ├── mekfiles/
│ │ │ │ ├── Buster BC XV-M-B HaulerMech MOD.mtf
│ │ │ │ ├── Caravan Heavy Transport.blk
│ │ │ │ ├── Champion CHP-3P.mtf
│ │ │ │ ├── Crockett CRK-5003-0.mtf
│ │ │ │ ├── Crusader CRD-7M.mtf
│ │ │ │ ├── Enforcer III ENF-6M.mtf
│ │ │ │ ├── Flashman FLS-7K.mtf
│ │ │ │ ├── Griffin GRF-1E Sparky.mtf
│ │ │ │ ├── Hammerhands HMH-5D.mtf
│ │ │ │ ├── Hatchetman HCT-6D.mtf
│ │ │ │ ├── Hoshiryokou Tug Boat.blk
│ │ │ │ ├── Locust LCT-1E.mtf
│ │ │ │ ├── Locust LCT-1V.mtf
│ │ │ │ ├── Osiris OSR-5D.mtf
│ │ │ │ ├── Prime Mover.blk
│ │ │ │ ├── Quickdraw QKD-8X.mtf
│ │ │ │ ├── Rifleman RFL-9T.mtf
│ │ │ │ ├── Shadow Hawk SHD-2H.mtf
│ │ │ │ ├── Shadow Hawk SHD-5D.mtf
│ │ │ │ ├── Shadow Hawk SHD-7CS.mtf
│ │ │ │ ├── Spartan SPT-N1.mtf
│ │ │ │ ├── Stalker STK-4N.mtf
│ │ │ │ ├── UrbanMech UM-R69.mtf
│ │ │ │ ├── Victor VTR-9S.mtf
│ │ │ │ ├── Vulcan VT-7T.mtf
│ │ │ │ ├── Wasp WSP-1.mtf
│ │ │ │ └── Zeus ZEU-6A.mtf
│ │ │ ├── names/
│ │ │ │ └── callsigns_test.csv
│ │ │ ├── scenariomodifiers/
│ │ │ │ ├── EnemyAirSupport_test.xml
│ │ │ │ └── modifiermanifest_test.xml
│ │ │ └── universe/
│ │ │ ├── defaultspa_test.xml
│ │ │ ├── factionhints_test.xml
│ │ │ ├── factions/
│ │ │ │ ├── CBS_test.yml
│ │ │ │ ├── CC_test.yml
│ │ │ │ ├── CDS_test.yml
│ │ │ │ ├── CGB_test.yml
│ │ │ │ ├── CJF_test.yml
│ │ │ │ ├── CLAN_TAG.yml
│ │ │ │ ├── CSJ_test.yml
│ │ │ │ ├── CS_test.yml
│ │ │ │ ├── FS_test.yml
│ │ │ │ ├── IS_TAG.yml
│ │ │ │ ├── LA_test.yml
│ │ │ │ ├── MERC_test.yml
│ │ │ │ └── MH_test.yml
│ │ │ └── planetary_systems/
│ │ │ └── canon_systems/
│ │ │ ├── Galatea.yml
│ │ │ └── Skye.yml
│ │ └── mockito-extensions/
│ │ └── org.mockito.plugins.MockMaker
│ └── unittests/
│ ├── mekhq/
│ │ ├── EventSpy.java
│ │ ├── campaign/
│ │ │ ├── C3NetworkTest.java
│ │ │ ├── CampaignNewDayManagerTest.java
│ │ │ ├── CampaignSummaryTest.java
│ │ │ ├── CampaignTest.java
│ │ │ ├── LogEntryTest.java
│ │ │ ├── QuartermasterTest.java
│ │ │ ├── ResolveScenarioTrackerTest.java
│ │ │ ├── WarehouseTest.java
│ │ │ ├── autoResolve/
│ │ │ │ ├── ResolverTest.java
│ │ │ │ └── ScenarioSetupForcesTest.java
│ │ │ ├── camOpsReputation/
│ │ │ │ ├── AverageExperienceRatingTest.java
│ │ │ │ ├── CommandRatingTest.java
│ │ │ │ └── ReputationControllerTest.java
│ │ │ ├── events/
│ │ │ │ └── DayEndingEventTest.java
│ │ │ ├── finances/
│ │ │ │ ├── AccountantTest.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── FinancialTermTest.java
│ │ │ │ │ ├── FinancialYearDurationTest.java
│ │ │ │ │ └── TransactionTypeTest.java
│ │ │ │ └── financialInstitutions/
│ │ │ │ ├── FinancialInstitutionTest.java
│ │ │ │ └── FinancialInstitutionsTest.java
│ │ │ ├── force/
│ │ │ │ ├── CombatTeamTest.java
│ │ │ │ └── FormationTest.java
│ │ │ ├── market/
│ │ │ │ ├── ContractMarketAtBGenerationTests.java
│ │ │ │ ├── PartsInUseManagerTest.java
│ │ │ │ ├── TestPartsStore.java
│ │ │ │ ├── contractMarket/
│ │ │ │ │ ├── AlternatePaymentModelValuesTest.java
│ │ │ │ │ └── AtbMonthlyContractMarketTest.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── ContractMarketMethodTest.java
│ │ │ │ │ ├── UnitMarketMethodTest.java
│ │ │ │ │ └── UnitMarketTypeTest.java
│ │ │ │ └── personnelMarket/
│ │ │ │ ├── enums/
│ │ │ │ │ └── PersonnelMarketStyleTest.java
│ │ │ │ └── markets/
│ │ │ │ └── NewPersonnelMarketTest.java
│ │ │ ├── mission/
│ │ │ │ ├── AtBContractTest.java
│ │ │ │ ├── AtBDynamicScenarioFactoryTest.java
│ │ │ │ ├── BotForceRandomizerTest.java
│ │ │ │ ├── ContractTest.java
│ │ │ │ ├── CrewSkillUpgraderTest.java
│ │ │ │ ├── DynamicScenarioFactoryTest.java
│ │ │ │ ├── MHQMoraleTest.java
│ │ │ │ ├── TransportCostCalculationsTest.java
│ │ │ │ ├── atb/
│ │ │ │ │ └── ScenarioModifierTest.java
│ │ │ │ └── utilities/
│ │ │ │ └── ContractUtilitiesTest.java
│ │ │ ├── parts/
│ │ │ │ ├── AmmoStorageTest.java
│ │ │ │ ├── AmmoUtilities.java
│ │ │ │ ├── ArmorTest.java
│ │ │ │ ├── InfantryAmmoStorageTest.java
│ │ │ │ ├── MekLocationTest.java
│ │ │ │ ├── MissingAvionicsTest.java
│ │ │ │ ├── MissingLandingGearTest.java
│ │ │ │ ├── MissingMekLocationTest.java
│ │ │ │ ├── MissingPartTest.java
│ │ │ │ ├── PartTest.java
│ │ │ │ ├── RefitTest.java
│ │ │ │ ├── TotalBuyCostTest.java
│ │ │ │ ├── enums/
│ │ │ │ │ └── PartRepairTypeTest.java
│ │ │ │ └── equipment/
│ │ │ │ ├── AmmoBinTest.java
│ │ │ │ ├── BattleArmorAmmoBinTest.java
│ │ │ │ ├── EquipmentPartTest.java
│ │ │ │ ├── EquipmentUtilities.java
│ │ │ │ ├── InfantryAmmoBinTest.java
│ │ │ │ ├── LargeCraftAmmoBinTest.java
│ │ │ │ ├── MissingAmmoBinTest.java
│ │ │ │ ├── MissingEquipmentPartTest.java
│ │ │ │ ├── MissingHeatSinkTest.java
│ │ │ │ ├── MissingInfantryAmmoBinTest.java
│ │ │ │ └── MissingLargeCraftAmmoBinTest.java
│ │ │ ├── personnel/
│ │ │ │ ├── BloodmarkTest.java
│ │ │ │ ├── ExtraIncomeTest.java
│ │ │ │ ├── InjuryTypeTest.java
│ │ │ │ ├── PersonTest.java
│ │ │ │ ├── PersonnelTestUtilities.java
│ │ │ │ ├── RandomDependentsTest.java
│ │ │ │ ├── advancedCharacterBuilder/
│ │ │ │ │ ├── ATOWLifeStageTest.java
│ │ │ │ │ ├── LifePathCategoryTest.java
│ │ │ │ │ ├── LifePathDataClassLookupTest.java
│ │ │ │ │ ├── LifePathEntryDataTest.java
│ │ │ │ │ ├── LifePathEntryDataTraitLookupTest.java
│ │ │ │ │ └── LifePathRecordTest.java
│ │ │ │ ├── death/
│ │ │ │ │ └── RandomDeathTest.java
│ │ │ │ ├── divorce/
│ │ │ │ │ ├── DisabledRandomDivorceTest.java
│ │ │ │ │ └── PercentageRandomDivorceTest.java
│ │ │ │ ├── education/
│ │ │ │ │ ├── AcademyFactoryTest.java
│ │ │ │ │ └── AcademyTests.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── AgeGroupTest.java
│ │ │ │ │ ├── BabySurnameStyleTest.java
│ │ │ │ │ ├── BloodGroupTest.java
│ │ │ │ │ ├── BloodmarkLevelTest.java
│ │ │ │ │ ├── ConnectionsLevelTest.java
│ │ │ │ │ ├── FamilialConnectionTypeTest.java
│ │ │ │ │ ├── FamilialRelationshipDisplayLevelTest.java
│ │ │ │ │ ├── FamilialRelationshipTypeTest.java
│ │ │ │ │ ├── FormerSpouseReasonTest.java
│ │ │ │ │ ├── GenderDescriptorsTest.java
│ │ │ │ │ ├── InjuryLevelTest.java
│ │ │ │ │ ├── ManeiDominiClassTest.java
│ │ │ │ │ ├── ManeiDominiRankTest.java
│ │ │ │ │ ├── MergingSurnameStyleTest.java
│ │ │ │ │ ├── ModifierValueTest.java
│ │ │ │ │ ├── PersonnelRoleTest.java
│ │ │ │ │ ├── PersonnelStatusTest.java
│ │ │ │ │ ├── PhenotypeTest.java
│ │ │ │ │ ├── ProfessionTest.java
│ │ │ │ │ ├── ROMDesignationTest.java
│ │ │ │ │ ├── RandomDivorceMethodTest.java
│ │ │ │ │ ├── RandomMarriageMethodTest.java
│ │ │ │ │ ├── RandomProcreationMethodTest.java
│ │ │ │ │ ├── RankSystemTypeTest.java
│ │ │ │ │ ├── SplittingSurnameStyleTest.java
│ │ │ │ │ ├── TenYearAgeRangeTest.java
│ │ │ │ │ └── TimeInDisplayFormatTest.java
│ │ │ │ ├── familyTree/
│ │ │ │ │ ├── FormerSpouseTest.java
│ │ │ │ │ └── GenealogyTest.java
│ │ │ │ ├── marriage/
│ │ │ │ │ ├── AbstractMarriageTest.java
│ │ │ │ │ ├── DisabledRandomMarriageTest.java
│ │ │ │ │ └── PercentageRandomMarriageTest.java
│ │ │ │ ├── medical/
│ │ │ │ │ ├── advancedMedical/
│ │ │ │ │ │ └── InjuryTypesTest.java
│ │ │ │ │ └── advancedMedicalAlternate/
│ │ │ │ │ ├── InoculationsTest.java
│ │ │ │ │ └── ProstheticTypeTest.java
│ │ │ │ ├── procreation/
│ │ │ │ │ ├── AbstractProcreationTest.java
│ │ │ │ │ ├── DisabledRandomProcreationTest.java
│ │ │ │ │ └── RandomProcreationTest.java
│ │ │ │ ├── skills/
│ │ │ │ │ ├── AppraisalTest.java
│ │ │ │ │ ├── AttributesTest.java
│ │ │ │ │ ├── SkillCheckUtilityTest.java
│ │ │ │ │ ├── SkillTest.java
│ │ │ │ │ ├── SkillTypeTest.java
│ │ │ │ │ ├── TestSkillModifierData.java
│ │ │ │ │ └── enums/
│ │ │ │ │ ├── AgingMilestoneTest.java
│ │ │ │ │ ├── MarginOfSuccessTest.java
│ │ │ │ │ └── SkillAttributeTest.java
│ │ │ │ └── turnoverAndRetention/
│ │ │ │ └── RetirementDefectionTrackerTest.java
│ │ │ ├── randomEvents/
│ │ │ │ ├── personalities/
│ │ │ │ │ └── enums/
│ │ │ │ │ ├── AggressionTest.java
│ │ │ │ │ ├── AmbitionTest.java
│ │ │ │ │ ├── GreedTest.java
│ │ │ │ │ ├── PersonalityQuirkTest.java
│ │ │ │ │ ├── PersonalityTraitTypeTest.java
│ │ │ │ │ ├── ReasoningTest.java
│ │ │ │ │ └── SocialTest.java
│ │ │ │ └── prisoners/
│ │ │ │ ├── CapturePrisonersTest.java
│ │ │ │ ├── EventEffectsManagerTest.java
│ │ │ │ ├── PrisonerEventManagerTest.java
│ │ │ │ ├── PrisonerMissionEndEventTest.java
│ │ │ │ └── enums/
│ │ │ │ ├── MobTypeTest.java
│ │ │ │ ├── PrisonerCaptureStyleTest.java
│ │ │ │ └── PrisonerStatusTest.java
│ │ │ ├── report/
│ │ │ │ └── TransportReportTest.java
│ │ │ ├── stratCon/
│ │ │ │ ├── StratConRulesManagerTest.java
│ │ │ │ └── StratConTerrainPlacerTest.java
│ │ │ ├── unit/
│ │ │ │ ├── CargoCapacityTest.java
│ │ │ │ ├── HangarStatisticsTest.java
│ │ │ │ ├── LegacyUnitShipTransportTest.java
│ │ │ │ ├── UnitIOTest.java
│ │ │ │ ├── UnitPersonTest.java
│ │ │ │ ├── UnitQuirksTest.java
│ │ │ │ ├── UnitTestUtilities.java
│ │ │ │ ├── UnitTransportTest.java
│ │ │ │ ├── actions/
│ │ │ │ │ ├── AdjustLargeCraftAmmoActionTest.java
│ │ │ │ │ ├── HirePersonnelUnitActionTest.java
│ │ │ │ │ ├── RestoreUnitActionTest.java
│ │ │ │ │ ├── StripUnitActionTest.java
│ │ │ │ │ └── SwapAmmoTypeActionTest.java
│ │ │ │ └── cleanup/
│ │ │ │ ├── ApproximateMatchStepTest.java
│ │ │ │ ├── EquipmentProposalTest.java
│ │ │ │ ├── EquipmentUnscramblerTest.java
│ │ │ │ ├── ExactMatchStepTest.java
│ │ │ │ ├── MovedAmmoBinTest.java
│ │ │ │ └── MovedEquipmentStepTest.java
│ │ │ ├── universe/
│ │ │ │ ├── FactionBorderTrackerTest.java
│ │ │ │ ├── FactionBordersTest.java
│ │ │ │ ├── FactionsIntegrationTest.java
│ │ │ │ ├── RandomFactionGeneratorTest.java
│ │ │ │ ├── RegionPerimeterTest.java
│ │ │ │ ├── TestSystems.java
│ │ │ │ ├── enums/
│ │ │ │ │ ├── BattleMekFactionGenerationMethodTest.java
│ │ │ │ │ ├── CompanyGenerationMethodTest.java
│ │ │ │ │ └── MysteryBoxTypeTest.java
│ │ │ │ ├── factionHints/
│ │ │ │ │ └── FactionHintsTest.java
│ │ │ │ └── factionStanding/
│ │ │ │ ├── AccoladeEntryTest.java
│ │ │ │ ├── CensureEntryTest.java
│ │ │ │ ├── FactionAccoladeEventAdoptionTextTest.java
│ │ │ │ ├── FactionAccoladeLevelTest.java
│ │ │ │ ├── FactionCensureLevelTest.java
│ │ │ │ ├── FactionStandingLevelTest.java
│ │ │ │ ├── FactionStandingUtilitiesTest.java
│ │ │ │ ├── FactionStandingsTest.java
│ │ │ │ └── MercenaryRelationsTest.java
│ │ │ └── utilities/
│ │ │ ├── AutomatedPersonnelCleanUpTest.java
│ │ │ ├── AutomatedTechAssignmentsTest.java
│ │ │ ├── JumpBlockersTest.java
│ │ │ └── glossary/
│ │ │ ├── DocumentationEntryTest.java
│ │ │ └── GlossaryEntryTest.java
│ │ ├── gui/
│ │ │ ├── campaignOptions/
│ │ │ │ ├── CampaignOptionsMetadataTest.java
│ │ │ │ ├── CampaignOptionsUtilitiesTest.java
│ │ │ │ └── enums/
│ │ │ │ └── ProcurementPersonnelPickTest.java
│ │ │ ├── dialog/
│ │ │ │ ├── CampaignExportWizardTest.java
│ │ │ │ └── nagDialogs/
│ │ │ │ └── nagLogic/
│ │ │ │ ├── EndContractNagLogicTest.java
│ │ │ │ ├── HRStrainNagLogicTest.java
│ │ │ │ ├── InsufficientAsTechsNagLogicTest.java
│ │ │ │ ├── InsufficientMedicsNagLogicTest.java
│ │ │ │ ├── InvalidFactionNagLogicTest.java
│ │ │ │ ├── OutstandingScenariosNagLogicTest.java
│ │ │ │ ├── PregnantCombatantNagLogicTest.java
│ │ │ │ ├── PrisonersNagLogicTest.java
│ │ │ │ ├── ShortDeploymentNagLogicTest.java
│ │ │ │ ├── UnableToAffordExpensesNagLogicTest.java
│ │ │ │ ├── UnableToAffordLoanPaymentNagLogicTest.java
│ │ │ │ ├── UnableToAffordShoppingListNagLogicTest.java
│ │ │ │ ├── UnmaintainedUnitsNagLogicTest.java
│ │ │ │ ├── UnresolvedStratConContactsNagLogicTest.java
│ │ │ │ └── UntreatedPersonnelNagLogicTest.java
│ │ │ ├── enums/
│ │ │ │ ├── FormationIconOperationalStatusStyleTest.java
│ │ │ │ ├── MHQTabTypeTest.java
│ │ │ │ ├── PersonnelFilterStyleTest.java
│ │ │ │ ├── PersonnelFilterTest.java
│ │ │ │ ├── PersonnelTabViewTest.java
│ │ │ │ └── PersonnelTableModelColumnTest.java
│ │ │ ├── model/
│ │ │ │ └── UnitTableModelTest.java
│ │ │ ├── panels/
│ │ │ │ └── StartupScreenPanelTest.java
│ │ │ └── utilities/
│ │ │ └── StaticChecksNovaCEWSTest.java
│ │ ├── io/
│ │ │ ├── FileTypeTest.java
│ │ │ └── idReferenceClasses/
│ │ │ └── PersonIdReferenceTest.java
│ │ ├── resources/
│ │ │ └── .gitkeep
│ │ ├── service/
│ │ │ ├── enums/
│ │ │ │ └── MRMSModeTest.java
│ │ │ └── mrms/
│ │ │ └── MRMSServiceTest.java
│ │ └── utilities/
│ │ └── SystemValidatorTest.java
│ └── testUtilities/
│ └── MHQTestUtilities.java
├── README.md
├── build.gradle
├── config/
│ ├── checkstyle/
│ │ ├── checkstyle-suppressions.xml
│ │ └── checkstyle.xml
│ └── xsl/
│ └── .gitkeep
├── eclipse.xml
├── gradle/
│ ├── gradle-daemon-jvm.properties
│ └── wrapper/
│ ├── gradle-wrapper.jar
│ └── gradle-wrapper.properties
├── gradle.properties
├── gradlew
├── gradlew.bat
└── settings.gradle
================================================
FILE CONTENTS
================================================
================================================
FILE: .editorconfig
================================================
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[*.java]
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ij_java_align_throws_keyword = false
ij_java_align_types_in_multi_catch = false
ij_java_annotation_new_line_in_record_component = false
ij_java_annotation_parameter_wrap = off
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ij_java_spaces_around_type_bounds_in_type_parameters = true
ij_java_spaces_around_unary_operator = false
ij_java_spaces_inside_block_braces_when_body_is_present = false
ij_java_spaces_within_angle_brackets = false
ij_java_spaces_within_annotation_parentheses = false
ij_java_spaces_within_array_initializer_braces = true
ij_java_spaces_within_braces = false
ij_java_spaces_within_brackets = false
ij_java_spaces_within_cast_parentheses = false
ij_java_spaces_within_catch_parentheses = false
ij_java_spaces_within_deconstruction_list = false
ij_java_spaces_within_for_parentheses = false
ij_java_spaces_within_if_parentheses = false
ij_java_spaces_within_method_call_parentheses = false
ij_java_spaces_within_method_parentheses = false
ij_java_spaces_within_parentheses = false
ij_java_spaces_within_record_header = false
ij_java_spaces_within_switch_parentheses = false
ij_java_spaces_within_synchronized_parentheses = false
ij_java_spaces_within_try_parentheses = false
ij_java_spaces_within_while_parentheses = false
ij_java_special_else_if_treatment = true
ij_java_static_field_name_prefix =
ij_java_static_field_name_suffix =
ij_java_subclass_name_prefix =
ij_java_subclass_name_suffix = Impl
ij_java_switch_expressions_wrap = on_every_item
ij_java_ternary_operation_signs_on_next_line = false
ij_java_ternary_operation_wrap = on_every_item
ij_java_test_name_prefix =
ij_java_test_name_suffix = Test
ij_java_throws_keyword_wrap = normal
ij_java_throws_list_wrap = on_every_item
ij_java_use_external_annotations = false
ij_java_use_fq_class_names = false
ij_java_use_relative_indents = true
ij_java_use_single_class_imports = true
ij_java_variable_annotation_wrap = on_every_item
ij_java_visibility = public
ij_java_while_brace_force = always
ij_java_while_on_new_line = false
ij_java_wrap_comments = true
ij_java_wrap_first_method_in_call_chain = false
ij_java_wrap_long_lines = false
ij_java_wrap_semicolon_after_call_chain = false
[.editorconfig]
ij_editorconfig_align_group_field_declarations = false
ij_editorconfig_space_after_colon = true
ij_editorconfig_space_after_comma = true
ij_editorconfig_space_before_colon = false
ij_editorconfig_space_before_comma = false
ij_editorconfig_spaces_around_assignment_operators = true
[{*.ant,*.fxml,*.jhm,*.jnlp,*.jrxml,*.pom,*.rng,*.tld,*.wadl,*.wsdl,*.xml,*.xsd,*.xsl,*.xslt,*.xul}]
ij_wrap_on_typing = false
ij_xml_align_attributes = true
ij_xml_align_text = false
ij_xml_attribute_wrap = off
ij_xml_block_comment_add_space = true
ij_xml_block_comment_at_first_column = true
ij_xml_keep_blank_lines = 2
ij_xml_keep_indents_on_empty_lines = false
ij_xml_keep_line_breaks = true
ij_xml_keep_line_breaks_in_text = true
ij_xml_keep_whitespaces = false
ij_xml_keep_whitespaces_around_cdata = preserve
ij_xml_keep_whitespaces_inside_cdata = true
ij_xml_line_comment_at_first_column = true
ij_xml_space_after_tag_name = false
ij_xml_space_around_equals_in_attribute = false
ij_xml_space_inside_empty_tag = true
ij_xml_text_wrap = off
[{*.bash,*.sh,*.zsh}]
indent_size = 2
tab_width = 2
ij_shell_binary_ops_start_line = false
ij_shell_keep_column_alignment_padding = false
ij_shell_minify_program = false
ij_shell_redirect_followed_by_space = false
ij_shell_switch_cases_indented = false
ij_shell_use_unix_line_separator = true
[{*.htm,*.html,*.sht,*.shtm,*.shtml}]
ij_html_add_new_line_before_tags = body, div, p, form, h1, h2, h3
ij_html_align_attributes = true
ij_html_align_text = false
ij_html_attribute_wrap = normal
ij_html_block_comment_add_space = false
ij_html_block_comment_at_first_column = true
ij_html_do_not_align_children_of_min_lines = 0
ij_html_do_not_break_if_inline_tags = title, h1, h2, h3, h4, h5, h6, p
ij_html_do_not_indent_children_of_tags = html, body, thead, tbody, tfoot
ij_html_enforce_quotes = false
ij_html_inline_tags = a, abbr, acronym, b, basefont, bdo, big, br, cite, cite, code, dfn, em, font, i, img, input, kbd, label, q, s, samp, select, small, span, strike, strong, sub, sup, textarea, tt, u, var
ij_html_keep_blank_lines = 2
ij_html_keep_indents_on_empty_lines = false
ij_html_keep_line_breaks = true
ij_html_keep_line_breaks_in_text = true
ij_html_keep_whitespaces = false
ij_html_keep_whitespaces_inside = span, pre, textarea
ij_html_line_comment_at_first_column = true
ij_html_new_line_after_last_attribute = never
ij_html_new_line_before_first_attribute = never
ij_html_quote_style = double
ij_html_remove_new_line_before_tags = br
ij_html_space_after_tag_name = false
ij_html_space_around_equality_in_attribute = false
ij_html_space_inside_empty_tag = false
ij_html_text_wrap = normal
[{*.markdown,*.md}]
ij_markdown_force_one_space_after_blockquote_symbol = true
ij_markdown_force_one_space_after_header_symbol = true
ij_markdown_force_one_space_after_list_bullet = true
ij_markdown_force_one_space_between_words = true
ij_markdown_format_tables = true
ij_markdown_insert_quote_arrows_on_wrap = true
ij_markdown_keep_indents_on_empty_lines = false
ij_markdown_keep_line_breaks_inside_text_blocks = true
ij_markdown_max_lines_around_block_elements = 1
ij_markdown_max_lines_around_header = 1
ij_markdown_max_lines_between_paragraphs = 1
ij_markdown_min_lines_around_block_elements = 1
ij_markdown_min_lines_around_header = 1
ij_markdown_min_lines_between_paragraphs = 1
ij_markdown_wrap_text_if_long = true
ij_markdown_wrap_text_inside_blockquotes = true
[{*.properties,spring.handlers,spring.schemas}]
ij_properties_align_group_field_declarations = false
ij_properties_keep_blank_lines = false
ij_properties_key_value_delimiter = equals
ij_properties_spaces_around_key_value_delimiter = false
[{*.yaml,*.yml}]
indent_size = 2
ij_yaml_align_values_properties = do_not_align
ij_yaml_autoinsert_sequence_marker = true
ij_yaml_block_mapping_on_new_line = false
ij_yaml_indent_sequence_value = true
ij_yaml_keep_indents_on_empty_lines = false
ij_yaml_keep_line_breaks = true
ij_yaml_line_comment_add_space = false
ij_yaml_line_comment_add_space_on_reformat = false
ij_yaml_line_comment_at_first_column = true
ij_yaml_sequence_on_new_line = false
ij_yaml_space_before_colon = false
ij_yaml_spaces_within_braces = true
ij_yaml_spaces_within_brackets = true
================================================
FILE: .github/ISSUE_TEMPLATE/bug_report.yml
================================================
name: "Report an Issue"
description: >
Please make sure you're opening the issue on the correct repo;
you've checked to make sure this isn't a duplicate, and checked
on the Discord that there is an issue and not working as intended.
title: "[Issue]"
labels:
- bug
body:
- type: textarea
id: brief-description
attributes:
label: "Brief Description *"
description: |
Please describe the issue in detail.
For more detailed instructions, check out
[our wiki](https://github.com/MegaMek/megamek/wiki/Creating-an-Issue-(Bug-Report%2C-Request-for-Enhancement%2C-Errata)).
1. Provide in-game screenshots if possible.
2. If it's a rules-related issue:
- Specify the rulebook edition
- Include the page number
- Quote the relevant text
placeholder: "Describe the issue here..."
validations:
required: true
- type: textarea
id: steps-to-reproduce
attributes:
label: "3. Steps to Reproduce"
description: "Provide a detailed numbered list of steps."
placeholder: "1. Step one\n2. Step two\n3. Step three"
- type: textarea
id: attached-files
attributes:
label: "Attach Files"
description: "Please provide all the logs from the logs folder (zipped), Custom Units, and you CPNX file."
placeholder: "Drag and drop or click to upload relevant files."
- type: dropdown
id: severity
attributes:
label: "Severity *"
description: "Choose the severity of the bug."
options:
- "Critical (Game-breaking/Crash): The game crashes or a core feature (like saving, loading, or network connection) is completely unusable."
- "High (Major Disruption): A major feature is broken or incorrect, but a workaround exists."
- "Medium (Gameplay Limitation): Non-core functionality is impaired, providing a suboptimal but playable experience."
- "Low (Minor/Nuisance): Minor glitches or cosmetic issues that don't affect gameplay and occur rarely."
validations:
required: true
- type: markdown
attributes:
value: |
## User Environment
For the next sections, go to the "logs" folder. Find the MekHQ.log file and open it with a text editor. The information in the header will be needed.
- type: markdown
attributes:
value: |

- type: input
id: custom-megamek-version
attributes:
label: "MekHQ Suite Version *"
description: "Enter your MekHQ version here"
placeholder: "Example: 0.50.02"
validations:
required: true
- type: input
id: operating-system
attributes:
label: "Operating System *"
description: "Select your operating system"
placeholder: "Please be specific with the OS, e.g. Windows 11, macOS 15 Sequoia, Linux (Ubuntu)"
validations:
required: true
- type: input
id: java-version
attributes:
label: "Java Version *"
description: "Enter the Java version from the .log file"
placeholder: "Example: Java Vendor: Eclipse Adoptium Java Version: 17.0.11"
validations:
required: true
- type: checkboxes
id: final-checks
attributes:
label: "Final Verification"
description: "Please confirm the following before submitting"
options:
- label: "I confirm this is a single, unique issue that hasn't been reported before"
required: true
- label: "I have filled and provided all necessary information above"
required: true
- label: "I have included any and all logs, custom units, and CPNX (save) files"
required: true
- label: "I have asked on MegaMek Discord about this issue"
required: true
- label: "I have confirmed this issue is being opened on the correct repository: MegaMek, MegaMekLab, or MekHQ"
required: true
================================================
FILE: .github/ISSUE_TEMPLATE/config.yml
================================================
blank_issues_enabled: false
contact_links:
- name: Questions
url: https://discord.gg/megamek
about: If you have questions about the above please ask on the Discord before selecting
- name: MegaMek Wiki
url: https://github.com/MegaMek/megamek/wiki
about: Before opening a new issue, please check the MegaMek Wiki for information.
- name: BattleTech Forums
url: https://bg.battletech.com/forums/index.php?board=29.0
about: Join the discussions and find more information on the official BattleTech Forums.
================================================
FILE: .github/ISSUE_TEMPLATE/request_for_enhancement.yml
================================================
name: "Request for Enhancement"
description: >
Request an enhancement for MekHQ. Be sure you've confirmed it's not a duplicate
and that you've checked on the Discord if your request is already known.
title: "[RFE]"
labels:
- (RFE) Enhancement
body:
- type: dropdown
id: enhancement-type
attributes:
label: "Enhancement Type *"
description: "Select the category of enhancement you are requesting."
options:
- "New Feature"
- "Improvement to Existing Feature"
- "Implementation of Missing Official Rule"
- "Implementation of Errata"
validations:
required: true
- type: textarea
id: brief-description
attributes:
label: "Brief Description of Enhancement *"
description: |
Please describe the feature or improvement you’d like to see.
If it's based on any official rules or errata, mention that here.
placeholder: "Describe your enhancement here..."
validations:
required: true
- type: textarea
id: proposed-use-cases
attributes:
label: "Use Cases or Rationale"
description: |
Elaborate on why this enhancement is needed or valuable:
- What problem does it solve?
- How does it improve gameplay or user experience?
- Are there any related rulebook references or official errata?
placeholder: "1. ...\n2. ...\n3. ..."
- type: textarea
id: attached-files
attributes:
label: "Attach Files"
description: |
Provide any relevant files, images, or logs that illustrate your idea or
help explain how it should work.
placeholder: "Drag and drop or click to upload relevant files."
- type: input
id: custom-megamek-version
attributes:
label: "MekHQ Suite Version *"
description: "Which version of MekHQ (or related tool) are you currently using?"
placeholder: "Example 0.50.02"
validations:
required: true
- type: checkboxes
id: final-checks
attributes:
label: "Final Verification"
description: "Before submitting, please confirm the following:"
options:
- label: "I confirm this request hasn't already been submitted (checked the tracker)"
required: true
- label: "I've discussed or asked about this enhancement on MegaMek Discord"
required: true
- label: "I’m opening this on the correct repo (MegaMek, MegaMekLab, or MekHQ)"
required: true
================================================
FILE: .github/codecov.yml
================================================
# CodeCov.io Configuration
# https://docs.codecov.io/docs/codecovyml-reference
coverage:
status:
project:
default:
target: auto
threshold: 1%
informational: true
patch:
default:
informational: true
fixes:
- "mekhq/::"
ignore:
- "megamek"
- "megameklab"
github_checks:
annotations: false
================================================
FILE: .github/dependabot.yml
================================================
# https://docs.github.com/en/code-security/supply-chain-security/keeping-your-dependencies-updated-automatically/keeping-your-actions-up-to-date-with-dependabot
version: 2
updates:
# Maintain dependencies for GitHub Actions
- package-ecosystem: "github-actions"
directory: "/"
schedule:
interval: "daily"
================================================
FILE: .github/workflows/checkstyle.yml
================================================
name: Checkstyle
on:
pull_request:
branches: [ main ]
jobs:
checkstyle:
runs-on: ${{ matrix.os }}
outputs:
mmRepo: ${{ steps.find_mm.outputs.mmRepo }}
mmBranch: ${{ steps.find_mm.outputs.mmBranch }}
mmlRepo: ${{ steps.find_mml.outputs.mmRepo }}
mmlBranch: ${{ steps.find_mml.outputs.mmBranch }}
strategy:
matrix:
os: [ ubuntu-latest ]
java-distribution: [ temurin ]
java-version: [ 25 ]
fail-fast: false
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- name: Checkout out MekHQ
uses: actions/checkout@v6
with:
path: mekhq
- name: Find the Right MegaMek Branch
id: find_mm
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megamek.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmRepo=${{ github.event.pull_request.head.repo.owner.login }}/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmRepo=MegaMek/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mm.outputs.mmRepo }}
ref: ${{ steps.find_mm.outputs.mmBranch }}
path: megamek
- name: Find the Right MegaMekLab Branch
id: find_mml
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megameklab.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmlRepo=${{ github.event.pull_request.head.repo.owner.login }}/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmlRepo=MegaMek/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMekLab
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mml.outputs.mmlRepo }}
ref: ${{ steps.find_mml.outputs.mmlBranch }}
path: megameklab
- name: Set up ${{ matrix.java-distribution }} JDK ${{ matrix.java-version }}
uses: actions/setup-java@v5
with:
distribution: ${{ matrix.java-distribution }}
java-version: ${{ matrix.java-version }}
- name: Setup Gradle
uses: gradle/actions/setup-gradle@v6
- name: Checkstyle
working-directory: mekhq
run: ./gradlew checkstyleMain checkstyleTest
- name: Upload Test Logs on Failure
uses: actions/upload-artifact@v7
if: failure()
with:
name: cd-failure-logs
path: ./mekhq/MekHQ/build/reports/
================================================
FILE: .github/workflows/ci.yml
================================================
name: MekHQ CI with Gradle
on:
pull_request:
branches: [ main ]
env:
GRADLE_OPTS: "-Dscan.link.VCS=${{ github.event.pull_request.html_url }}"
jobs:
pr_ci:
runs-on: ${{ matrix.os }}
outputs:
mmRepo: ${{ steps.find_mm.outputs.mmRepo }}
mmBranch: ${{ steps.find_mm.outputs.mmBranch }}
mmlRepo: ${{ steps.find_mml.outputs.mmRepo }}
mmlBranch: ${{ steps.find_mml.outputs.mmBranch }}
strategy:
matrix:
os: [ ubuntu-latest ]
java-distribution: [ temurin ]
java-version: [ 21, 25 ]
fail-fast: false
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- name: Checkout out MekHQ
uses: actions/checkout@v6
with:
path: mekhq
- name: Find the Right MegaMek Branch
id: find_mm
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megamek.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmRepo=${{ github.event.pull_request.head.repo.owner.login }}/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmRepo=MegaMek/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mm.outputs.mmRepo }}
ref: ${{ steps.find_mm.outputs.mmBranch }}
path: megamek
- name: Add MM Hash
run: |
cd megamek
calculatedSha=$(git rev-parse HEAD)
echo "$calculatedSha" >> megamek/docs/mm-revision.txt
- name: Find the Right MegaMekLab Branch
id: find_mml
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megameklab.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmlRepo=${{ github.event.pull_request.head.repo.owner.login }}/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmlRepo=MegaMek/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMekLab
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mml.outputs.mmlRepo }}
ref: ${{ steps.find_mml.outputs.mmlBranch }}
path: megameklab
- name: Add MML Hash
run: |
cd megameklab
calculatedSha=$(git rev-parse HEAD)
echo "$calculatedSha" >> megameklab/docs/mml-revision.txt
- name: Set up ${{ matrix.java-distribution }} JDK ${{ matrix.java-version }}
uses: actions/setup-java@v5
with:
distribution: ${{ matrix.java-distribution }}
java-version: ${{ matrix.java-version }}
- name: Setup Gradle
uses: gradle/actions/setup-gradle@v6
with:
build-scan-publish: true
build-scan-terms-of-use-url: "https://gradle.com/terms-of-service"
build-scan-terms-of-use-agree: "yes"
- name: Set short git commit SHA
id: vars
run: |
cd mekhq
calculatedSha=$(git rev-parse --short ${{ github.sha }})
echo "COMMIT_SHORT_SHA=$calculatedSha" >> $GITHUB_ENV
- name: "Output branch information to Version file"
run: |
echo "branch=PR-${{ github.event.number }}" >> megamek/megamek/resources/extraVersion.properties
echo "gitHash=${{ env.COMMIT_SHORT_SHA }}" >> megamek/megamek/resources/extraVersion.properties
- name: Add MHQRevision file
run: |
echo ${{ github.sha }} >> mekhq/MekHQ/mhq-revision.txt
- name: Test All
working-directory: mekhq
run: ./gradlew testAll --stacktrace --scan -i --continue -x checkstyleMain -x checkstyleTest
env:
mm.profile: dev
- name: Upload Test Logs on Failure
uses: actions/upload-artifact@v7
if: failure()
with:
name: cd-failure-logs
path: ./mekhq/MekHQ/build/reports/
overwrite: true
- name: Build with Gradle
working-directory: mekhq
run: ./gradlew build -x test -PextraVersion="PR-${{ github.event.number }}-${{ env.COMMIT_SHORT_SHA }}"
- name: CodeCov.io Coverage Report
uses: codecov/codecov-action@v6
with:
directory: ./mekhq/MekHQ/build/reports/jacoco/test
fail_ci_if_error: false
verbose: true
- name: Upload Tar GZ Artifact
uses: actions/upload-artifact@v7
with:
name: mhq-release-tgz-${{ matrix.java-distribution }}-jdk${{ matrix.java-version }}
path: mekhq/MekHQ/build/distributions/*.tar.gz
================================================
FILE: .github/workflows/code-coverage.yml
================================================
name: MekHQ CI with Code Coverage
on:
push:
branches: [ main ]
env:
GRADLE_OPTS: "-Dscan.link.VCS=https://github.com/MegaMek/mekhq/commit/${{ github.sha }}"
jobs:
code_coverage:
runs-on: ${{ matrix.os }}
strategy:
matrix:
os: [ ubuntu-latest ]
java-distribution: [ temurin ]
java-version: [ 21, 25 ]
fail-fast: false
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- uses: actions/checkout@v6
with:
path: mekhq
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: MegaMek/megamek
path: megamek
- name: Checkout MegaMekLab
uses: actions/checkout@v6
with:
repository: MegaMek/megameklab
path: megameklab
- name: Set up ${{ matrix.java-distribution }} JDK ${{ matrix.java-version }}
uses: actions/setup-java@v5
with:
distribution: ${{ matrix.java-distribution }}
java-version: ${{ matrix.java-version }}
- name: Setup Gradle
uses: gradle/actions/setup-gradle@v6
with:
build-scan-publish: true
build-scan-terms-of-use-url: "https://gradle.com/terms-of-service"
build-scan-terms-of-use-agree: "yes"
- name: Build with Gradle
working-directory: mekhq
run: ./gradlew test
- name: Upload Test Logs on Failure
uses: actions/upload-artifact@v7
if: failure()
with:
name: cd-failure-logs
path: ./mekhq/MekHQ/build/reports/
- name: CodeCov.io Coverage Report
uses: codecov/codecov-action@v6
with:
directory: ./mekhq/MekHQ/build/reports/jacoco/test
fail_ci_if_error: false
verbose: true
================================================
FILE: .github/workflows/codeql-analysis.yml
================================================
name: "CodeQL"
permissions:
security-events: write
contents: read
actions: read
on:
push:
branches: [ main ]
pull_request:
branches: [ main ]
jobs:
analyze:
name: Analyze
strategy:
matrix:
os: [ ubuntu-latest ]
java-distribution: [ temurin ]
java-version: [ 21 ]
fail-fast: false
runs-on: ${{ matrix.os }}
outputs:
mmRepo: ${{ steps.find_mm.outputs.mmRepo }}
mmBranch: ${{ steps.find_mm.outputs.mmBranch }}
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- name: Find the Right MegaMek Branch
id: find_mm
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megamek.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmRepo=${{ github.event.pull_request.head.repo.owner.login }}/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmRepo=MegaMek/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mm.outputs.mmRepo }}
ref: ${{ steps.find_mm.outputs.mmBranch }}
path: megamek
- name: Find the Right MegaMekLab Branch
id: find_mml
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megameklab.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmlRepo=${{ github.event.pull_request.head.repo.owner.login }}/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmlRepo=MegaMek/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMekLab
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mml.outputs.mmlRepo }}
ref: ${{ steps.find_mml.outputs.mmlBranch }}
path: megameklab
- name: "Check out MekHQ"
uses: actions/checkout@v6
with:
path: mekhq
- name: Set up ${{ matrix.java-distribution }} JDK ${{ matrix.java-version }}
uses: actions/setup-java@v5
with:
distribution: ${{ matrix.java-distribution }}
java-version: ${{ matrix.java-version }}
- name: "Show Ref and SHA"
run: |
echo "Ref: ${{ github.ref }}"
echo "SHA: ${{ github.sha }}"
echo "Event Name: ${{ github.event_name }}"
echo "Event Action: ${{ github.event.action }}"
echo "Event Pull Request: ${{ github.event.pull_request }}"
echo "Event Pull Request Head: ${{ github.event.pull_request.head }}"
echo "Event Pull Request Head SHA: ${{ github.event.pull_request.head.sha }}"
echo "Event Pull Request Head Ref: ${{ github.event.pull_request.head.ref }}"
- name: Initialize CodeQL
uses: github/codeql-action/init@v4
with:
languages: java-kotlin
build-mode: none
queries: security-and-quality
source-root: mekhq
dependency-caching: true
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v4
with:
checkout_path: mekhq
sha: ${{ github.event.pull_request.head.sha || github.sha}}
ref: ${{ github.ref }}
================================================
FILE: .github/workflows/dependency-scan.yml
================================================
name: Gradle Dependency Submission
on:
push:
branches:
- main
jobs:
dependency-submission:
runs-on: ubuntu-latest
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- name: "Check out MekHQ"
uses: actions/checkout@v6
with:
path: MekHQ
- name: "Check out MegaMekLab"
uses: actions/checkout@v6
with:
repository: MegaMek/megameklab
ref: main
path: megameklab
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: MegaMek/megamek
ref: main
path: megamek
- name: Set up Temurin JDK 21
uses: actions/setup-java@v5
with:
distribution: temurin
java-version: 21
- name: Generate and submit dependency graph
uses: gradle/actions/dependency-submission@v6
with:
build-scan-publish: true
build-scan-terms-of-use-url: "https://gradle.com/terms-of-service"
build-scan-terms-of-use-agree: "yes"
build-root-directory: MekHQ
================================================
FILE: .github/workflows/java-doc-pr.yml
================================================
name: JavaDoc Generation
on:
pull_request:
branches: [ main ]
env:
GRADLE_OPTS: "-Dscan.link.VCS=${{ github.event.pull_request.html_url }}"
jobs:
java_doc_pr:
runs-on: ubuntu-latest
outputs:
mmRepo: ${{ steps.find_mm.outputs.mmRepo }}
mmBranch: ${{ steps.find_mm.outputs.mmBranch }}
mmlRepo: ${{ steps.find_mml.outputs.mmRepo }}
mmlBranch: ${{ steps.find_mml.outputs.mmBranch }}
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- name: Checkout out MekHQ
uses: actions/checkout@v6
with:
path: mekhq
- name: Find the Right MegaMek Branch
id: find_mm
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megamek.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmRepo=${{ github.event.pull_request.head.repo.owner.login }}/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmRepo=MegaMek/megamek" >> $GITHUB_OUTPUT
echo "mmBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mm.outputs.mmRepo }}
ref: ${{ steps.find_mm.outputs.mmBranch }}
path: megamek
- name: Find the Right MegaMekLab Branch
id: find_mml
shell: bash {0}
run: |
git ls-remote --exit-code --heads ${{ github.event.pull_request.head.repo.owner.html_url }}/megameklab.git ${{ github.event.pull_request.head.ref }}
if [ "$?" == "0" ]
then
echo "mmlRepo=${{ github.event.pull_request.head.repo.owner.login }}/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=${{ github.event.pull_request.head.ref }}" >> $GITHUB_OUTPUT
else
echo "mmlRepo=MegaMek/megameklab" >> $GITHUB_OUTPUT
echo "mmlBranch=main" >> $GITHUB_OUTPUT
fi
exit 0
- name: Checkout MegaMekLab
uses: actions/checkout@v6
with:
repository: ${{ steps.find_mml.outputs.mmlRepo }}
ref: ${{ steps.find_mml.outputs.mmlBranch }}
path: megameklab
- name: Set up Temurin JDK 21
uses: actions/setup-java@v5
with:
distribution: temurin
java-version: 21
- name: Setup Gradle
uses: gradle/actions/setup-gradle@v6
with:
build-scan-publish: true
build-scan-terms-of-use-url: "https://gradle.com/terms-of-service"
build-scan-terms-of-use-agree: "yes"
- name: Build with Gradle
working-directory: mekhq
run: ./gradlew javadoc
================================================
FILE: .github/workflows/java-doc.yml
================================================
name: JavaDoc Generation
on:
push:
branches: [ "main" ]
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
jobs:
java_doc:
runs-on: ubuntu-latest
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- name: "Check out MekHQ"
uses: actions/checkout@v6
with:
path: MekHQ
- name: "Check out MegaMekLab"
uses: actions/checkout@v6
with:
repository: MegaMek/megameklab
ref: main
path: megameklab
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: MegaMek/megamek
ref: main
path: megamek
- name: Set up Temurin JDK 21
uses: actions/setup-java@v5
with:
distribution: temurin
java-version: 21
- name: Setup Gradle
uses: gradle/actions/setup-gradle@v6
with:
build-scan-publish: true
build-scan-terms-of-use-url: "https://gradle.com/terms-of-service"
build-scan-terms-of-use-agree: "yes"
- name: Build with Gradle
working-directory: MekHQ
run: ./gradlew javadoc
- name: Upload static files as artifact
id: deployment
uses: actions/upload-pages-artifact@v5 # or specific "vX.X.X" version tag for this action
with:
path: MekHQ/MekHQ/build/docs/javadoc
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
needs: java_doc
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v5
================================================
FILE: .github/workflows/nightly-ci.yml
================================================
name: MekHQ Nightly CI
on:
workflow_dispatch:
schedule:
- cron: "0 3 * * *"
env:
GRADLE_OPTS: "-Dscan.link.VCS=https://github.com/MegaMek/mekhq/commit/${{ github.sha }}"
jobs:
nightly_ci:
runs-on: ${{ matrix.os }}
strategy:
matrix:
os: [ ubuntu-latest ]
java-distribution: [ temurin ]
java-version: [ 21, 25 ]
fail-fast: false
name: Nightly MekHQ CI ${{ matrix.os }} on ${{ matrix.java-distribution }} JDK ${{ matrix.java-version }}
steps:
- name: Checkout Data Repo
uses: actions/checkout@v6
with:
repository: megamek/mm-data
path: mm-data
- uses: actions/checkout@v6
with:
path: mekhq
- name: Checkout MegaMek
uses: actions/checkout@v6
with:
repository: MegaMek/megamek
path: megamek
- name: Add MM Hash
run: |
cd megamek
calculatedSha=$(git rev-parse HEAD)
echo "$calculatedSha" >> megamek/docs/mm-revision.txt
- name: Checkout MegaMekLab
uses: actions/checkout@v6
with:
repository: MegaMek/megameklab
path: megameklab
- name: Add MML Hash
run: |
cd megameklab
calculatedSha=$(git rev-parse HEAD)
echo "$calculatedSha" >> megameklab/docs/mml-revision.txt
- name: Set up ${{ matrix.java-distribution }} JDK ${{ matrix.java-version }}
uses: actions/setup-java@v5
with:
distribution: ${{ matrix.java-distribution }}
java-version: ${{ matrix.java-version }}
- name: Setup Gradle
uses: gradle/actions/setup-gradle@v6
with:
build-scan-publish: true
build-scan-terms-of-use-url: "https://gradle.com/terms-of-service"
build-scan-terms-of-use-agree: "yes"
- name: Add MHQRevision file
run: |
echo ${{ github.sha }} >> mekhq/MekHQ/mhq-revision.txt
- name: Set short git commit SHA
id: vars
run: |
cd mekhq
calculatedSha=$(git rev-parse --short ${{ github.sha }})
echo "COMMIT_SHORT_SHA=$calculatedSha" >> $GITHUB_ENV
- name: "Output branch information to Version file"
run: |
echo "branch=nightly" >> megamek/megamek/resources/extraVersion.properties
echo "gitHash=$(date +'%Y-%m-%d')" >> megamek/megamek/resources/extraVersion.properties
- name: Test All
working-directory: mekhq
run: ./gradlew testAll
- name: Upload Test Logs on Failure
uses: actions/upload-artifact@v7
if: failure()
with:
name: cd-failure-logs
path: ./mekhq/MekHQ/build/reports/
- name: Build with Gradle
working-directory: mekhq
run: ./gradlew build -x test -PextraVersion="nightly-$(date +'%Y-%m-%d')"
- name: CodeCov.io Coverage Report
uses: codecov/codecov-action@v6
with:
directory: ./mekhq/MekHQ/build/reports/jacoco/test
fail_ci_if_error: false
verbose: true
- name: Upload Tar GZ Artifact
uses: actions/upload-artifact@v7
with:
name: mhq-release-tgz-${{ matrix.java-distribution }}-jdk${{ matrix.java-version }}
path: mekhq/MekHQ/build/distributions/*.tar.gz
================================================
FILE: .gitignore
================================================
# These are all in alphabetical file system display order
/.claude/
/.gradle/
/.idea/
/.recommenders/
/.settings/
/bin/
/build/
/logs/
/MekHQ/.gradle/
/MekHQ/.idea/
/MekHQ/.settings/
/MekHQ/bin/
/MekHQ/build/
/MekHQ/campaigns/*
!/MekHQ/campaigns/archive
!/MekHQ/campaigns/archive/**
!/MekHQ/campaigns/The Learning Ropes.cpnx.gz
/MekHQ/classes/
/MekHQ/data/images/awards/
!/MekHQ/data/images/awards/standard/
/MekHQ/data/images/temp/
/MekHQ/data/mekfiles/units.cache
/MekHQ/data/mekfiles/customs/
/MekHQ/data/universe/awards/
!/MekHQ/data/universe/awards/standard.xml
/MekHQ/logs/
/MekHQ/mmconf/clientsettings.xml
/MekHQ/mmconf/gameoptions.xml
/MekHQ/mmconf/*.preferences
/MekHQ/mmconf/*.properties
/MekHQ/mmconf/searches/*.json
/MekHQ/mmconf/recent-advanced-searches.json
/MekHQ/out/
/MekHQ/pkgdir/
/MekHQ/savegames/
/MekHQ/userdata/**
!/MekHQ/userdata/README.md
!/MekHQ/userdata/data/
/MekHQ/userdata/data/**
!/MekHQ/userdata/data/universe/
/MekHQ/userdata/data/universe/**
!/MekHQ/userdata/data/universe/financialInstitutions.xml
!/MekHQ/userdata/data/universe/ranks.xml
/MekHQ/.classpath
/MekHQ/.editorconfig
/MekHQ/.project
/MekHQ/MekHQ.iml
/MekHQ/MekHQ.jar
/MekHQ/*.mul
/MekHQ/*.zip
/MekHQ/*.tar.gz
/MekHQ/*.tar.bz2
/MekHQ/*.blame
/out/
/RemoteSystemsTempFiles/
/.classpath
/.metadata
/.project
/.vscode
/properties_local.gradle
/settings_local.gradle
/*.sav.gz
.DS_Store
.vs
MegaMek.l4j.ini
MegaMekLab.l4j.ini
MekHQ.l4j.ini
mhq-revision.txt
/MekHQ/docs/OfficialUnitList.txt
*.iml
/MekHQ/docs/README.md
/MekHQ/docs/LICENSE*
/MekHQ/data
================================================
FILE: .mailmap
================================================
Adam Brant Adam Brant <31824363+LaserEye32@users.noreply.github.com>
Akjosch Akjosch
arlith
arlith arlith
arlith Nicholas Walczak
arlith Nicholas Walczak
beerockxs Sebastian Brocks
BLOODWOLF333 BLOODWOLF
BLOODWOLF333 Carr
Carl Spain
Carl Spain
Carl Spain neoancient
Christopher Watford Christopher
Cord Awtry
Deric Page
Deric Page
Deric Page
Deric Page
Deric Page
Dylan Myers Dylan Myers
Dylan Myers Dylan Myers
Hammer-GS
Hammer-GS HammerGS
Hammer-GS Dave N
Hammer-GS drivi
Hammer-GS Hammer
Hammer-GS HammerGS
Hammer-GS Hammer-GS
Hammer-GS Hammer-GS
jayof9s
jayof9s Alex
MKerensky Magnus Kerensky
MKerensky mkerensky
Qwertronix DaFranker
SJuliez Simon
Xenon Xenon
Xenon Xenon
Xenon Xenon54z
================================================
FILE: CODEOWNERS
================================================
* @MegaMek/mekhq
================================================
FILE: CODE_OF_CONDUCT.md
================================================
# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our community a harassment-free experience for
everyone, regardless of age, body size, visible or invisible disability, ethnicity, sex characteristics, gender identity
and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, caste,
color, religion, or sexual identity and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming, diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes, and learning from the experience
* Focusing on what is best not just for us as individuals, but for the overall community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or advances of any kind
* Trolling, insulting, or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email address, without their explicit permission
* Other conduct, which could reasonably be considered inappropriate in a professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of acceptable behavior and will take
appropriate and fair corrective action in response to any behavior that they deem inappropriate, threatening, offensive,
or harmful.
Community leaders have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits,
issues, and other contributions that are not aligned to this Code of Conduct, and will communicate reasons for
moderation decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces and also applies when an individual is officially representing
the community in public spaces. Examples of representing our community include using an official email address, posting
via an official social media account, or acting as an appointed representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible
for enforcement at . All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining the consequences for any action they deem
in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed unprofessional or unwelcome in the
community.
**Consequence**: A private, written warning from community leaders, providing clarity around the nature of the violation
and an explanation of why the behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series of actions.
**Consequence**: A warning with consequences for continued behavior. No interaction with the people involved, including
unsolicited interaction with those enforcing the Code of Conduct, for a specified period of time. This includes avoiding
interactions in community spaces as well as external channels like social media. Violating these terms may lead to a
temporary or permanent ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public communication with the community for a specified
period of time. No public or private interaction with the people involved, including unsolicited interaction with those
enforcing the Code of Conduct, is allowed during this period. Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community standards, including sustained inappropriate
behavior, harassment of an individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within the community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 2.1, available at
[https://www.contributor-covenant.org/version/2/1/code_of_conduct.html][v2.1].
Community Impact Guidelines were inspired by [Mozilla's code of conduct enforcement ladder][Mozilla CoC].
For answers to common questions about this code of conduct, see the FAQ
at [https://www.contributor-covenant.org/faq][FAQ]. Translations are available
at [https://www.contributor-covenant.org/translations][translations].
[homepage]: https://www.contributor-covenant.org
[v2.1]: https://www.contributor-covenant.org/version/2/1/code_of_conduct.html
[Mozilla CoC]: https://github.com/mozilla/diversity
[FAQ]: https://www.contributor-covenant.org/faq
[translations]: https://www.contributor-covenant.org/translations
================================================
FILE: CONTRIBUTORS.md
================================================
# Authors and Contributors
We are grateful for all the contributions we have received over the years and wanted to make sure we included all
possible ones.
## Original author
Jay Lawson
## Current Maintainer
MegaMek GitHub Organization with the main [MegaMek](https://megamek.org)
## How we generated this list
This list is taken from the API, filtered to just pull the login name and GitHub URL, sorted, then added here. The
commands that were used to
generate this list are as follows:
```bash
gh api -H "Accept: application/vnd.github+json" -H "X-GitHub-Api-Version: 2022-11-28" '/repos/megamek/mekhq/stats/contributors' > contributors.json
```
From this list, we used `irb` (Interactive Ruby) to process and output that is below:
```ruby
contrib = JSON.parse(File.read('contributors.json'))
filter = contrib.filter_map { |record| [record['author']['login'], record['author']['html_url']] unless record == nil || record['author'] == nil }
filter.sort_by { |user, _| user }.each { |user_name, url| puts "- #{user_name} <#{url}>\n" }
```
## Contributors
Last updated: 2025-05-19
- AaronGullickson
- Akjosch
- Algebro7
- BLOODWOLF333
- BlindGuyNW
- Bonepart
- BullseyeSmith
- ChaoticInsanity
- DM0000
- Dark-Hobbit
- Dylan-M
- HammerGS
- HoneySkull
- IllianiBird
- Krashner
- Kurios
- LadyAdia
- Lapras
- LaserEye32
- NickAragua
- ObviousTech
- Qwertronix
- RAldrich
- Rewstyr
- RexPearce
- SJuliez
- Saklad5
- Scoppio
- Setsul
- Skoraks
- Sleet01
- Taharqa
- TenkawaBC
- Thom293
- UlyssesSockdrawer
- UrsKR
- VicenteCartas
- WeaverThree
- Windchild292
- arlith
- aunoor
- azure-pipelines[bot]
- bandildo
- binaryspica
- dantmurph
- dependabot[bot]
- dericpage
- dtsosie
- firefly2442
- fmoody
- gcoopercos
- giorgiga
- goron111
- jackreichelt
- jayof9s
- joshua-plautz
- jschmetzer
- kipstafoo
- kuronekochomusuke
- laptopsftw
- luiges90
- mkerensky
- mstjohn
- nderwin
- neoancient
- nutritiousemployee
- pavelbraginskiy
- pheonixstorm
- psikomonkie
- repligator
- rjhancock
- savanik
- sixlettervariables
- slater-jay
- sldfgunslinger2766
- stonewall072
- swang300
- tombloor
- wildj79
================================================
FILE: LICENSE
================================================
# MekHQ Licensing Information
This document provides detailed information about the licensing of the MekHQ project.
## License Overview
MekHQ uses a dual-licensing approach:
1. **GNU General Public License v3.0 (GPLv3)** for all code
2. **Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International (CC-BY-NC-SA-4.0)** for all game data and assets
## Code License Details
All source code in the MegaMek, MegaMekLab, and MekHQ repositories is licensed under GPLv3.
**What this means:**
- You can use, modify, and distribute the code
- Any modifications or derivative works must also be licensed under GPLv3
- You must provide source code for any distributed modifications
- The code has patent protection provisions
- Full license text: [LICENSE.code](LICENSE.code)
**Applies to:**
- All `.java` files
- Build scripts and configuration files
- Any other program code
## Data/Assets License Details
All game data, artwork, and other non-code assets are licensed under CC-BY-NC-4.0.
**What this means:**
- You can share and adapt the materials
- You must give appropriate credit to the MegaMek project
- You cannot use the materials for commercial purposes
- You can license your derivatives under different terms as long as they remain non-commercial
- Full license text: [LICENSE.assets](LICENSE.assets)
**Applies to:**
- Unit data files
- Artwork and images
- Sound files
- Scenario data
- Game text and descriptions
- Any other non-code assets
## Repository Structure
The licenses apply to the following directory structures:
- `/mekhq/src/mekhq` directories: GPLv3
- `/mekhq/data` directories: CC-BY-NC-4.0
- `/mekhq/docs` directories: CC-BY-NC-4.0
- `/mekhq/resources` directories: CC-BY-NC-4.0
## Intellectual Property Notices
MegaMek is an unofficial, fan-created digital adaptation and is not affiliated with, endorsed by, or licensed by
Microsoft Corporation, The Topps Company, Inc., or Catalyst Game Labs.
MechWarrior, BattleMech, 'Mech and AeroTech are registered trademarks of The Topps Company, Inc. All Rights Reserved.
Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
The BattleTech name for electronic games is a trademark of Microsoft Corporation.
## Streams & Content Creators
We know many of you share your MegaMek experiences through videos and streams, and we want to ensure you can continue
doing so without concerns.
Despite the non-commercial clause in our new CC-BY-NC-SA-4.0 license, **we explicitly grant permission for content
creators to monetize videos and streams featuring MegaMek gameplay. This includes ads, donations, subscriptions,
sponsorships, and platform partner programs**
The key distinction is simple: you're monetizing your creative work about MegaMek (commentary, tutorials, entertainment),
not our game data itself. A YouTube channel about MegaMek tactics with ads is perfectly fine. A website that hosts our
unit stats with ads or premium subscriptions is not allowed.
What's not permitted are monetized websites, apps, or services built primarily on MegaMek game data - things like
commercial army builders, paid reference apps, or subscription-based unit databases. These uses violate both our license
and Microsoft's Game Content Usage Rules for BattleTech content.
This permission for content monetization will be maintained in our official licensing policy. We value content creators
who help grow our community and want to protect the project's standing as a non-commercial fan work.
## Historical License Information
Prior to version 0.50.07, MegaMek and MegaMekLab were licensed under GNU General Public License v2.0 or later (GPLv2+).
MekHQ was already using GPLv3. The transition to the current licensing structure was implemented with the release of
version 0.50.07.
## Contributing
By contributing to the MekHQ project, you agree that:
- Code contributions will be licensed under GPLv3
- Data and asset contributions will be licensed under CC-BY-NC-SA-4.0
See our [CONTRIBUTING.md](CONTRIBUTING.md) document for more details about the contribution process.
## Questions
If you have any questions about licensing, please contact the project administrators or post your question in our
Discord server.
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.
================================================
FILE: MHQMorale-Simulation-Analysis.txt
================================================
================================================================================
MHQMorale Logic Error Analysis - Simulation Walkthrough
================================================================================
Date: 2025-11-21
Analyst: Code Review
File: MekHQ/src/mekhq/campaign/mission/MHQMorale.java
Issue: Player feedback indicates morale changes are inconsistent and unpredictable
================================================================================
EXECUTIVE SUMMARY
================================================================================
ROOT CAUSE IDENTIFIED: Pyrrhic Victory Bug (Line 466)
Current code counts Pyrrhic Victories as DEFEATS ONLY, when they should count
as BOTH victories AND defeats (a costly win). This causes:
1. Morale moving in WRONG direction (OpFor improves when player wins)
2. Morale changing TOO SLOWLY when player wins (missing victory points)
3. Morale changing TOO QUICKLY when player loses (inflated defeat counts)
4. Morale NOT MOVING at all (artificial ties from miscounting)
IMPACT: In a 20-scenario contract with 14 wins and 6 losses (70% win rate),
the code calculates 10 wins and 12 losses (45% win rate) - a 25% error!
================================================================================
SIMULATION SETUP
================================================================================
Contract Parameters:
- Start Date: January 1, 3025
- Duration: 5 months (20 scenarios, 4 per month)
- Initial Morale Level: STALEMATE
- Enemy Faction: Regular-skilled Mercenaries (not Clan)
- Enemy Skill: Regular (adjusted value = 4)
Reliability Modifier Calculation (Constant):
Base modifier for Regular skill (4): 0
Enemy is Mercenary: +1 modifier (easier to break)
Final Reliability Modifier: +1
Morale Check Modifiers Used:
- Decisive Victory Modifier: -4
- Victory Modifier: -2
- Defeat Modifier: +2
- Decisive Defeat Modifier: +4
================================================================================
MONTH 1: JANUARY (4 Scenarios)
================================================================================
Starting Morale: STALEMATE
--- Scenario 1 (Jan 8): VICTORY ---
Code execution (line 471):
if (scenarioStatus.isOverallVictory()) {
victories++; // victories = 1
}
Running tally: victories=1, defeats=0
--- Scenario 2 (Jan 15): PYRRHIC VICTORY ---
Code execution (line 466):
if (scenarioStatus.isPyrrhicVictory() || scenarioStatus.isFleetInBeing()) {
defeats++; // defeats = 1
continue; // SKIPS victory check - BUG!
}
[!] BUG ALERT: Pyrrhic Victory counted as defeat only!
Expected: victories=2, defeats=1
Actual: victories=1, defeats=1
--- Scenario 3 (Jan 22): DECISIVE VICTORY ---
Code execution (line 461):
if (scenarioStatus.isDecisiveVictory()) {
victories += 2; // victories = 3
}
Running tally: victories=3, defeats=1
--- Scenario 4 (Jan 29): DEFEAT ---
Code execution (line 473):
else if (scenarioStatus.isOverallDefeat()) {
defeats++; // defeats = 2
}
Running tally: victories=3, defeats=2
--- End of Month Morale Check (Jan 31) ---
Performance Modifier Calculation (lines 482-487):
victories (3) > defeats (2)
3 >= 2*2? NO (need 4+ for decisive)
Performance Modifier = -2 (normal victory)
Target Number:
Reliability: +1
Performance: -2
Total: -1
Morale Roll:
2d6 Roll: 7
Modified Roll: 7 + (-1) = 6
Morale Outcome (line 239):
6 <= RALLYING_TARGET_NUMBER (6)? YES
Outcome: RALLYING
Morale Change: STALEMATE -> ADVANCING
[!] ISSUE #1: Player won 3 scenarios (including decisive) and lost 2,
but OpFor morale IMPROVED! Feels backwards.
Root Cause: Missing Pyrrhic Victory victory point made it 3-2 instead
of the actual 4-2, reducing the performance modifier.
Month 1 Result: STALEMATE -> ADVANCING (OpFor morale improved)
================================================================================
MONTH 2: FEBRUARY (4 Scenarios)
================================================================================
Starting Morale: ADVANCING
--- Scenario 5 (Feb 5): PYRRHIC VICTORY ---
Running tally: victories=0, defeats=1
[!] BUG: Should be victories=1, defeats=1
--- Scenario 6 (Feb 12): VICTORY ---
Running tally: victories=1, defeats=1
--- Scenario 7 (Feb 19): PYRRHIC VICTORY ---
Running tally: victories=1, defeats=2
[!] BUG: Should be victories=2, defeats=2
--- Scenario 8 (Feb 26): VICTORY ---
Running tally: victories=2, defeats=2
--- End of Month Morale Check (Feb 28) ---
Performance Modifier Calculation:
victories (2) == defeats (2)
Neither victories > defeats nor defeats > victories
Performance Modifier = 0 (DRAW)
Target Number:
Reliability: +1
Performance: 0
Total: +1
Morale Roll:
2d6 Roll: 7
Modified Roll: 7 + 1 = 8
Morale Outcome (line 249):
8 >= WAVERING_TARGET_NUMBER (8)? YES
Outcome: WAVERING
Morale Change: ADVANCING -> STALEMATE
[!] ISSUE #2: Player won 4 scenarios (2 normal, 2 pyrrhic) and lost 0,
but performance calculated as TIE.
Expected: 4-0 = decisive victory modifier
Actual: 2-2 = no modifier (draw)
Player Experience: "I won 4 battles and morale barely moved!"
Month 2 Result: ADVANCING -> STALEMATE (OpFor morale degraded slightly)
================================================================================
MONTH 3: MARCH (4 Scenarios)
================================================================================
Starting Morale: STALEMATE
--- Scenario 9 (Mar 5): DECISIVE DEFEAT ---
Running tally: victories=0, defeats=2
--- Scenario 10 (Mar 12): VICTORY ---
Running tally: victories=1, defeats=2
--- Scenario 11 (Mar 19): DEFEAT ---
Running tally: victories=1, defeats=3
--- Scenario 12 (Mar 26): PYRRHIC VICTORY ---
Running tally: victories=1, defeats=4
[!] BUG: Should be victories=2, defeats=4
--- End of Month Morale Check (Mar 31) ---
Performance Modifier Calculation:
defeats (4) > victories (1)
4 >= 1*2? YES
Performance Modifier = +4 (decisive defeat)
Target Number:
Reliability: +1
Performance: +4
Total: +5
Morale Roll:
2d6 Roll: 5
Modified Roll: 5 + 5 = 10
Morale Outcome:
10 >= WAVERING_TARGET_NUMBER (8)? YES
Outcome: WAVERING
Morale Change: STALEMATE -> WEAKENED
[!] ISSUE #3: Month had 1 decisive defeat and 1 regular defeat, but
Pyrrhic Victory made it look WORSE (4 defeats vs 3).
Expected Performance: +2 (regular defeat, since 3 < 2*2)
Actual Performance: +4 (decisive defeat)
Month 3 Result: STALEMATE -> WEAKENED (OpFor morale degraded)
================================================================================
MONTH 4: APRIL (4 Scenarios) - THE KILLER EXAMPLE
================================================================================
Starting Morale: WEAKENED
--- Scenario 13 (Apr 2): PYRRHIC VICTORY ---
Running tally: victories=0, defeats=1
--- Scenario 14 (Apr 9): PYRRHIC VICTORY ---
Running tally: victories=0, defeats=2
--- Scenario 15 (Apr 16): PYRRHIC VICTORY ---
Running tally: victories=0, defeats=3
--- Scenario 16 (Apr 23): VICTORY ---
Running tally: victories=1, defeats=3
--- End of Month Morale Check (Apr 30) ---
Performance Modifier Calculation:
defeats (3) > victories (1)
3 >= 1*2? YES
Performance Modifier = +4 (decisive defeat)
Target Number:
Reliability: +1
Performance: +4
Total: +5
Morale Roll:
2d6 Roll: 9
Modified Roll: 9 + 5 = 14
Morale Outcome:
14 >= WAVERING_TARGET_NUMBER (8)? YES
Outcome: WAVERING
Morale Change: WEAKENED -> CRITICAL
[!] ISSUE #4 - THE SMOKING GUN:
PLAYER WON ALL 4 BATTLES THIS MONTH (3 pyrrhic, 1 normal)
CODE CALCULATED: 1 victory, 3 defeats = "decisive defeat"
Expected: 4-0 victories = -4 performance (decisive victory)
Actual: 1-3 defeats = +4 performance (decisive defeat)
This is an 8-point swing in the WRONG direction!
Player Experience: "I won every single battle this month and my
enemy's morale is IMPROVING?! This makes no sense!"
Month 4 Result: WEAKENED -> CRITICAL (OpFor morale improved significantly)
================================================================================
MONTH 5: MAY (4 Scenarios)
================================================================================
Starting Morale: CRITICAL
--- Scenario 17 (May 7): DECISIVE VICTORY ---
Running tally: victories=2, defeats=0
--- Scenario 18 (May 14): VICTORY ---
Running tally: victories=3, defeats=0
--- Scenario 19 (May 21): PYRRHIC VICTORY ---
Running tally: victories=3, defeats=1
[!] BUG: Should be victories=4, defeats=1
--- Scenario 20 (May 28): VICTORY ---
Running tally: victories=4, defeats=1
--- End of Month Morale Check (May 31) ---
Performance Modifier Calculation:
victories (4) > defeats (1)
4 >= 1*2? YES
Performance Modifier = -4 (decisive victory)
Target Number:
Reliability: +1
Performance: -4
Total: -3
Morale Roll:
2d6 Roll: 4
Modified Roll: 4 + (-3) = 1
Morale Outcome:
1 <= RALLYING_TARGET_NUMBER (6)? YES
Outcome: RALLYING
Morale Change: CRITICAL -> WEAKENED
Month 5 Result: CRITICAL -> WEAKENED (OpFor morale degraded)
================================================================================
FINAL SUMMARY - 20 SCENARIOS
================================================================================
ACTUAL BATTLE RESULTS:
Decisive Victories: 2
Normal Victories: 6
Pyrrhic Victories: 6 <-- THESE ARE WINS!
Draws: 0
Defeats: 4
Decisive Defeats: 2
TOTAL: 14 Wins, 6 Losses (70% Win Rate)
WHAT THE CODE CALCULATED:
Victory Points: 10 (4 from decisive, 6 from normal)
Defeat Points: 12 (4 from decisive, 2 from normal, 6 from pyrrhic)
CODE THINKS: 10 Wins, 12 Losses (45% Win Rate)
MISSING: 6 victory points from Pyrrhic Victories
MORALE PROGRESSION:
Start: STALEMATE
Month 1: ADVANCING (won 3-2, but morale IMPROVED - wrong direction!)
Month 2: STALEMATE (won 4-0, counted as 2-2 tie)
Month 3: WEAKENED (lost 3-1, but 1 win ignored)
Month 4: CRITICAL (won 4-0, counted as 1-3 LOSS!)
Month 5: WEAKENED (won 4-1, finally calculated correctly)
================================================================================
ROOT CAUSE ANALYSIS
================================================================================
BUG LOCATION: MHQMorale.java, lines 465-469
CURRENT CODE:
```java
// Pyrrhic Victory reduces victory count (negative consequence)
if (scenarioStatus.isPyrrhicVictory() || scenarioStatus.isFleetInBeing()) {
defeats++;
continue;
}
```
PROBLEMS:
1. Comment is WRONG: Says "reduces victory count" but actually ADDS to defeats
2. Pyrrhic Victory counts ONLY as defeat, never as victory
3. The 'continue' statement prevents fall-through to victory check
4. Pyrrhic Victory and Fleet in Being should NOT be grouped together
WHAT SHOULD HAPPEN:
- Pyrrhic Victory = costly win = BOTH victory AND defeat
- Fleet in Being = deployed but didn't fight = defeat only
IMPACT ON PLAYER EXPERIENCE:
1. "Morale moves too quickly" - When player has Pyrrhic wins, they inflate
defeat counts, making performance swing negative faster
2. "Morale moves too slowly" - Missing victory points means it takes longer
to accumulate enough wins for meaningful morale degradation
3. "Morale doesn't move at all" - Pyrrhic victories create artificial ties
(Month 2: 4 wins counted as 2-2 tie)
4. "Morale moves in wrong direction" - Most egregious in Month 4 where
player won all 4 battles but OpFor morale improved dramatically
================================================================================
RECOMMENDED FIX
================================================================================
CHANGE lines 465-469 FROM:
```java
// Pyrrhic Victory reduces victory count (negative consequence)
if (scenarioStatus.isPyrrhicVictory() || scenarioStatus.isFleetInBeing()) {
defeats++;
continue;
}
```
TO:
```java
// Pyrrhic Victory counts as both a win and a loss (costly victory)
if (scenarioStatus.isPyrrhicVictory()) {
victories++;
defeats++;
continue;
}
// Fleet in Being counts as a defeat (deployed but did not fight)
if (scenarioStatus.isFleetInBeing()) {
defeats++;
continue;
}
```
CHANGES:
1. Separate Pyrrhic Victory from Fleet in Being (different semantics)
2. Pyrrhic Victory now adds to BOTH victories and defeats
3. Comments now accurately describe behavior
4. Fleet in Being remains defeat-only (correct per glossary)
================================================================================
EXPECTED IMPACT OF FIX
================================================================================
SIMULATION RE-RUN WITH FIX:
Month 1: victories=4, defeats=2 (was 3-2)
Performance: -2 (victory) remains same
But closer to decisive threshold
Month 2: victories=4, defeats=2 (was 2-2)
Performance: -2 (victory) instead of 0 (draw)
OpFor morale degrades instead of staying flat
Month 3: victories=2, defeats=4 (was 1-4)
Performance: +2 (defeat) instead of +4 (decisive defeat)
Less severe morale swing
Month 4: victories=4, defeats=3 (was 1-3)
Performance: -2 (victory) instead of +4 (decisive defeat)
Complete reversal - morale degrades as expected!
Month 5: victories=5, defeats=1 (was 4-1)
Performance: -4 (decisive victory) remains same
FINAL TOTALS:
Actual: 14 wins, 6 losses
With Fix: 14 wins, 12 losses (accounts for costly wins)
Current Bug: 10 wins, 12 losses (missing 4 wins entirely)
PLAYER EXPERIENCE IMPROVEMENTS:
1. Morale changes match battle outcomes (no more backwards movement)
2. Winning streaks properly degrade enemy morale
3. Pyrrhic victories feel costly but still count as wins
4. Performance calculations are intuitive and predictable
================================================================================
ADDITIONAL ISSUE: Incorrect Comment at Line 345-346
================================================================================
LOCATION: getReliability() method
CURRENT COMMENT:
```java
// It's important to note that here a positive modifier is bad for the player,
// as when fed into getReliabilityModifier() it will make the OpFor harder to
// rout (not easier, as is the case with all other positive modifiers)
```
THIS COMMENT IS BACKWARDS.
ACTUAL FLOW:
1. Positive reliability modifier -> added to targetNumber (line 145)
2. Higher targetNumber -> higher modifiedRoll (line 153)
3. Higher modifiedRoll -> more likely to hit WAVERING_TARGET_NUMBER (8)
4. WAVERING outcome -> OpFor morale DEGRADES (good for player)
THEREFORE: Positive modifier = GOOD for player (easier to break morale)
The comments at lines 358 and 360 are CORRECT:
- Line 358: reliabilityModifier++ // "Good for the player"
- Line 360: reliabilityModifier-- // "Bad for the player"
RECOMMENDED FIX:
Remove or rewrite the misleading comment at lines 345-346.
================================================================================
TESTING RECOMMENDATIONS
================================================================================
1. Create unit tests for Pyrrhic Victory scenarios
2. Test all performance modifier thresholds (2:1 ratios)
3. Verify morale progression matches expected outcomes
4. Test edge cases (all pyrrhic, all decisive, etc.)
5. Confirm Fleet in Being still works correctly
================================================================================
END OF ANALYSIS
================================================================================
================================================
FILE: MekHQ/SubmitBug.html
================================================
How to submit a MekHQ bug
How to submit a MekHQ bug
MekHQ has a lot of features and the developers are often so busy
developing it
that we sadly don't get enough time to play with it. That means that if
you
catch a bug, we may never fix it unless you tell us about it. Reporting
bugs is a
way that everyone can contribute to this project, so please help us out
and report
bugs when you find them.
MekHQ uses both MegaMek and MegaMekLab. If you encounter a problem while
playing a
game, you should report that to the MegaMek bug tracker, rather than the
MekHQ bug
tracker. Similarly, if you encounter a bug while trying to customize a
unit within
the Mek Lab, you should report that bug to the MegaMekLab bug tracker.
Here are the
links for all three bug trackers:
To submit a new bug to the bug tracker at github.com. To assist us in
finding the bug,
you should also attach a .zip file containing the following files to
this report:
- The game save file where the bug occurred.
- The mekhq.log file located in the logs directory.
If you are reporting a MegaMek or MegaMekLab bug encountered while running
from within MekHQ,
then you should attach the mekhq log. Otherwise, attach the log for the
specific program.
Thanks for your help, and good hunting!
================================================
FILE: MekHQ/build.gradle
================================================
import java.time.LocalDateTime
plugins {
id 'application'
id 'com.palantir.git-version' version '5.0.0'
id 'edu.sc.seis.launch4j' version '4.0.0'
id "io.sentry.jvm.gradle" version '6.4.0'
id 'jacoco'
id 'java'
id 'checkstyle'
}
tasks.withType(AbstractArchiveTask).configureEach {
preserveFileTimestamps = true
reproducibleFileOrder = true
}
java {
toolchain {
languageVersion = JavaLanguageVersion.of(21)
}
}
sourceSets {
main {
java {
srcDirs = ['src']
}
resources {
srcDirs = ['resources']
}
}
test {
java {
srcDirs = ['unittests']
}
resources {
srcDirs = ['testresources']
}
}
}
ext {
mhqJvmOptions = [
'-Xmx4096m',
'--add-opens',
'java.base/java.util=ALL-UNNAMED',
'--add-opens',
'java.base/java.util.concurrent=ALL-UNNAMED',
'-Dsun.awt.disablegrab=true'
]
fileStagingDir = "${layout.buildDirectory.get()}/files"
atlasedImages = "${fileStagingDir}/atlasedImages.txt"
scriptsDir = "${projectDir}/scripts"
mmDir = "${rootDir}/../megamek"
mmlDir = "${rootDir}/../megameklab"
}
dependencies {
implementation "org.megamek:megamek:${version}"
implementation("org.megamek:megameklab:${version}") {
// We don't need the python and javascript engine taking up space
exclude group: 'org.python', module: 'jython'
exclude group: 'org.mozilla', module: 'rhino'
// Eclipse IDE Multiple Dependency errors.
exclude group: 'xml-apis'
}
implementation 'jakarta.xml.bind:jakarta.xml.bind-api:4.0.5'
implementation 'jakarta.annotation:jakarta.annotation-api:3.0.0'
implementation 'javax.vecmath:vecmath:1.5.2'
implementation 'joda-time:joda-time:2.14.1'
implementation 'org.joda:joda-money:2.0.3'
implementation 'org.apache.commons:commons-csv:1.14.1'
implementation 'org.apache.commons:commons-math3:3.6.1'
// Future migration reference for commons-math3 replacement:
// https://mvnrepository.com/artifact/org.apache.commons/commons-math4-core
implementation 'org.apache.commons:commons-text:1.15.0'
implementation 'org.apache.logging.log4j:log4j-core:2.25.4'
implementation 'org.apache.pdfbox:pdfbox:3.0.7'
implementation 'org.commonmark:commonmark:0.28.0'
implementation 'org.jfree:jfreechart:1.5.6'
implementation 'com.fasterxml.jackson.core:jackson-core:2.21.2'
implementation 'com.fasterxml.jackson.dataformat:jackson-dataformat-yaml:2.21.2'
implementation 'com.fasterxml.jackson.datatype:jackson-datatype-jsr310:2.21.2'
runtimeOnly 'org.glassfish.jaxb:jaxb-runtime:4.0.7'
// Required for mml printing scaled vector graphics (SVG) - Eclipse IDE Compatibility.
runtimeOnly 'xml-apis:xml-apis-ext:1.3.04'
testRuntimeOnly 'org.junit.platform:junit-platform-launcher:6.0.3'
testImplementation 'org.junit.jupiter:junit-jupiter:6.0.3'
testImplementation 'org.mockito:mockito-core:5.23.0'
testImplementation 'org.mockito:mockito-junit-jupiter:5.23.0'
}
application {
mainClass = 'mekhq.MekHQ'
applicationDefaultJvmArgs = [
'-Xmx4096m',
'--add-opens',
'java.base/java.util=ALL-UNNAMED',
'--add-opens',
'java.base/java.util.concurrent=ALL-UNNAMED',
'-Dsun.awt.disablegrab=true'
]
}
jar {
archiveFileName = "MekHQ.jar"
manifest {
attributes "Main-Class": application.mainClass
attributes "Class-Path": "MegaMek.jar MegaMekLab.jar " + (project.sourceSets.main.runtimeClasspath.files
.findAll { it.name.endsWith(".jar") && !it.name.toLowerCase().startsWith("megamek") }
.collect { "lib/${it.name}" }.join(' '))
attributes "Add-Opens": 'java.base/java.util java.base/java.util.concurrent'
attributes "Build-Date": LocalDateTime.now()
attributes "Sealed": true
}
}
checkstyle {
toolVersion = '13.4.0'
configFile = file("${rootDir}/config/checkstyle/checkstyle.xml")
configProperties = [
'suppressionFile': file("${rootDir}/config/checkstyle/checkstyle-suppressions.xml")
]
maxErrors = 0 // Fail on any error
}
tasks.withType(Checkstyle).configureEach {
minHeapSize = "1g"
maxHeapSize = "4g"
}
tasks.register('stageDataFiles', Sync) {
dependsOn gradle.includedBuild('mm-data').task(':stageFiles')
description = "Syncs Data Files from MHQ Data"
group = 'build'
from "../../mm-data/build/staging/all"
into "${layout.projectDirectory.asFile}/data"
}
tasks.register('generateDynamicFiles') {
def jvmOptions = project.ext.mhqJvmOptions.join('\n')
doLast {
new File("${projectDir}/docs/mhq-revision.txt").text = versionDetails().gitHashFull
new File("${projectDir}/MekHQ.l4j.ini").text = """# Launch4j runtime config
# you can add arguments here that will be processed by the JVM at runtime
${jvmOptions}
"""
}
}
tasks.register("stageLicenseFiles", Sync) {
description = "Copy the license files to the build folder."
group = 'build'
from "../"
into "${layout.buildDirectory.get()}/licenses"
includes = [
'LICENSE',
'LICENSE.code',
'LICENSE.assets',
'README.md'
]
}
tasks.register("copyLicenseFiles", Copy) {
description = "Copies from the build folder to the staging folder"
group = 'build'
dependsOn stageLicenseFiles
from "${layout.buildDirectory.get()}/licenses"
into fileStagingDir
}
tasks.register('createImageAtlases', JavaExec) {
mustRunAfter(stageDataFiles)
description = 'Combines individual image files into a set of image atlases.'
group = 'utility'
classpath = sourceSets.main.runtimeClasspath
mainClass = "megamek.utilities.CreateImageAtlases"
workingDir = file(fileStagingDir)
}
tasks.register('deleteAtlasedImages') {
dependsOn createImageAtlases
description = 'Removes images from the staging directory that have been incorporated into atlases.'
doLast {
if (file(atlasedImages).exists()) {
ant.delete dir: fileStagingDir, includesfile: atlasedImages
ant.delete file: atlasedImages
}
}
}
tasks.register('validateSystems', JavaExec) {
dependsOn jar
dependsOn stageDataFiles
description = 'Validates planetary system YAML data files for structural correctness and data integrity.'
group = 'verification'
classpath = sourceSets.main.runtimeClasspath
mainClass = 'mekhq.utilities.SystemValidator'
args = ["${layout.projectDirectory.asFile}/data/universe/planetary_systems"]
}
tasks.register('officialUnitList', JavaExec) {
dependsOn jar
mustRunAfter(stageDataFiles)
description = 'Compiles a list of all units that come from official sources and saves it in the docs folder.'
group = 'utility'
classpath = sourceSets.main.runtimeClasspath
mainClass = 'megamek.MegaMek'
args = ['-oul', "${projectDir}/docs/OfficialUnitList.txt"]
}
tasks.register('stageFiles', Copy) {
description = 'Stages files that are to be copied into the distribution.'
mustRunAfter(stageDataFiles)
dependsOn officialUnitList
dependsOn deleteAtlasedImages
dependsOn gradle.includedBuild('megamek').task(':megamek:generateDynamicFiles')
dependsOn gradle.includedBuild('megameklab').task(':megameklab:generateDynamicFiles')
dependsOn generateDynamicFiles
dependsOn copyLicenseFiles
from projectDir
include "campaigns/The Learning Ropes.cpnx.gz"
include "data/**"
include "docs/**"
include "mmconf/**"
include "userdata"
include "userdata/data/universe/"
include 'SubmitBug.html'
include "sentry.properties"
include "*.ini"
// User Config Files
exclude "mmconf/clientsettings.xml"
exclude "mmconf/gameoptions.xml"
exclude "mmconf/megameklab.properties"
exclude "mmconf/megameklab.properties.bak"
exclude "mmconf/mhq.preferences"
exclude "mmconf/mm.preferences"
exclude "mmconf/mml.preferences"
exclude "mmconf/recent-advanced-searches.json"
exclude "mmconf/searches/*.json"
exclude("data/**/*.cache")
into fileStagingDir
doLast {
mkdir "${fileStagingDir}/logs"
mkdir "${fileStagingDir}/userdata/data/campaignPresets/"
}
}
tasks.register('createStartScripts', CreateStartScripts) {
description = 'Create shell script for generic distribution.'
applicationName = 'MekHQ'
mainClass = application.mainClass
outputDir = startScripts.outputDir
classpath = jar.outputs.files + files(project.sourceSets.main.runtimeClasspath.files)
.filter { it.name.endsWith(".jar") }
}
distributions {
main {
distributionBaseName = 'MekHQ'
contents {
// MegaMek Includes
from("${mmDir}/megamek/build/scripts") {
into "bin"
}
from("${mmDir}/megamek/scripts") {
include "shell.sh"
rename "shell.sh", "MegaMek.sh"
}
from("${mmDir}/megamek/docs") {
rename 'history.txt', 'mm-history.txt'
into 'docs'
}
from("${mmDir}/megamek/mmconf/log4j2.xml") {
exclude 'log4j2.xml'
}
from("${mmDir}/megamek/mmconf/munitionLoadoutSettings.yaml") {
into 'mmconf'
}
from("${mmDir}/megamek/build/launch4j/lib") {
into "lib"
}
from("${mmDir}/megamek/build/launch4j") {
include '*.exe'
}
from("${mmDir}/megamek/build/libs/MegaMek.jar") {
into "lib"
}
from("${mmDir}/megamek/build/libs/MegaMek.jar")
from("${mmDir}/megamek/") {
include '*.ini'
}
// MegaMekLab Includes
from("${mmlDir}/megameklab/build/launch4j/lib") {
into "lib"
}
from("${mmlDir}/megameklab/build/scripts") {
into "bin"
}
from("${mmlDir}/megameklab/scripts") {
include "shell.sh"
rename "shell.sh", "MegaMekLab.sh"
}
from("${mmlDir}/megameklab/docs") {
rename 'history.txt', 'mml-history.txt'
into "docs"
}
from("${mmlDir}/megameklab/mmconf/log4j2.xml") {
exclude 'log4j2.xml'
}
from("${mmlDir}/megameklab/build/launch4j") {
include '*.exe'
}
from("${mmlDir}/megameklab/build/libs/MegaMekLab.jar") {
into "lib"
}
from("${mmlDir}/megameklab/build/libs/MegaMekLab.jar")
from("${mmlDir}/megameklab/") {
include '*.ini'
}
// MekHQ Includes
from("docs/history.txt") {
rename 'history.txt', 'mhq-history.txt'
into 'docs'
}
from(fileStagingDir) {
exclude 'history.txt'
}
from("${projectDir}/scripts") {
include 'shell.sh'
rename 'shell.sh', 'MekHQ.sh'
}
from("${buildDir}/launch4j") {
include '*.exe'
}
from(project.sourceSets.main.runtimeClasspath.files
.findAll { it.name.endsWith(".jar") && !it.name.toLowerCase().startsWith("megamek") }) {
into "lib"
}
from(jar) {
into "lib"
}
from(jar)
duplicatesStrategy = 'exclude'
}
}
}
launch4j {
description = 'Create Windows executable for MekHQ'
mainClassName = application.mainClass
icon = "${projectDir}/data/images/misc/mekhq.ico"
outfile = "MekHQ.exe"
jarTask = project.tasks.jar
windowTitle = 'MekHQ'
internalName = 'MekHQ'
downloadUrl = 'https://github.com/MegaMek/megamek/wiki/Updating-to-Adoptium-(Eclipse-Temurin-Open-Source-Java)'
supportUrl = 'https://megamek.org'
copyright = '2026 MegaMek Development Team.'
trademarks = 'MechWarrior, BattleMech, `Mech and AeroTech - The The Topps Company, Inc. Catalyst Game Labs - InMediaRes Productions, LLC.'
companyName = "MegaMek Development Team"
jreMinVersion = '21'
dontWrapJar = true
messagesJreVersionError = 'We require a Java Runtime of version 21 or higher installed. https://github.' +
'com/MegaMek/megamek/wiki/Updating-to-Adoptium-(Eclipse-Temurin-Open-Source-Java)'
messagesJreNotFoundError = 'Go here for instructions on installing the correct version of Java: https://github.com/MegaMek/megamek/wiki/Updating-to-Adoptium-(Eclipse-Temurin-Open-Source-Java)'
}
project.tasks.createExe.dependsOn(stageDataFiles)
project.tasks.createExe.mustRunAfter(stageDataFiles)
tasks.register("packagePrepWork") {
description = 'General Catch All for all distributions'
dependsOn jar
dependsOn stageFiles
dependsOn startScripts
dependsOn createStartScripts
dependsOn createAllExecutables
dependsOn gradle.includedBuild('megamek').task(':megamek:startScripts')
dependsOn gradle.includedBuild('megameklab').task(':megameklab:startScripts')
dependsOn gradle.includedBuild('megamek').task(':megamek:createStartScripts')
dependsOn gradle.includedBuild('megameklab').task(':megameklab:createStartScripts')
dependsOn gradle.includedBuild('megamek').task(':megamek:createAllExecutables')
dependsOn gradle.includedBuild('megameklab').task(':megameklab:createAllExecutables')
}
distTar {
description = 'Creates distribution packaged as a GZipped tar ball'
dependsOn packagePrepWork
archiveExtension = 'tar.gz'
compression = Compression.GZIP
}
distZip {
description = 'Creates distribution packaged as a ZIP File'
enabled = false
dependsOn packagePrepWork
}
assemble {
dependsOn jar
}
assembleDist {
description = 'Build unix, Windows, and source packages'
group = 'distribution'
dependsOn stageFiles
dependsOn distTar
}
tasks.register("buildAllPackages", Copy) {
dependsOn gradle.includedBuild('megamek').task(':megamek:assembleDist')
dependsOn gradle.includedBuild('megameklab').task(':megameklab:assembleDist')
dependsOn assembleDist
group = "distribution"
into layout.buildDirectory.dir("distributions")
from("${mmDir}/megamek/build/distributions") {
include "*.tar.gz"
}
from("${mmlDir}/megameklab/build/distributions") {
include "*.tar.gz"
}
}
tasks.register("cleanAll") {
description = "Cleans all build projects to ensure a clean slate"
group = "build"
dependsOn gradle.includedBuild('mm-data').task(':clean')
dependsOn gradle.includedBuild('megamek').task(':megamek:clean')
dependsOn gradle.includedBuild('megameklab').task(':megameklab:clean')
dependsOn clean
}
tasks.register("testAll") {
description = "Cleans all build projects to ensure a clean slate then runs all tests"
group = "verification"
dependsOn cleanAll
dependsOn gradle.includedBuild('megamek').task(':megamek:test')
dependsOn gradle.includedBuild('megameklab').task(':megameklab:test')
dependsOn test
}
run {
dependsOn(stageDataFiles)
jvmArgs = mhqJvmOptions
}
test {
useJUnitPlatform()
dependsOn(checkstyleMain)
minHeapSize = "1024m"
maxHeapSize = "8192m"
jvmArgs = ["-XX:MaxMetaspaceSize=1024m"]
testLogging {
events "failed"
exceptionFormat = "full"
showExceptions = true
showCauses = true
showStackTraces = true
showStandardStreams = true
}
// report is always generated after tests run
finalizedBy jacocoTestReport
}
jacocoTestReport {
// tests are required to run before generating the report
dependsOn test
reports {
xml.required = true
html.required = true
}
}
================================================
FILE: MekHQ/campaigns/archive/Fist and Falcon/Binary Bravo, 1st Falcon Strikers.cpnx
================================================
ba1ebe6c-0312-4891-8ac8-e893de7f3c81
Binary Bravo,1st Falcon Strikers, Delta Galaxy
CJF
9
Clan
Clan
50
false
true
0
0
0
0
Clans/Jade Falcon/
Delta Galaxy.jpg
-- General --
None
0
3
1
1
3071-05-14
0
Clan
50
0
false
true
0
CAMPAIGN_OPS
false
false
false
true
true
true
true
true
true
false
false
false
false
false
false
true
false
false
45
false
1
0
0
25
1
0
0
0
10
2
0
0
1
10
true
false
true
true
false
false
false
false
false
7
Tech
true
3
1
0
2
1
2
1
2
false
1
true
true
4
false
2
5.0
1.0
0.0
0.0
false
false
false
false
0
0
1
15
false
4
10
false
7
-1
true
false
false
true
false
1
0
16
4
false
true
false
2.5E-4
10
100,55,55,10,5,30,20,10,5,30,20,500,160
false
2.0E-5
false
5.0E-4
false
5.0E-5
false
false
MOTHERS
false
SPOUSE
true
TAHARQA
PRISONER
true
false
false
false
false
false
false
false
false
false
false
false
false
true
false
false
false
false
false
ANNUAL
false
1.0
0.1
0.2
0.3
0.5
0.7
0.9
0.33
0.5
true
false
YEARS
false
MONTHS_YEARS
false
false
Strat Ops
10
8
6
4
4
true
0.3
1.0
1.2
1.5
95,100,95,0,95,25
false
false
false
true
false
true
false
1
2
3
true
false
2
false
false
false
false
true
false
false
true
false
false
false
false
false
true
false
800
41,21,61,11
true
false
false
true
true
false
true
true
3
1
false
true
true
true
true
true
false
true
false
false
5
5
true
true
true
true
true
false
false
false
true
0
0
0
4
4
6
1
0
0
4
4
6
2
0
0
4
4
6
3
0
0
4
4
6
4
0
0
4
4
6
5
0
0
4
4
6
6
0
0
4
4
6
7
0
0
4
4
6
8
0
0
4
4
6
-1,0,1,2,4,8
0,0,0,0,0,0
-1,0,1,2,4,8
0 CSB,1500 CSB,1500 CSB,900 CSB,900 CSB,900 CSB,900 CSB,960 CSB,750 CSB,960
CSB,900 CSB,1000 CSB,1000 CSB,1000 CSB,1000 CSB,800 CSB,800 CSB,800 CSB,800 CSB,400 CSB,1500
CSB,400 CSB,500 CSB,500 CSB,500 CSB,500 CSB,0 CSB,0 CSB
0.6,0.6,1.0,1.6,3.2
false,true,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false
false
Xotl,Total Warfare
The first slot in a location is at
index="1". Right Arm
Left Arm
76a13d8f-bb29-470d-9077-8c4cb0ae5dcd
76a13d8f-bb29-470d-9077-8c4cb0ae5dcd
3
The first slot in a location is at
index="1". Center Torso
590dcabe-e9d9-43ec-8e24-0c3651f1a28c
590dcabe-e9d9-43ec-8e24-0c3651f1a28c
2
a78026c1-b3f6-4674-bbe6-99d44cd734e0
a78026c1-b3f6-4674-bbe6-99d44cd734e0
2
The first slot in a location is at
index="1". Right Torso
7cda45c3-54d0-4486-8aaf-42b8baefd02e
7cda45c3-54d0-4486-8aaf-42b8baefd02e
2
The first slot in a location is at
index="1". Right Torso
Left Torso
cc01ee96-49ea-4e0e-a992-d6cc25bbda1e
cc01ee96-49ea-4e0e-a992-d6cc25bbda1e
2
The first slot in a location is at
index="1". Right Torso
Left Torso
61b23021-990f-4f58-9a90-4ea15f59d6c4
61b23021-990f-4f58-9a90-4ea15f59d6c4
3
The first slot in a location is at
index="1". Left Arm
44e0d05e-33ee-40c4-afc8-bdea0fa2bd82
44e0d05e-33ee-40c4-afc8-bdea0fa2bd82
2
The first slot in a location is at
index="1". Right Torso
Left
Torso
e4459752-4dd8-43da-b3f9-447df3ec737f
e4459752-4dd8-43da-b3f9-447df3ec737f
3
The first slot in a location is at
index="1". Right Torso
Left Torso
6a465a01-6306-47a7-bf77-be95b7860434
6a465a01-6306-47a7-bf77-be95b7860434
3
The first slot in a location is at
index="1". Right Torso
Left Torso
c78411a2-1375-46e1-a11f-db0dfc825810
c78411a2-1375-46e1-a11f-db0dfc825810
3
590dcabe-e9d9-43ec-8e24-0c3651f1a28c
Hayes
1
CJF
true
MEKWARRIOR
Although he stands barely one hundred and eighty centimeters high, MekWarriors
Hayes is a talented martial artist who prefers to fight his challenges unaugmented, where he
can take advantage
of his opponentsâ' near-certain dismissal of his small stature. His falconers indulged him
his passion for unarmed combat butalso made certain they trained him as a skilled
MekWarrior, and Hayes has not disappointed them. His choice of a highly-mobile
Incubus for a 'Mek is another small joke between Hayes and the world; the Incubus is one of
the tallest-appearing 'Meks on the battlefield because of its slender stature and high
mobility. Fewpeople expect to see the shape of a man like Hayes emerge from
its cockpit.
Hayes was assigned to the First Falcon Striker as part of Binary Bravo after serving with
the Fourth Falcon Dragoons on Morges. During that action, his Star was cut off from the rest
of the Trinary and had to evade a stronger Lyran force to rejoin. Hayes was the
last MekWarrior to return from the Morges wastelands, but he had claimed two heavier Lyran
'Meks before coming in. He used the Incubusâ' powerful large pulse laser and superior
mobility to
keep the medium 'Meks at range, wearing them down. When Star Captain Ingried was reviewing
codexes he immediately requested Hayes and his second-line BattleMek for his Binary based on
that action. Hayesâ' placement in the Alpha Beak is a
reflection of both Ingriedâ's high regard for the warrior and for Star Commander Nicola von
Jankmonâ's disdain for his light, secondline BattleMek.
For his part Hayes is pleased to be a in a frontline Cluster and serving beneath an officer
who recognizes and accepts unorthodox tactics. Although he is Jade Falcon to the core, and
prefers the rituals of zellbrigen wherever possible, Hayes also believes it is his
opponentsâ' responsibility to return the same
honorable treatment in kind. On Morges, the way that the two Lyran 'Meks ganged up on his
lighter, solitary 'Mek told him they were warriors without honor, and he treated them that
way. Star Captain Ingried, who agrees with this point of view
entirely, encourages the MekWarrior to keep his enemies underestimating him—and by
extension, the entire Star.
Hayes was offered an OmniMek when he transferred to the First Falcon Striker Cluster, but he
retained the Incubus heâ's piloted since his Trial of Position on Ironhold. On Morges this
decision served him well in skirmishes with the Twenty-fifth Arcturan
Guardsâ' infantry regiments, where he was able to use the Incubusâ' anti-infantry machine
guns to keep sappers away from his 'Mek and those of his Starmates. He is a crack shot with
the 'Mekâ's
large pulse laser, but his accuracy suffers when he switches to the paired ER medium
lasers—Hayes appears unable to switch quickly between the two different firing modes.
Pursing Peregrines/
Hayes.jpg
0
15
MALE
4
59fa4c14-67fe-4156-9036-12d15c980258
ACTIVE
3048-02-16
Leadership
2
0
Negotiation
2
0
Tactics
3
0
Medtech
4
0
Small Arms
4
0
Piloting/Mek
4
0
Gunnery/Mek
4
0
3071-05-14
Promoted to Warrior
SERVICE
44e0d05e-33ee-40c4-afc8-bdea0fa2bd82
Allen
1
CJF
true
MEKWARRIOR
MekWarrior Allen is a solidly competent, if uninspiring, Jade Falcon MekWarrior.
Most people mistake him for a simpleton when first they meet, but that is simply because
Allen is a very taciturn man. He never speaks when a gesture will do, but his
courtesy is beyond reproach inside the Binary and Cluster. The only time Allen appears to
show any animus is in combat, when he wields his Ice Ferret with a skill and speed that
shocks those who havenâ't seen it before. Few of his falconers expected Allen
to even survive his Trial of Position, much less pass it, but he surprised them by defeating
one of his opponents and then ending the Trial. When pressed why he didnâ't keep fighting,
Allen replied “to do more would be wasteful; the objective was a warriorâ's rank.â€�
MekWarrior Quintero of Bravo Beak calls Allen
“Shrug� behind his back.
When not in combat Allen fills his time with exercise and reading. His physique is
distinctive without being outrageous—he prefers toning workouts to bulk muscle, and will
spend any free time he has out hiking around his Starâ's base. He is an accomplished
outdoorsman and climber, but his superiors are often loathe to allow him the freedom to
wander into the wilderness alone for weeks at a time—Jade Falcon warriors are supposed to
be always ready for combat. By some quirk or skill, though, Allen has never
failed to return in time for a deployment. On Deia, for example, he walked back into the
Starâ's bivouac literally ten minutes before the alarm was sounded for a raid by the Knights
of St. Cameron.
Although he piloted an Alpha-configuration Ice Ferret on Deia, for the Great X campaign
Allen has reconfigured his machine to the H-configuration, which carries an ER large laser
and a pair of
powerful (if inaccurate) heavy medium lasers. The heavy mediums offer him serious firepower,
and the large laser possesses a farther-reaching range envelope than even an ER PPC. Allen
has been testing the configuration in the DropShipâ's simulators
against common Lyran Alliance BattleMek designs. Using the Ice Ferretâ's speed, he has been
racing in to deliver crushing attacks against heavier 'Meksâ' flanks and lighter rear armor
before using that same speed to escape return fire. He has been having some
success, although his lack of accuracy with the attached six-tube short-range missile system
is causing him some frustration. In an unorthodox move for him, he has been consulting
MekWarrior
Hayes, who uses similar tactics with his lighter (and even faster) Incubus. Hayes has
offered him some pointers, but the missile launcher remains a problem.
Pursing Peregrines/
Allen.jpg
0
15
MALE
4
5e10fd69-20f4-4335-ae97-ebd688cc33cb
ACTIVE
3051-04-25
Negotiation
4
0
Leadership
2
0
Tactics
2
0
Medtech
6
0
Small Arms
3
0
Piloting/Mek
4
0
Gunnery/Mek
4
0
3071-05-14
Promoted to Warrior
SERVICE
c78411a2-1375-46e1-a11f-db0dfc825810
Linders
1
CJF
true
MEKWARRIOR
MekWarrior Linders is, much like Alpha Beakâ's MekWarrior Allen, a simple warrior
with few aspirations. Unlike Allen, though, Linders is not a quiet man. He is much the
opposite, in fact—so much so that his Starmates will leave the room if they hear him
getting started on one of his stories. In combat the Star has two frequencies; the Star
channel Linders knows about and the other, quieter one he does not. The only reason he
hasnâ't been dismissed from Star Commander von Jankmonâ's Star is his skill in his Timber
Wolf. Linders makes a fine courser for Nicolaâ's Kodiak, and she uses him in that role. Many
enemies who would run from a Timber Wolf are surprised to find an assault-class Kodiak
waiting to challenge them, while Linders turns away to find his own opponents.
The fighting with the Second Wolf Legion on Deia produced a change in Linders, one that he
has not entirely sorted out. During those battles he was challenged by a Wolf-in-Exile
Linebacker pilot, and the two of them fought a running battle that lasted more than twenty
hours. Cut off from their respective Stars, the Linebacker retreated steadily, using his
'Mekâ's greater speed to keep out of range of Lindersâ' heavy large lasers. Linders, despite
running out of long-range missile ammunition after only three hours, refused to break off.
Few of his comrades would have suspected that he could carry a mission that far, but in the
end the Linebacker mistakenly retreated into an arroyo whose opposite end had been collapsed
by earlier fighting. Linders was able to corner the lighter
machine and destroy it, but the Wolf-in-Exile warrior was killed in the destruction of his
'Mek rather than taken bondsman. Linders returned to the Star bivouac and didnâ't speak for
two entire days. His Starmates tried to draw him out, even going to so far as to call
a medic, before he seemed to emerge from his funk. He has never spoken of that time, nor
explained what was so trying. He will not, in fact, speak of Deia at all.
Many younger Falcon warriors deride Linders for piloting an OmniMek that more commonly
associated with the Wolf Clan than the Jade Falcons, suggesting he trade the heavy OmniMek
for a Black Lanner or a Turkina. Linders ignores these warriors, or answers them with a
Trial of Grievance. He has successfully
defended his honor in three Trials since arriving in the Inner Sphere, twice defeating
warriors in OmniMeks that mass more than his Timber Wolf. He rarely reconfigures his 'Mek
out of the H configuration, preferring the heavy lasers to other weapons, even
ER PPCs. Through diligent effort he has managed to overcome the worst of the heavy lasersâ'
inherent inaccuracy, though in the stress of battle he does sometimes miss.
Pursing Peregrines/
Linders.jpg
0
15
MALE
4
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
ACTIVE
3049-05-07
Leadership
1
0
Negotiation
3
0
Tactics
2
0
Medtech
6
0
Small Arms
2
0
Piloting/Mek
4
1
Gunnery/Mek
4
1
3071-05-14
Promoted to Warrior
SERVICE
6a465a01-6306-47a7-bf77-be95b7860434
Edward
1
CJF
true
MEKWARRIOR
Edward has led a solid, if uninspiring, career as a Jade Falcon MekWarrior. He is
one of those warriors who does their job without flair, which has kept him from ever rising
higher than Star Commanderâ's rank. The pinnacle of his career was the Jade Falcon offensive
that reached Coventry, when he served beneath Star Colonel Arimas Malthus. Since that time
heâ's been
fighting the inertia of a Clan warrior whoâ's unable to distinguish himself, hoping to find
some way to earn back his ascendancy. His assignment to Binary Bravo is the first light
heâ's seen in a long time—both because he believes Star Captain Ingried will bring him
opportunities for glory and because he has the living,
breathing example of Callen Malthus to see what future to avoid.
Although he would barely be entering early middle age in the Inner Sphere, Edward is already
feeling the effects of his age amongst his youthful Clan comrades. He is waging a personal
war against entropy with a brutal physical exercise program thatâ's
built him so much muscle mass that his friends tease him about trying to become an
Elemental. Whenever he is not engaged in Star duties or combat Edward is in the fitness
center, building muscle mass or training. Although he excels at none he is trained in
several forms of unarmed combat, including working with a
Spheroid savate master on Morges for a short time. He uses his muscle and his varied skills
to good effect in Trials of Grievance; his age means that he is the frequent target of such
Trials issued by younger warriors fresh from their Trials of Position. To a
nineteen-year-old, nearly-thirty is nearly-dead. Edward may not have succeeded in his path
to promotion, but he remains a fit and experienced warrior—he doesnâ't lose many of those
Trials.
Just prior to the lift from Deia Edward was defeated in a Trial of Possession for his 'Mek.
Until then he had piloted a sixty-ton Mad Dog, but the successful challenge of MekWarrior
Lilith of the Fourth Falcon Dragoons left him with her Jenner IIC. Edward
despises the light, fixed-configuration second-line 'Mek and its entirely-missile armament.
In the simulators on the transit to Great X he has been attempting to better his accuracy
with the Jennerâ's paired short-range missile launchers, but he is used to the Mad Dogâ's
pulse lasers. The yelling from his simulator pod could be heard three decks away.
Pursing Peregrines/
Edward.jpg
0
15
MALE
4
18c0e478-71ec-4101-936e-4036e6679aa5
ACTIVE
3042-03-12
Leadership
1
0
Negotiation
3
0
Tactics
2
0
Medtech
6
0
Small Arms
3
0
Piloting/Mek
3
1
Gunnery/Mek
3
1
3071-05-14
Promoted to Warrior
SERVICE
7cda45c3-54d0-4486-8aaf-42b8baefd02e
Denise
1
CJF
true
MEKWARRIOR
Denise is the only freeborn MekWarrior in the Binary, and few of the trueborn Jade
Falcon warriors let her forget it. Although she is only nineteen years old, she has already
fought in more Trials of Greivance than any other warrior in the Binary except Callen
Malthus. Her victories in all of these Trials except one—a foolish unaugmented challenge
against MekWarrior Hayes that put her in the DropShipâ's sickbay for three days—prove her
qualifications to serve in the frontline Binary, but she still resents the unthinking
discrimination against freeborns.
To an outside observer Deniseâ's skills are amazing; she tested into the warrior caste at
seventeen, rather than entering a childhood sibko earlier. The fact that she can compete
with trueborn Jade Falcon warriors, whoâ've been trained since birth for the warriorâ's
life, reveals incredible innate talent for BattleMek piloting. Her position in the First
Falcon Striker is a test of sorts—only the desperate losses on Morges forced the Star
Colonel to approve the transfer from the Gyrfalcon Solahma, and Star Captain Ingried was the
only officer willing to accept her into his command. Ingried doesnâ't care about how Denise
was born—he only cares about how she fights.
Denise is hot-tempered and rash. Her tactics in combat— unarmed or BattleMek—reveal a
woman whose idea of finesse is to not shout before she attacks. Against Inner Sphere
opponents this tactic may actually be of some worth, since many Lyran 'Mek jocks are used to
seeing Jade Falcons stop and announce their challenges. She has little regard for tactics or
teamwork trait she shares with many trueborn Jade Falcons but prefers to prove herself or
fail strictly on her own merits. This attitude is not surprising for a freeborn Jade Falcon
warrior; an Inner Sphere observer would say she is trying to “...out-trueborn the
trueborns...“ by being the most individualistic warrior she can. Ingried has already given
up trying to reign her in, instead using
her as a shock trooper to break up enemy formations.
The Grendel OmniMek Denise pilots is a machine captured from the now-defunct Smoke Jaguars.
She successfully defeated a trueborn Star Commander for the 'Mek, fighting in a Locust IIC.
Her opponent attempted to hold her at long range and snipe her
to death with his large laser, but Denise used the natural obstacles in the Circle of Equals
to close the range and quickly disable the Grendel with a flurry of missiles. The Star
Commander did not survive the Trial, and Denise arrived in the First Falcon Striker a
freeborn warrior with an OmniMek in her control. She eschews the other configurations,
preferring to keep the Grendel in the primary.
Pursing Peregrines/
Denise.jpg
0
15
FEMALE
4
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
ACTIVE
3
3052-01-06
Leadership
1
0
Negotiation
4
0
Tactics
2
0
Medtech
5
0
Small Arms
3
0
Piloting/Mek
4
0
Gunnery/Mek
4
0
3071-05-14
Promoted to Warrior
SERVICE
61b23021-990f-4f58-9a90-4ea15f59d6c4
Nicola Von Jankmon
1
CJF
true
MEKWARRIOR
Nicola von Jankmonâ's first taste of combat in the Inner Sphere was on Coventry
against the Tenth Skye Rangers, and she earned her Bloodname the following year. One of the
rare von Jankmons who doesnâ't serve as an aerospace pilot or a WarShip officer,Nicola has
proceeded through her career with something of a chip on her shoulder, as if she believes
the rest of her Bloodhouse is looking down its noses at her because she fights on the
ground. Whether or not they do deride her for her position, her attitude more than ensures
they deride her nonetheless.
That attitude has kept Nicola from advancing. She has twice successfully tested to Star
Captainâ's rank but been defeated in Trials of Position for the Trinary command each time,
forcing her back to Star Commanderâ's rank. The elevation of Star Captain
Ingried—a warrior without even a Bloodname—over her when Binary Bravo was formed
infuriated her, but Ingriedâ's handy defeat of her when she challenged him to a Trial of
Position made the point plainly to the battle-oriented Falcons. Her command of her Star has
become by-the-book and downright bloodthirsty. On
Deia her Star defeated more than a company of the Knights of St. Cameron before being driven
back by the Second Wolf Legion.
The knowledge that the Knights remain on Great X has filled Nicola with a vengeful fury. Her
Star has spent the entire in-system transit in the simulators, acclimating themselves to the
various landscapes and prominent terrain features of the terrain around Spot, the capital
city. It was the Second Wolf Legionâ's command of the terrain that allowed them to sneak up
on Bravo Beak and push them back on Deia—Nicola will not be manipulated again.
Several of her Starmates are concerned about the coming battles; during the in-system
simulations Nicola fought with a fearless abandon that has many of the younger Falcons
wondering if she is trying to make sure she dies in combat before she can be assigned to a
solahma Cluster. Although she is only twenty-nine,
her subordinates are nearly a decade her junior in the ageconscious Clan touman. Although
she does fear the arrival of her thirtieth birthday, her drive and near-suicidal tactics are
more derived from her burning hatred of the Knights of St. Cameron and the Inner Sphere in
general.
The Kodiak Nicola pilots was taken as isorla from Clan Wolf in a Trial of Possession in
3069. The Wolf warrior, himself an abtakha from Clan Ghost Bear, nearly succeeded in
defeating Nicola in her Executioner, and she claimed his 'Mek as her own when the
Executioner was scrapped after the battle. Although she occasionally rails against the fixed
configuration, the Kodiakâ's sheer firepower serves her temper well.
Pursing Peregrines/
Nicola Von Jankmon.jpg
0
15
FEMALE
32
672e726e-2c55-4773-9017-85527cf9a679
ACTIVE
3042-01-24
Tech/Mek
1
0
Leadership
3
0
Negotiation
1
0
Administration
3
0
Tactics
3
0
Medtech
4
0
Small Arms
3
0
Strategy
1
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
a78026c1-b3f6-4674-bbe6-99d44cd734e0
Ingried
1
22
CJF
true
MEKWARRIOR
One of the ristars born to a sibko hatched just as the Clans were departing for
Operation REVIVAL, Ingried grew up hearing the falconers telling the grand tales of Crusader
glory in the Inner Sphere. His every class was built around the Falconâ's eventual rise as
ilClan and their lordship over the new Star League. Like every impressionable child might,
Ingried believed his tutors—which meant his world was turned upside down when the Star
League Defense Force arrived in Clan space and demanded their Great Refusal, and the defeat
of the Clans shook him to his core. He began to question some of the things his falconers
told him andmake his own decisions about the right of things.
Whatever his mental proclivities he was also one of the most deadly MekWarriors to emerge
from the sibkos. He earned the rank of Star Captain in his Trial of Position, even after his
Trialmate forced the Trial into a melee with a stray shot. His posting to Delta
Galaxyâ's Eyrie Cluster put him on the front lines of the Falconsâ' interregnum between the
3064 incursion and their leap across the border again soon after the Jihad broke out. He
distinguished himself in 3066 by capturing the Nova Cat he still pilots from a
Ghost Bear warrior in a Trial of Possession, which brought him to Galaxy Commander Uvin
Buhallinâ's attention. When Buhallin was injured and thought killed on Morges, new Galaxy
Commander
Lee Newclay transferred the young warrior to the First Falcon Striker and built a new Binary
around him.
As Binary commander Ingried has to deal with considerable dissatisfaction from his
MekWarriors. Star Commander Nicola von Jankmon has already challenged him once for the
Binary command, and despite her defeat his command of her still
rankles the older woman. Several of the younger Falcon warriors who should follow him
happily are instead drawn to the older, Bloodnamed warriors like von Jankmon and Callen
Malthus, who do nothing but fill their heads with drivel about how “un-Jade
Falconâ€� many of Ingriedâ's attitudes are. So long as the resentment doesnâ't interfere
with discipline Ingried will do nothing; after all, his is rather un-Jade Falcon. The
performance of his Binary will be
the ultimate arbiter of his methods, and he intends the Binary to shine, unruly warriors or
not.
Ingriedâ's Nova Cat is a rare machine in the Jade Falcons, and a maligned one. He claimed it
as isorla despite the Jade Falconsâ' opinions of the Abjured Nova Cats as traitors to the
Clans. It is a
powerful OmniMek and one well-suited to his style of combat, and he cares little for its
provenance. He prefers the Alpha configuration for its unerring accuracy and—surprisingly
for such a laser-heavy machine—complete control over its heat burden.
He has defended himself in two Trials by disabling his opponentâ's 'Meks before they can
even enter range to get a shot off.
Pursing Peregrines/
Ingried.jpg
0
15
MALE
34
51097474-8627-4694-a6a3-a26ac7004a99
ACTIVE
3048-06-17
Tech/Mek
1
0
Leadership
5
0
Administration
1
1
Tactics
4
0
Medtech
2
2
Small Arms
3
1
Strategy
2
0
Piloting/Mek
5
1
Gunnery/Mek
4
1
cc01ee96-49ea-4e0e-a992-d6cc25bbda1e
Callen Malthus
1
CJF
true
MEKWARRIOR
Callen Malthus is the oldest warrior in Binary Bravo by many years. Nearly
forty—and fighting assignment to a solahma Cluster tooth and nail—he is a canny and
experienced warrior who doesnâ't suffer the company of his younger Starmates very well. It
took him nearly all the capital and favors he could muster to get assigned to the Inner
Sphere even as a MekWarrior, and he doesnâ't intend to waste the opportunity.
Callen Malthus passed his Trial of Position with the rank of Star Commander, a feat that
should have put him on the ristar track, but his assignment to the Homeworld garrisons
rather than into one of the frontline Clusters during Operation REVIVAL stymied
his chances for advancement. He was preparing to challenge a warrior in the 305th Assault
Cluster for his Trinary command when the disaster on Twycross stained the entire Malthus
Bloodhouse. The demotion of Timur Malthus from saKhan soon after sealed his
fate, and his capture of the Malthus Bloodname in 3054 seemed almost anticlimactic. By the
time Marthe Pryde assumed the Khanship Callen was resigned to his fate, and it was only the
need to provide some experience to the young Clusters being blooded
on Coventry that finally brought him forward to the Occupation Zone.
Once in the Inner Sphere Callenâ's influence remained as wan as previous. Despite his
Bloodname he was unable to capture a higher rank than Star Commander, and his transfer to
the Eighth
Falcon Talon and reduction in rank was a thinly-veiled preview of his eventual assignment to
a solahma Cluster. In the Eighth Callen directed all of his energies to proving himself the
equal of any
younger warrior. Although he was unable to test to a higher rank, he defeated every Trial
thrust at him by the younger warriors of his Cluster, eventually earning a transfer to the
First Falcon Striker in
the aftermath of Morges and Deia as Galaxy Commander Newclay struggled to rebuild his
Galaxyâ's flagship Cluster.
Callenâ's Hellion is a prize taken as isorla after defeating an Ice Hellion warrior in a
Trial of Grievance in the Homeworlds just prior to his reassignment to Coventry. The Ice
Hellion had insulted Callenâ's age and accepted Callenâ's Trial. Compounding the insult
of his defeat by such an “old man,� Callen used a decrepit secondline Commando IIC to
defeat him and claimed the 'Mek as his prize. It has served him well in the Inner Sphere,
where few if any of his enemies have encountered the 'Mek before.
Pursing Peregrines/
Callen Malthus.jpg
0
15
MALE
4
27f78700-2c26-485e-8ca8-2150bbd84912
ACTIVE
3032-05-01
Leadership
4
0
Administration
4
0
Tactics
4
0
Medtech
6
0
Small Arms
5
0
Piloting/Ground Vehicle
3
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
3071-05-14
Promoted to Warrior
SERVICE
e4459752-4dd8-43da-b3f9-447df3ec737f
Quintero
1
CJF
true
MEKWARRIOR
Quintero is an ambitious man. He dreams of one day becoming Khan of the Jade
Falcons, if not ilKhan of the ilClan when his forces retake Terra. Fortunately for his
superiors, he does not— yet—possess the cunning necessary to match his plans. He was
a mediocre student, one whose falconers did not expect him to pass his Trial of Position.
His success in that Trial, although only with MekWarriorâ's rank, proved to himself that he
was capable of far more than heâ'd been told, which set him on the path he
now walks. He is an irascible, impatient man who aches for greater rank than he now
possesses. He is constantly needling Star Commander Nicola von Jankmon, constantly probing
for weaknesses that he can exploit. The two have very nearly come to
Trials of Grievance already, and triumphing in such a Trial is only one part of Quinteroâ's
plan.
As part of a Star Quintero is an outlier. His personality does not lend itself to making
close friends, as he is far too fond of finding faults and exploiting them in others than he
is of building camaraderie. Most of his Starmates disdain him, except for his commander, who
actively hates him. Quintero acknowledges this but does nothing to change it—to his mind,
the others will
come around when he proves himself a more capable warrior and commander than anyone else. In
the combat-oriented society of the Clans, he may be right—assuming he does, in fact,
develop
the skills he already believes he has. His only real comrade in Bravo Beak is MekWarrior
Edward, who is too newly-assigned to have grasped the realities of Quinteroâ's
“friendship.â€� The older warrior doesnâ't recognize Quinteroâ's advances as the
semi-insults they
are, but he may soon if Quinteroâ's past habits continue. No doubt Edward will find himself
the butt of a humiliating joke or some other insult, but Quintero may overreach, considering
Edwardâ's proven skill in Trials of Grievance.
Quinteroâ's Shadow Cat is usually configured in the uncommon C configuration, which mounts
advanced tactical missile launchers and jump jets rather than the common Gauss rifle.
Quintero prefers to fight a more mobile campaign than many Jade Falcon warriors, using his
missiles and mobility to harass his opponents
into making a mistake. These tactics work well for him in the open field, where he can use
his 'Mekâ's speed to keep away from heavier opponents, but offer less success in heavily
forested or urban environments. Quintero uses his jump jets only for obstacle avoidance, and
his gunnery suffers more than most MekWarriors when he tries to combine firing with
jumping.
Pursing Peregrines/
Quintero.jpg
0
15
MALE
4
10a48169-4ce8-48a9-abae-9dc65c6b095c
ACTIVE
3048-05-06
Leadership
1
0
Negotiation
3
0
Tactics
2
0
Medtech
5
0
Small Arms
4
1
Piloting/Mek
3
1
Gunnery/Mek
3
1
3071-05-14
Promoted to Warrior
SERVICE
76a13d8f-bb29-470d-9077-8c4cb0ae5dcd
Michaela
1
CJF
true
MEKWARRIOR
Binary Bravo is MekWarrior Michaelaâ's first posting. She successfully won her
Trial of Position in mid-3069 and barely reached the Inner Sphere in time to be assigned to
the First Falcon Striker Cluster. Her youth and inexperience placed her in the newly-formed
Binary, but Star Captain Ingried was immediately impressed with her skills and is pleased to
have her. Her Star Commander is not so enamored, but no one can deny that Michaela is a
prodigy on the battlefield. Her talent for 'Mek piloting has already marked her as a likely
ristar in the Clan.
Were it not for her partnerâ's initiation of a melee in her Trial of Position, most of her
Starmates agree she would have achieved at least Star Commanderâ's rank, if not Star
Captain. The fact that her Trial opponents were freed from zellbrigen made it impossible for
her to defeat more than one of them before her 'Mek was
disabled, but her one victory was enough to secure her place in the warrior caste. Her first
act after her Trial of Position was to challenge her partner in the Trial to a Trial of
Grievance for his actions in the battle. She won the challenge, crippling the other
warrior and forcing his dismissal into the scientist caste. She has not told this story to
her Starmates, but the Jade Falcon rumor mill has no doubt informed them. Michaela is not a
woman to cross.
Her short time in the Inner Sphere has already given Michaela something most Clan warriors
lack: a sense of vanity. Like most Clansmen she hadnâ't given a great deal of thought to her
physical beauty as a child and adolescent, but she is uncommonly beautiful
by Inner Sphere standards and has been noticed by many younger Inner Sphere-born youths. At
first she dismissed the attention, but lately has come to embrace it. Her Starmates mock her
for the attention she gives to her appearance, but she ignores them. She enjoys the
attention of those her Clan has conquered, and the realization that her looks can give her
some measure of control over the opposite sex has offered her one more weapon to add to her
arsenal.
Her Cougar is configured in the Alpha configuration, which is a support 'Mek built around
two large long-range missile launchers. This means she is often assigned near MekWarrior
Quintero, who also prefers missiles on his OmniMek, but the two warriors do not cooperate.
They are both far too ambitious
for that. Michaela has been practicing steadily in the simulator to improve her long-range
gunnery with her missiles, in anticipation of facing heavier Lyran 'Meks that far outmass
her Cougar.
Pursing Peregrines/
Michaela.jpg
0
15
FEMALE
4
16dcf501-0713-44cd-9ab8-506ae8132bc4
ACTIVE
3052-04-11
Leadership
1
0
Negotiation
4
0
Tactics
2
0
Medtech
5
0
Small Arms
3
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
3071-05-14
Promoted to Warrior
SERVICE
3071-05-14
Removed from Cougar A
SERVICE
3071-05-14
Assigned to Cougar A
SERVICE
Fist and Falcon
Disrupt Lyran Operations
Unknown System
0
The fighting on Bastion in 3071 was characterized by maneuver and short, sharp clashes
between the Lyran Alliance regulars and the Jade Falcon Clansmen. Star Captain Ingriedâ's
Binary is tasked with disrupting LAAF operations enough to force the garrison in Spot to
detach more forces to stop them, thereby opening a weakness in the defenses around the city.
1
Setting the Tone
There had better be something to shoot up ahead, else I will challenge the fledgling
myself and we will get ourselves back to the war at Spot. How this whelp won this
command over me I will never understand—Fortune, the fickle bitch, must favor him.
She certainly does not favor me. A von Jankmon, stuck in a BattleMek. A von Jankmon,
stuck on this backwater continent where the locals send their old people to die. A dust
house. Empty.
The scanner says there may be BattleMeks in this next depot.
It had better not be a ruse. Quintero has been watching me; I can see his ambition
growing. If we do not get into combat soon he will challenge for my Star command. And
while I will beat him, I will need his aim and his 'Mek when we return to Spot. By the
Founder, I hate this duty.
—personal log of Star Commander Nicola von Jankmon, dictated 14 May 3071
0
1
Binary Bravo
This is Binary Bravo, 1st Falcon Strikers as set up at the start of the campaign for the
Starter Book: Fist and Falcon.
Anyone that wants to use these will need to add the additional support personal and define
the rules as they want them.
In addition this starter book included Character sheets so those have been added to the
Personnel.
Enjoy.
Conversion by Hammer
true
Units/
JadeFalconDelta.gif
-1
Alpha Beak
true
Mek/
momnimek.png
-1
Bravo Beak
true
Mek/
momnimek.png
-1
0
Great X
0.0
0.0
true
Piloting/Mek
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Mek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aerospace
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aerospace
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Ground Vehicle
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/VTOL
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/Naval
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Vehicle
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aircraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aircraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Spacecraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Spacecraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Artillery
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Battlesuit
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Protomek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Small Arms
7
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Anti-Mek
8
false
2
3
4
5
12,6,6,6,6,6,6,6,6,-1,-1
Tech/Mek
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Mechanic
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Aero
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/BA
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Vessel
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Astech
10
false
1
3
4
5
12,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Doctor
11
false
1
3
4
5
16,8,0,8,8,8,-1,-1,-1,-1,-1
Medtech
11
false
1
3
4
5
16,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Hyperspace Navigation
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Administration
10
false
1
3
4
5
8,4,0,4,4,4,-1,-1,-1,-1,-1
Tactics
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Strategy
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Negotiation
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Leadership
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Scrounge
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Jumping Jack (aToW)
jumping_jack
Unit only suffers a +1 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
6
hopping_jack
hopping_jack
Multi-Tasker (aToW)
multi_tasker
Secondary target modifiers are reduced by one.
6
2
Sandblaster (AToW)
sandblaster
A pilot with this ability gets a +4, +3, or +2 to the cluster table
at short, medium, or long/extended range, respectively, but only with a specialized weapon.
6
3
cluster_hitter::cluster_master
Tactical Genius (aToW)
tactical_genius
A pilot who has a Tactical Genius may reroll their initiative once per turn.
The second roll must be accepted.
Note: Only one Tactical Genius may be utilized per team.
8
1
Dodge (MaxTech)
dodge_maneuver
Enables the unit to make a dodge maneuver instead of a physical attack.
This maneuver adds +2 to the BTH to physical attacks against the unit.
NOTE: The dodge maneuver is declared during the weapons phase.
Note: This ability is only used for BattleMeks.
2
1
Sniper (aToW)
sniper
Range penalties are halved.
12
1
Weapon Specialist (aToW)
weapon_specialist
A pilot who specializes in a particular weapon receives a -2 to hit modifier on all
attacks with that weapon.
12
2
specialist
Natural Aptitude, Gunnery (aToW)
aptitude_gunnery
Roll 3d6 and take the best two for gunnery checks
40
0
Cluster Hitter (AToW)
cluster_hitter
A pilot with this ability gets a +1 to the cluster hit table
6
3
cluster_master
Weathered (Unofficial)
weathered
A pilot with this ability does not suffer the initial -1 to hit due to weather
conditions.
6
2
Some Like It Hot (Unofficial)
some_like_it_hot
A pilot with this ability does not suffer the initial -1 to hit due to heat.
6
2
Sensor Geek (Unofficial)
sensor_geek
A pilot with this ability gets a -2 bonus on sensor checks.
Note that this is really only a bonus, if inclusive sensor ranges are in use.
3
2
Oblique Attacker (aToW)
oblique_attacker
The penalty for indirect fire is reduced by one.
6
2
Maneuvering Ace (aToW)
maneuvering_ace
Enables the unit to move laterally like a Quad.
Quads can move laterally for 1 less MP.
Aerospace units can perform maneuvers for 1 less thrust point.
Units also receive a -1 BTH to rolls against skidding, sideslipping, and going out of
control.
4
3
Melee Master (aToW)
melee_master
Enables the unit to do one additional kick, punch, or club attack on the same opponent.
4
6
melee_specialist
Cluster Master (AToW)
cluster_master
A pilot with this ability gets a +2 to the cluster hit table
6
6
cluster_hitter
cluster_hitter
Melee Specialist (aToW)
melee_specialist
Enables the unit to do 1 additional point of damage with physical attacks and applies a
-1 to-hit modifier to physical attacks.
Note: This ability is only used for BattleMeks.
4
3
Gunnery Specialization (aToW)
specialist
A pilot who specializes in a type of weapon receives a -1 to-hit modifier when using
weapons of that type and a
+1 to-hit modifier when using other types of weapons.
6
4
weapon_specialist
Pain Resistance (MaxTech)
pain_resistance
When making consciousness rolls,
1 is added to all rolls.
Also,
damage received from ammo explosions is reduced to 1.
Note: This ability is only used for BattleMeks.
4
2
All Weather (Unofficial)
allweather
A pilot with this ability does not suffer the PSR penalties due to weather.
2
2
Hot Dog (aToW)
hot_dog
Reduce heat-related target rolls (e.g ammo, damage, shutdown) by 1.
2
2
Blind Fighter (Unofficial)
blind_fighter
A pilot with this ability does not suffer the initial -1 to hit due to darkness.
6
2
Hopping Jack (Unofficial)
hopping_jack
Unit only suffers a +2 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
3
jumping_jack
0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-10,-10,-2,0,1
-10,-10,-7,-4,-1
true
true
10
-3
-10
10
-2
0
-4
1
Mech Head (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
0
2
true
false
1.0
false
false
false
false
2
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
9
0
0
false
0
true
3
Mech Center Torso (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
1
2
true
false
1.0
false
false
false
false
4
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
35
0
1
false
0
true
5
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
8
0
1
true
0
true
6
Mech Right Torso (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
2
2
true
false
1.0
false
false
false
false
7
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
23
0
2
false
0
true
8
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
7
0
2
true
0
true
9
Mech Left Torso (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
3
2
true
false
1.0
false
false
false
false
10
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
23
0
3
false
0
true
11
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
7
0
3
true
0
true
12
Mech Right Arm (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
4
2
true
false
1.0
false
false
false
false
13
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
22
0
4
false
0
true
14
Mech Left Arm (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
5
2
true
false
1.0
false
false
false
false
15
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
22
0
5
false
0
true
16
Mech Right Leg (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
6
2
true
false
1.0
false
false
false
false
17
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
30
0
6
false
0
true
18
Mech Left Leg (Endo-Steel)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
7
2
true
false
1.0
false
false
false
false
19
Armor (Standard)
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
30
0
7
false
0
true
21
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
21
CLDoubleHeatSink
1.0
1.0
22
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
20
CLDoubleHeatSink
1.0
1.0
23
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
17
CLDoubleHeatSink
1.0
1.0
24
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
16
CLDoubleHeatSink
1.0
1.0
25
ER Large Laser
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
13
CLERLargeLaser
1.0
4.0
26
ER Large Laser
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
12
CLERLargeLaser
1.0
4.0
27
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
15
CLDoubleHeatSink
1.0
1.0
31
ER Large Laser
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
7
CLERLargeLaser
1.0
4.0
32
ER Large Laser
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
6
CLERLargeLaser
1.0
4.0
37
Jump Jet
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
23
Jump Jet
1.0
1.0
38
Jump Jet
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
22
Jump Jet
1.0
1.0
41
Jump Jet
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
19
Jump Jet
1.0
1.0
42
Jump Jet
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
18
Jump Jet
1.0
1.0
43
Targeting Computer
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
24
CLTargeting Computer
1.0
4.0
44
280 XL (Clan) Engine
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
2
280
1
false
45
Standard Gyro
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
0
3.0
46
Mech Life Support System
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
47
Mech Sensors
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
48
Standard Cockpit
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
0
49
Upper Arm Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
8
4
50
Upper Arm Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
8
5
51
Upper Leg Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
12
6
52
Upper Leg Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
12
7
53
Lower Leg Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
13
6
54
Lower Leg Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
13
7
55
Foot Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
14
6
56
Foot Actuator
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
14
7
57
Mech Head (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
0
2
true
false
1.0
false
false
false
false
58
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
9
1
0
false
0
true
59
Mech Center Torso (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
1
2
true
false
1.0
false
false
false
false
60
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
15
1
1
false
0
true
61
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
5
1
1
true
0
true
62
Mech Right Torso (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
2
2
true
false
1.0
false
false
false
false
63
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
10
1
2
false
0
true
64
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
4
1
2
true
0
true
65
Mech Left Torso (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
3
2
true
false
1.0
false
false
false
false
66
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
10
1
3
false
0
true
67
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
4
1
3
true
0
true
68
Mech Right Arm (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
4
2
true
false
1.0
false
false
false
false
69
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
10
1
4
false
0
true
70
Mech Left Arm (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
5
2
true
false
1.0
false
false
false
false
71
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
10
1
5
false
0
true
72
Mech Right Leg (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
6
2
true
false
1.0
false
false
false
false
73
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
14
1
6
false
0
true
74
Mech Left Leg (Endo-Steel)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
7
2
true
false
1.0
false
false
false
false
75
Armor (Ferro-Fibrous)
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
14
1
7
false
0
true
78
Machine Gun
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
8
CLMG
1.0
0.25
79
Machine Gun
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
7
CLMG
1.0
0.25
83
Half Machine Gun Ammo Bin
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
9
Clan Machine Gun Ammo - Half
1.0
0.5
84
270 XL (Clan) Engine
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
2
270
1
false
85
Standard Gyro
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
0
3.0
86
Mech Life Support System
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
87
Mech Sensors
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
88
Standard Cockpit
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
0
89
Upper Arm Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
8
4
90
Upper Arm Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
8
5
91
Lower Arm Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
9
4
92
Lower Arm Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
9
5
93
Hand Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
10
4
94
Hand Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
10
5
95
Upper Leg Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
12
6
96
Upper Leg Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
12
7
97
Lower Leg Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
13
6
98
Lower Leg Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
13
7
99
Foot Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
14
6
100
Foot Actuator
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
14
7
101
Mech Head (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
0
2
true
false
1.0
false
false
false
false
102
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
9
1
0
false
0
true
103
Mech Center Torso (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
1
2
true
false
1.0
false
false
false
false
104
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
18
1
1
false
0
true
105
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
9
1
1
true
0
true
106
Mech Right Torso (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
2
2
true
false
1.0
false
false
false
false
107
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
16
1
2
false
0
true
108
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
6
1
2
true
0
true
109
Mech Left Torso (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
3
2
true
false
1.0
false
false
false
false
110
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
16
1
3
false
0
true
111
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
6
1
3
true
0
true
112
Mech Right Arm (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
4
2
true
false
1.0
false
false
false
false
113
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
12
1
4
false
0
true
114
Mech Left Arm (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
5
2
true
false
1.0
false
false
false
false
115
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
12
1
5
false
0
true
116
Mech Right Leg (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
6
2
true
false
1.0
false
false
false
false
117
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
20
1
6
false
0
true
118
Mech Left Leg (Endo-Steel)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
7
2
true
false
1.0
false
false
false
false
119
Armor (Ferro-Fibrous)
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
20
1
7
false
0
true
124
ER Medium Laser
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
17
CLERMediumLaser
1.0
1.0
126
ER Large Laser
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
7
CLERLargeLaser
1.0
4.0
128
Double Heat Sink
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
12
CLDoubleHeatSink
1.0
1.0
130
Double Heat Sink
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
10
CLDoubleHeatSink
1.0
1.0
132
Streak SRM 6
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
14
CLStreakSRM6
1.0
3.0
133
Streak SRM 6 Ammo Bin
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
15
Clan Streak SRM 6 Ammo
1.0
1.0
136
315 XL (Clan) Engine
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
2
315
1
false
137
Standard Gyro
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
0
4.0
138
Mech Life Support System
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
139
Mech Sensors
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
140
Standard Cockpit
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
0
141
Upper Arm Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
8
4
142
Upper Arm Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
8
5
143
Lower Arm Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
9
5
144
Hand Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
10
5
145
Upper Leg Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
12
6
146
Upper Leg Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
12
7
147
Lower Leg Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
13
6
148
Lower Leg Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
13
7
149
Foot Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
14
6
150
Foot Actuator
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
14
7
151
Mech Head (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
0
2
true
false
1.0
false
false
false
false
152
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
9
1
0
false
0
true
153
Mech Center Torso (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
1
2
true
false
1.0
false
false
false
false
154
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
19
1
1
false
0
true
155
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
8
1
1
true
0
true
156
Mech Right Torso (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
2
2
true
false
1.0
false
false
false
false
157
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
14
1
2
false
0
true
158
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
7
1
2
true
0
true
159
Mech Left Torso (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
3
2
true
false
1.0
false
false
false
false
160
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
14
1
3
false
0
true
161
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
7
1
3
true
0
true
162
Mech Right Arm (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
4
2
true
false
1.0
false
false
false
false
163
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
14
1
4
false
0
true
164
Mech Left Arm (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
5
2
true
false
1.0
false
false
false
false
165
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
14
1
5
false
0
true
166
Mech Right Leg (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
6
2
true
false
1.0
false
false
false
false
167
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
19
1
6
false
0
true
168
Mech Left Leg (Endo-Steel)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
7
2
true
false
1.0
false
false
false
false
169
Armor (Ferro-Fibrous)
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
19
1
7
false
0
true
173
Heavy Medium Laser
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
6
CLHeavyMediumLaser
1.0
1.0
174
Heavy Medium Laser
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
5
CLHeavyMediumLaser
1.0
1.0
175
Double Heat Sink
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
7
CLDoubleHeatSink
1.0
1.0
176
360 XL (Clan) Engine
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
2
360
1
false
177
Standard Gyro
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
0
4.0
178
Mech Life Support System
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
179
Mech Sensors
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
180
Standard Cockpit
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
0
181
Upper Arm Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
8
4
182
Upper Arm Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
8
5
183
Lower Arm Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
9
4
184
Lower Arm Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
9
5
185
Hand Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
10
4
186
Hand Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
10
5
187
Upper Leg Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
12
6
188
Upper Leg Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
12
7
189
Lower Leg Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
13
6
190
Lower Leg Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
13
7
191
Foot Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
14
6
192
Foot Actuator
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
14
7
193
Mech Head (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
0
2
true
false
1.0
false
false
false
false
194
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
9
1
0
false
0
true
195
Mech Center Torso (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
1
2
true
false
1.0
false
false
false
false
196
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
15
1
1
false
0
true
197
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
5
1
1
true
0
true
198
Mech Right Torso (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
2
2
true
false
1.0
false
false
false
false
199
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
10
1
2
false
0
true
200
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
4
1
2
true
0
true
201
Mech Left Torso (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
3
2
true
false
1.0
false
false
false
false
202
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
10
1
3
false
0
true
203
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
4
1
3
true
0
true
204
Mech Right Arm (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
4
2
true
false
1.0
false
false
false
false
205
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
10
1
4
false
0
true
206
Mech Left Arm (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
5
2
true
false
1.0
false
false
false
false
207
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
10
1
5
false
0
true
208
Mech Right Leg (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
6
2
true
false
1.0
false
false
false
false
209
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
14
1
6
false
0
true
210
Mech Left Leg (Endo-Steel)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
7
2
true
false
1.0
false
false
false
false
211
Armor (Ferro-Fibrous)
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
14
1
7
false
0
true
217
Streak SRM 2
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
12
CLStreakSRM2
1.0
1.0
218
Streak SRM 2
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
8
CLStreakSRM2
1.0
1.0
219
Streak SRM 2 Ammo Bin
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
9
Clan Streak SRM 2 Ammo
1.0
1.0
220
MASC
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
10
CLMASC
1.0
210
221
LRM 10
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
11
CLLRM10
1.0
2.5
222
Streak SRM 2
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
7
CLStreakSRM2
1.0
1.0
223
LRM 10 Ammo Bin
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
13
Clan Ammo LRM-10
1.0
1.0
225
210 XL (Clan) Engine
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
2
210
1
false
226
Standard Gyro
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
0
3.0
227
Mech Life Support System
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
228
Mech Sensors
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
229
Standard Cockpit
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
0
230
Upper Arm Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
8
4
231
Upper Arm Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
8
5
232
Lower Arm Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
9
5
233
Hand Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
10
5
234
Upper Leg Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
12
6
235
Upper Leg Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
12
7
236
Lower Leg Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
13
6
237
Lower Leg Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
13
7
238
Foot Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
14
6
239
Foot Actuator
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
14
7
240
Mech Head (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
0
2
true
false
1.0
false
false
false
false
241
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
9
0
0
false
0
true
242
Mech Center Torso (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
1
2
true
false
1.0
false
false
false
false
243
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
40
0
1
false
0
true
244
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
15
0
1
true
0
true
245
Mech Right Torso (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
2
2
true
false
1.0
false
false
false
false
246
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
32
0
2
false
0
true
247
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
10
0
2
true
0
true
248
Mech Left Torso (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
3
2
true
false
1.0
false
false
false
false
249
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
32
0
3
false
0
true
250
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
10
0
3
true
0
true
251
Mech Right Arm (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
4
2
true
false
1.0
false
false
false
false
252
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
32
0
4
false
0
true
253
Mech Left Arm (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
5
2
true
false
1.0
false
false
false
false
254
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
32
0
5
false
0
true
255
Mech Right Leg (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
6
2
true
false
1.0
false
false
false
false
256
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
34
0
6
false
0
true
257
Mech Left Leg (Endo-Steel)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
7
2
true
false
1.0
false
false
false
false
258
Armor (Standard)
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
34
0
7
false
0
true
272
Streak SRM 6
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
15
CLStreakSRM6
1.0
3.0
273
Streak SRM 6
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
14
CLStreakSRM6
1.0
3.0
274
Streak SRM 6 Ammo Bin
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
17
Clan Streak SRM 6 Ammo
1.0
1.0
275
Streak SRM 6 Ammo Bin
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
16
Clan Streak SRM 6 Ammo
1.0
1.0
276
Ultra AC/20
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
18
CLUltraAC20
1.0
12.0
277
Ultra AC/20 Ammo Bin
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
20
Clan Ultra AC/20 Ammo
1.0
1.0
278
Ultra AC/20 Ammo Bin
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
19
Clan Ultra AC/20 Ammo
1.0
1.0
279
ER Large Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
21
CLERLargeLaser
1.0
4.0
280
400 XL (Clan) Engine
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
2
400
1
false
281
Standard Gyro
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
0
4.0
282
Mech Life Support System
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
283
Mech Sensors
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
284
Standard Cockpit
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
0
285
Upper Arm Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
8
4
286
Upper Arm Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
8
5
287
Lower Arm Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
9
4
288
Lower Arm Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
9
5
289
Hand Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
10
4
290
Hand Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
10
5
291
Upper Leg Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
12
6
292
Upper Leg Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
12
7
293
Lower Leg Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
13
6
294
Lower Leg Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
13
7
295
Foot Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
14
6
296
Foot Actuator
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
14
7
297
Mech Head (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
0
2
true
false
1.0
false
false
false
false
298
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
9
1
0
false
0
true
299
Mech Center Torso (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
1
2
true
false
1.0
false
false
false
false
300
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
36
1
1
false
0
true
301
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
9
1
1
true
0
true
302
Mech Right Torso (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
2
2
true
false
1.0
false
false
false
false
303
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
25
1
2
false
0
true
304
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
7
1
2
true
0
true
305
Mech Left Torso (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
3
2
true
false
1.0
false
false
false
false
306
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
25
1
3
false
0
true
307
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
7
1
3
true
0
true
308
Mech Right Arm (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
4
2
true
false
1.0
false
false
false
false
309
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
24
1
4
false
0
true
310
Mech Left Arm (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
5
2
true
false
1.0
false
false
false
false
311
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
24
1
5
false
0
true
312
Mech Right Leg (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
6
2
true
false
1.0
false
false
false
false
313
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
32
1
6
false
0
true
314
Mech Left Leg (Endo-Steel)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
7
2
true
false
1.0
false
false
false
false
315
Armor (Ferro-Fibrous)
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
32
1
7
false
0
true
321
LRM 20
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
11
CLLRM20
1.0
5.0
322
Artemis IV FCS
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
12
CLArtemisIV
1.0
1.0
323
LRM 20 (Clan) Artemis-capable Ammo Bin
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
14
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
324
LRM 20 (Clan) Artemis-capable Ammo Bin
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
13
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
325
LRM 20
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
7
CLLRM20
1.0
5.0
326
Artemis IV FCS
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
8
CLArtemisIV
1.0
1.0
327
LRM 20 (Clan) Artemis-capable Ammo Bin
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
10
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
328
LRM 20 (Clan) Artemis-capable Ammo Bin
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
9
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
329
ER Small Laser
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
15
CLERSmallLaser
1.0
0.5
330
375 XL (Clan) Engine
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
2
375
1
false
331
Standard Gyro
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
0
4.0
332
Mech Life Support System
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
333
Mech Sensors
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
334
Standard Cockpit
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
0
335
Upper Arm Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
8
4
336
Upper Arm Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
8
5
337
Lower Arm Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
9
4
338
Lower Arm Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
9
5
339
Upper Leg Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
12
6
340
Upper Leg Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
12
7
341
Lower Leg Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
13
6
342
Lower Leg Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
13
7
343
Foot Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
14
6
344
Foot Actuator
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
14
7
345
Mech Head (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
0
2
true
false
1.0
false
false
false
false
346
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
8
1
0
false
0
true
347
Mech Center Torso (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
1
2
true
false
1.0
false
false
false
false
348
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
20
1
1
false
0
true
349
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
6
1
1
true
0
true
350
Mech Right Torso (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
2
2
true
false
1.0
false
false
false
false
351
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
18
1
2
false
0
true
352
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
4
1
2
true
0
true
353
Mech Left Torso (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
3
2
true
false
1.0
false
false
false
false
354
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
18
1
3
false
0
true
355
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
4
1
3
true
0
true
356
Mech Right Arm (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
4
2
true
false
1.0
false
false
false
false
357
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
10
1
4
false
0
true
358
Mech Left Arm (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
5
2
true
false
1.0
false
false
false
false
359
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
10
1
5
false
0
true
360
Mech Right Leg (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
6
2
true
false
1.0
false
false
false
false
361
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
18
1
6
false
0
true
362
Mech Left Leg (Endo-Steel)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
7
2
true
false
1.0
false
false
false
false
363
Armor (Ferro-Fibrous)
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
18
1
7
false
0
true
374
ATM 6 Ammo Bin
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
11
Clan Ammo ATM-6
1.0
1.0
375
ATM 6 ER Ammo Bin
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
12
Clan Ammo ATM-6 ER
1.0
1.0
376
ATM 6 HE Ammo Bin
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
13
Clan Ammo ATM-6 HE
1.0
1.0
378
Narc
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
16
CLNarcBeacon
1.0
2.0
379
Narc Pods Bin
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
18
ISNarc Pods
1.0
1.0
380
Narc Pods Bin
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
17
ISNarc Pods
1.0
1.0
381
MASC
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
19
CLMASC
2.0
270
382
270 XL (Clan) Engine
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
2
270
1
false
383
Standard Gyro
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
0
3.0
384
Mech Life Support System
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
385
Mech Sensors
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
386
Standard Cockpit
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
0
387
Upper Arm Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
8
4
388
Upper Arm Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
8
5
389
Upper Leg Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
12
6
390
Upper Leg Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
12
7
391
Lower Leg Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
13
6
392
Lower Leg Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
13
7
393
Foot Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
14
6
394
Foot Actuator
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
14
7
443
Mech Head (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
0
2
true
false
1.0
false
false
false
false
444
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
7
1
0
false
0
true
445
Mech Center Torso (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
1
2
true
false
1.0
false
false
false
false
446
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
13
1
1
false
0
true
447
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
7
1
1
true
0
true
448
Mech Right Torso (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
2
2
true
false
1.0
false
false
false
false
449
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
6
1
2
false
0
true
450
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
3
1
2
true
0
true
451
Mech Left Torso (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
3
2
true
false
1.0
false
false
false
false
452
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
6
1
3
false
0
true
453
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
3
1
3
true
0
true
454
Mech Right Arm (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
4
2
true
false
1.0
false
false
false
false
455
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
3
1
4
false
0
true
456
Mech Left Arm (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
5
2
true
false
1.0
false
false
false
false
457
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
3
1
5
false
0
true
458
Mech Right Leg (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
6
2
true
false
1.0
false
false
false
false
459
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
8
1
6
false
0
true
460
Mech Left Leg (Endo-Steel)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
7
2
true
false
1.0
false
false
false
false
461
Armor (Ferro-Fibrous)
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
8
1
7
false
0
true
469
SRM 6 Ammo Bin
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
12
Clan Ammo SRM-6
1.0
1.0
471
Streak SRM 4 Ammo Bin
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
11
Clan Streak SRM 4 Ammo
1.0
1.0
472
SRM 6 Ammo Bin
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
8
Clan Ammo SRM-6
1.0
1.0
474
Streak SRM 4
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
14
CLStreakSRM4
1.0
2.0
475
315 XL (Clan) Engine
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
2
315
1
false
476
Standard Gyro
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
0
4.0
477
Mech Life Support System
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
478
Mech Sensors
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
479
Standard Cockpit
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
0
480
Upper Arm Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
8
4
481
Upper Arm Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
8
5
482
Upper Leg Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
12
6
483
Upper Leg Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
12
7
484
Lower Leg Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
13
6
485
Lower Leg Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
13
7
486
Foot Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
14
6
487
Foot Actuator
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
14
7
488
Large Pulse Laser
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
2
CLLargePulseLaser
1.0
6.0
489
ER Medium Laser
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
6
CLERMediumLaser
1.0
1.0
490
Machine Gun
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
5
CLMG
1.0
0.25
491
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
14
CLDoubleHeatSink
1.0
1.0
492
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
11
CLDoubleHeatSink
1.0
1.0
493
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
10
CLDoubleHeatSink
1.0
1.0
494
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
9
CLDoubleHeatSink
1.0
1.0
495
Jump Jet
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
16
Jump Jet
1.0
0.5
496
ER Small Laser
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
8
CLERSmallLaser
1.0
0.5
497
Jump Jet
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
13
Jump Jet
1.0
0.5
498
Jump Jet
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
11
Jump Jet
1.0
0.5
499
Jump Jet
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
3
Jump Jet
1.0
0.5
500
ER Medium Laser
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
5
CLERMediumLaser
1.0
1.0
501
Double Heat Sink
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
1
CLDoubleHeatSink
1.0
1.0
502
Double Heat Sink
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
0
CLDoubleHeatSink
1.0
1.0
503
ER Medium Laser
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
14
CLERMediumLaser
1.0
1.0
504
ER Medium Laser
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
5
CLERMediumLaser
1.0
1.0
505
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
11
CLERMediumLaser
1.0
1.0
506
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
10
CLERMediumLaser
1.0
1.0
507
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
9
CLERMediumLaser
1.0
1.0
508
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
8
CLERMediumLaser
1.0
1.0
509
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
6
CLERMediumLaser
1.0
1.0
510
Double Heat Sink
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
13
CLDoubleHeatSink
1.0
1.0
511
Double Heat Sink
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
12
CLDoubleHeatSink
1.0
1.0
517
ER Large Laser
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
1
CLERLargeLaser
1.0
4.0
518
SRM 6
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
2
CLSRM6
1.0
1.5
519
SRM 6 Ammo Bin
45
NORMAL
1
5e10fd69-20f4-4335-ae97-ebd688cc33cb
1
3
3
Clan Ammo SRM-6
1.0
1.0
520
Jump Jet
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
15
Jump Jet
1.0
0.5
521
Jump Jet
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
9
Jump Jet
1.0
0.5
522
ATM 6
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
7
CLATM6
1.0
3.5
523
Jump Jet
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
3
Jump Jet
1.0
0.5
524
ER Medium Laser
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
10
CLERMediumLaser
1.0
1.0
525
Jump Jet
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
2
Jump Jet
1.0
0.5
526
Jump Jet
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
13
Jump Jet
1.0
0.5
527
SRM 6
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
6
CLSRM6
1.0
1.5
528
Jump Jet
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
10
Jump Jet
1.0
0.5
529
Jump Jet
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
7
Jump Jet
1.0
0.5
530
Jump Jet
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
3
Jump Jet
1.0
0.5
531
Double Heat Sink
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
5
CLDoubleHeatSink
1.0
1.0
532
Double Heat Sink
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
4
CLDoubleHeatSink
1.0
1.0
533
Heavy Large Laser
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
6
CLHeavyLargeLaser
1.0
4.0
534
ER Medium Laser
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
3
CLERMediumLaser
1.0
1.0
535
Machine Gun
30
NORMAL
1
59fa4c14-67fe-4156-9036-12d15c980258
1
3
4
CLMG
1.0
0.25
536
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
8
CLDoubleHeatSink
1.0
1.0
537
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
5
CLDoubleHeatSink
1.0
1.0
538
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
4
CLDoubleHeatSink
1.0
1.0
539
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
3
CLDoubleHeatSink
1.0
1.0
540
Jump Jet
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
2
Jump Jet
1.0
0.5
541
Jump Jet
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
1
Jump Jet
1.0
0.5
542
Jump Jet
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
0
Jump Jet
1.0
0.5
543
ER Medium Laser
45
NORMAL
1
debc1f9e-e3f6-4fa7-ba5f-d8468fda03f6
1
3
4
CLERMediumLaser
1.0
1.0
544
ER Medium Laser
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
4
CLERMediumLaser
1.0
1.0
545
ER Medium Laser
30
NORMAL
1
27f78700-2c26-485e-8ca8-2150bbd84912
1
3
2
CLERMediumLaser
1.0
1.0
546
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
5
CLERMediumLaser
1.0
1.0
547
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
4
CLERMediumLaser
1.0
1.0
548
Double Heat Sink
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
2
CLDoubleHeatSink
1.0
1.0
549
Double Heat Sink
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
1
CLDoubleHeatSink
1.0
1.0
553
ATM 6
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
4
CLATM6
1.0
3.5
554
Jump Jet
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
1
Jump Jet
1.0
0.5
555
ER Medium Laser
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
8
CLERMediumLaser
1.0
1.0
556
Jump Jet
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
0
Jump Jet
1.0
0.5
557
SRM 6
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
4
CLSRM6
1.0
1.5
558
Jump Jet
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
2
Jump Jet
1.0
0.5
559
Jump Jet
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
1
Jump Jet
1.0
0.5
560
Jump Jet
35
NORMAL
1
18c0e478-71ec-4101-936e-4036e6679aa5
1
3
0
Jump Jet
1.0
0.5
561
Double Heat Sink
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
1
CLDoubleHeatSink
1.0
1.0
562
Heavy Large Laser
75
NORMAL
1
cdcddcc1-62e1-4e24-b3f3-640b3a24f50f
1
3
2
CLHeavyLargeLaser
1.0
4.0
563
Double Heat Sink
70
NORMAL
1
51097474-8627-4694-a6a3-a26ac7004a99
1
3
2
CLDoubleHeatSink
1.0
1.0
564
ER Medium Laser
100
NORMAL
1
672e726e-2c55-4773-9017-85527cf9a679
1
3
3
CLERMediumLaser
1.0
1.0
565
ER Medium Laser
45
NORMAL
1
10a48169-4ce8-48a9-abae-9dc65c6b095c
1
3
5
CLERMediumLaser
1.0
1.0
566
Mech Head (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
0
2
true
false
1.0
false
false
false
false
567
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
8
1
0
false
0
true
568
Mech Center Torso (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
1
2
true
false
1.0
false
false
false
false
569
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
14
1
1
false
0
true
570
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
5
1
1
true
0
true
571
Mech Right Torso (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
2
2
true
false
1.0
false
false
false
false
572
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
12
1
2
false
0
true
573
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
4
1
2
true
0
true
574
Mech Left Torso (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
3
2
true
false
1.0
false
false
false
false
575
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
12
1
3
false
0
true
576
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
4
1
3
true
0
true
577
Mech Right Arm (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
4
2
true
false
1.0
false
false
false
false
578
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
11
1
4
false
0
true
579
Mech Left Arm (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
5
2
true
false
1.0
false
false
false
false
580
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
11
1
5
false
0
true
581
Mech Right Leg (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
6
2
true
false
1.0
false
false
false
false
582
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
12
1
6
false
0
true
583
Mech Left Leg (Endo Steel)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
7
2
true
false
1.0
false
false
false
false
584
Armor (Ferro-Fibrous)
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
12
1
7
false
0
true
585
Double Heat Sink
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
1
CLDoubleHeatSink
1.0
1.0
586
ER Medium Laser
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
2
CLERMediumLaser
1.0
1.0
587
LRM 20 (Clan) Artemis-capable Ammo Bin
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
3
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
588
LRM 20 (Clan) Artemis-capable Ammo Bin
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
4
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
589
Double Heat Sink
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
5
CLDoubleHeatSink
1.0
1.0
590
ER Medium Laser
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
6
CLERMediumLaser
1.0
1.0
591
LRM 20 (Clan) Artemis-capable Ammo Bin
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
7
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
592
LRM 20 (Clan) Artemis-capable Ammo Bin
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
8
Clan Ammo LRM-20 (Clan) Artemis-capable
1.0
1.0
593
LRM 20
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
9
CLLRM20
1.0
5.0
594
Artemis IV FCS
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
10
CLArtemisIV
1.0
1.0
595
Double Heat Sink
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
12
CLDoubleHeatSink
1.0
1.0
596
LRM 20
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
13
CLLRM20
1.0
5.0
597
Artemis IV FCS
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
14
CLArtemisIV
1.0
1.0
598
Small Pulse Laser
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
15
CLSmallPulseLaser
1.0
1.0
599
175 XL (Clan) Engine
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
2
175
1
false
600
Standard Gyro
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
0
2.0
601
Mech Life Support System
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
602
Mech Sensors
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
603
Standard Cockpit
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
0
604
Upper Arm Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
8
4
605
Upper Arm Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
8
5
606
Lower Arm Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
9
4
607
Lower Arm Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
9
5
608
Upper Leg Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
12
6
609
Upper Leg Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
12
7
610
Lower Leg Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
13
6
611
Lower Leg Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
13
7
612
Foot Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
14
6
613
Foot Actuator
35
NORMAL
1
16dcf501-0713-44cd-9ab8-506ae8132bc4
1
3
14
7
friendly_fire
false
skip_ineligable_movement
false
skip_ineligable_firing
false
skip_ineligable_physical
true
push_off_board
true
team_initiative
true
autosave_msg
true
paranoid_autosave
false
exclusive_db_deployment
true
deep_deployment
false
blind_drop
false
real_blind_drop
false
lobby_ammo_dump
false
dumping_from_round
1
set_arty_player_homeedge
false
restrict_game_commands
false
disable_local_save
false
bridgeCF
0
show_bay_detail
false
rng_type
1
rng_log
false
flamer_heat
true
indirect_fire
true
breeze
false
random_basements
true
auto_ams
true
turn_timer
0
skip_forced_victory
false
check_victory
true
achieve_conditions
1
use_bv_destroyed
false
bv_destroyed_percent
100
use_bv_ratio
false
bv_ratio_percent
300
use_game_turn_limit
false
game_turn_limit
10
use_kill_count
false
game_kill_count
4
commander_killed
false
canon_only
false
year
3071
techlevel
Standard
era_based
false
allow_illegal_units
false
clan_ignore_eq_limits
false
no_clan_physical
false
allow_nukes
false
really_allow_nukes
false
minefields
false
hidden_units
false
double_blind
false
tacops_sensors
false
supress_all_double_blind_messages
false
suppress_double_blind_bv
false
team_vision
true
tacops_bap
false
tacops_eccm
false
tacops_ghost_target
false
ghost_target_max
5
tacops_dig_in
false
tacops_ba_weight
false
tacops_take_cover
false
tacops_angel_ecm
false
tacops_battle_wreck
false
tacops_skin_of_the_teeth_ejection
false
tacops_mobile_hqs
false
tacops_fatigue
false
tacops_fumbles
false
tacops_self_destruct
false
tacops_tank_crews
false
stratops_quirks
false
stratops_partialrepairs
false
assault_drop
false
paratroopers
false
inclusive_sensor_range
false
sensors_detect_all
false
magscan_nohills
false
woods_burn_down
false
woods_burn_down_amount
5
no_ignite_clear
false
all_have_ei_cockpit
false
extreme_temperature_survival
false
armed_mechwarriors
false
pilots_visual_range_one
false
pilots_cannot_spot
false
metal_content
false
ba_grab_bars
false
maxtech_movement_mods
false
alternate_masc
false
alternate_masc_enhanced
false
geometric_mean_bv
false
reduced_overheat_modifier_bv
false
alternate_pilot_bv_mod
false
tacops_ams
false
tacops_manual_ams
false
floating_crits
false
tacops_crit_roll
false
tacops_engine_explosions
false
tacops_called_shots
false
tacops_prone_fire
false
tacops_start_fire
false
tacops_range
false
tacops_los_range
false
tacops_dead_zones
false
tacops_LOS1
false
tacops_altdmg
false
tacops_clusterhitpen
false
tacops_ppc_inhibitors
false
tacops_charge_damage
false
tacops_glancing_blows
false
tacops_direct_blow
false
tacops_burst
false
tacops_heat
false
tacops_partial_cover
false
tacops_ba_criticals
false
tacops_hotload
false
tacops_rapid_ac
false
kind_rapid_ac
false
tacops_grappling
false
tacops_jump_jet_attack
false
tacops_trip_attack
false
tacops_energy_weapons
false
tacops_gauss_weapons
false
tacops_retractable_blades
false
tacops_ammunition
false
tacops_woods_cover
false
tacops_vehicle_effective
false
tacops_vehicle_arcs
false
tacops_vtol_attacks
false
tacops_advanced_mech_hit_locations
false
tacops_coolant_failure
false
tacops_ba_vs_ba
false
no_tac
false
vehicles_threshold
false
vehicles_threshold_variable
false
vehicles_threshold_divisor
10
vtol_strafing
false
vehicles_safe_from_infernos
false
protos_safe_from_infernos
false
indirect_always_possible
false
increased_ac_dmg
false
increased_iserll_range
false
unjam_uac
false
uac_tworolls
false
clubs_punch
false
on_map_predesignate
false
num_hexes_predesignate
5
map_area_predesignate
1088
max_external_heat
15
case_pilot_damage
false
no_forced_primary_targets
false
full_rotor_hits
false
forest_fires_no_smoke
false
hotload_in_game
false
multiuse_ams
false
tacops_sprint
false
tacops_standing_still
false
tacops_evade
false
tacops_skilled_evasion
false
tacops_leaping
false
tacops_physical_psr
false
tacops_attack_physical_psr
false
tacops_taking_damage
false
tacops_leg_damage
false
tacops_walk_backwards
false
tacops_fast_infantry_move
false
vehicle_lance_movement
false
vehicle_lance_movement_number
4
vehicle_acceleration
false
reverse_gear
false
vehicle_turn_mode
false
vehicle_advanced_maneuvers
false
tacops_hull_down
false
tacops_falling_expanded
false
tacops_attempting_stand
false
tacops_careful_stand
false
tacops_ziplines
false
mek_lance_movement
false
mek_lance_movement_number
4
no_immobile_vehicles
false
vehicles_can_eject
false
ejected_pilots_flee
false
auto_abandon_unit
false
no_hover_charge
false
no_premove_vibra
false
falls_end_movement
false
psr_jump_heavy_woods
false
no_night_move_pen
false
aero_ground_move
true
stratops_capital_fighter
false
fuel_consumption
false
stratops_conv_fusion_bonus
false
stratops_harjel
false
stratops_grav_effects
false
advanced_movement
false
heat_by_bay
false
atmospheric_control
false
ammo_explosions
false
stratops_aa_fire
false
stratops_aaa_laser
false
stratops_adv_pointdef
false
stratops_bracket_fire
false
stratops_ecm
false
stratops_sensor_shadow
false
stratops_over_penetrate
false
stratops_space_bomb
false
stratops_bearings_only
false
stratops_bearings_only_velocity
50
stratops_waypoint_launch
false
stratops_advanced_sensors
false
variable_damage_thresh
false
at2_nukes
false
aero_sanity
false
return_flyover
false
aa_move_mod
false
allow_large_squadrons
false
single_no_cap
false
aero_artillery_munitions
false
expanded_kf_drive_damage
false
inf_move_even
false
inf_deploy_even
false
inf_move_later
false
inf_move_multi
false
protos_move_even
false
protos_move_later
false
protos_move_multi
false
inf_proto_move_multi
3
simultaneous_deployment
false
simultaneous_movement
false
simultaneous_targeting
false
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================================================
FILE: MekHQ/campaigns/archive/Fist and Falcon/Kewran Wolfhounds, C Company, 3rd Battalion, 25th Arcturan Guards RCT.cpnx
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The Kewran Wolfhounds, C Company, 3rd Battalion, 25th Arcturan Guards RCT
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Lyran Alliance
LA
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Steiner/Arcturan Guards/
25th Arcturan Guard.jpg
-- General --
None
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3071-05-14
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Sunday, May 14 3071]]>
Personnel market updated]]>
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Barrett
Cole
1
LA
false
Barrett Cole enlisted in the Armed Forces of the Federated Commonwealth the day
after word of Tamar’s fall to Clan Wolf reached Tomans. He initially served in a
Tomans-based free tank regiment as a Manticore gunner, but aptitude testing in the mid-
3050s sent him to the Nagelring on a scholarship for accelerated MekWarrior training and
then a stint in the Penobscot theater militia. In 3068 he was transferred from the militia
to the Arcturan Guards’ replacement pool on Arcturus, and then forwarded to the Twenty-fifth
Guards in 3070. He missed the action on Mkuranga and arrived on the same DropShip as
Hauptmann Guillaume. His placement in the Anvil Lance was as much because of his skill as
his piloting of an upgraded hundred-ton Atlas.
As a soldier Barrett affects the thousand-meter stare of the combat veteran. He will tell
anyone who asks him that he’s seen it all, done it all, and heard it all before. As the “old
man” of Company C, he is a natural choice for the younger MekWarriors to cluster around, and
Barrett doesn’t mind the attention. His rise to MekWarrior from the armored corps means he
understands more than most the necessity of other battlefield units, and tries to pass this
knowledge on to the younger warriors around
him by using anecdotes of combat against pirates with the Penobscot militia. One of his
favorite tales claims that when he was a Manticore gunner, his tank was responsible for
killing the hauptmann-general of a frontline RCT three separate times during war games, by
putting a PPC round through the general’s cockpit. “Rank don’t mean nothing to a bullet,” he
tells them.
Thus far Barrett’s performance in Company C has been
competent, if uninspiring. He eschews complicated tactics, not so much because he doesn’t
understand them but because he doesn’t figure he can get his club-footed Atlas around the
battlefield fast enough to make a difference. “It’s got armor and guns enough that when they
find me, I can deal with them,”
he says. This has caused a bit of friction with First Leutnant von Riddenour, who routinely
rails against what she calls Barrett’s “indifference to the attitude needed for combat.”
Hauptmann Guillaume, however, ignores most of these comments, as all of Barrett’s scores in
simulator battles (which his records from earlier combat back up) are well within acceptable
limits. He may not be fast, or flashy, but he gets the job done.
The Atlas is a familiar ’Mek in the Lyran Armed Forces. One of the many BattleMeks built in
the massive foundries of Hesperus II, it is perhaps the most commonly-recognized BattleMek
on the field (although the Clan Mad Cat is challenging that title). Barrett’s Atlas, an
advanced K-model machine, was manufactured in 3051 and fought with the Twenty-fifth Arcturan
Guards since that date. It has seen four pilots, including Barrett, and all three previous
pilots were killed in combat.
Kewran Wolfhounds/
Barrett Cole.jpg
0
15
MALE
12
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
ACTIVE
3031-04-11
Tech/Mek
2
0
Negotiation
5
0
Tactics
2
0
Medtech
1
0
Small Arms
4
0
Piloting/Mek
3
0
Piloting/Ground Vehicle
4
0
Artillery
1
-1
Gunnery/Mek
3
0
ff504793-713b-4bf6-b55c-a3ce99d04c36
Michael
Guillaume
1
LA
false
Michael Guillaume was promoted from first leutnant to
hauptmann barely a month before he arrived on Great X, and is still feeling his way through
his first company command. Formerly a lance leader in the Fourteenth Donegal Guards, he is
still adapting to the culture of the Arcturan Guard, a task made more difficult by the
lingering resentment over the Wolfhounds’ defeat at the hands of the Jade Falcons on
Mkuranga. Thrust into command of the newly-formed Company C, Third ’Mek Battalion, Hauptmann
Guillaume immediately appeared in over his head.
His problems were compounded by his background. Several of his MekWarriors were minor
noblemen from the Alliance’s interior, and they weren’t especially interested in taking
orders from a hick from a backwoods world like Adelaide. His accent soonbecame the butt of
quiet jokes among the lances and the company’s technical support—jokes the Hauptmann
ignored, for the most part. It wasn’t until two days before the Jade Falcons arrived in
orbit over Great X that he took matters into his own hands, accepting a simulator challenge
from First Leutnant von
Riddenour. In a short, four-minute engagement Hauptmann Guillaume’s BattleMaster pounded the
leutnant’s Mad Cat Mk II into scrap. The ROMs of the battle—which had supposedly been
sealed—quickly made the rounds amongst the rest of the company, and the grumbling soon
ceased.
With the Jade Falcons now in orbit, the young Hauptmann is a man quietly hiding his fears.
The Jade Falcons are familiar opponents of the Fourteenth Donegal Guards, personal unit of
General of the
Armies Adam Steiner himself, and Michael has fought them before. What has him worried is the
responsibility of leading an untested company into combat, with hardly any preparation or
time to work
up. His superiors appear immune to his pleas for training time, distracted as they are by
the incoming Falcons. With the Fourteenth his old hauptmann trained incessantly, until the
company was like
a family. Guillaume’s new company feels like a new orphanage, full of bullies and
half-understood bedmates.
As an officer and a commander Guillaume took the example of Adam Steiner to heart; before he
was appointed General of the Armies he often led the Fourteenth Donegal Guards from the
front in his ’Mek. Although every hauptmann is expected to lead
his or her company from the front in combat, Guillaume applies this ideal to every aspect of
his command. He is the first to lead his company into any new duty, from patrolling to
combat to a trip to
the medical tent. He knows that it is essential that his MekWarriors be willing to follow
wherever he leads, and Guillaume misses no opportunity to earn his pilots’ trust and
respect.
The BattleMaster Guillaume pilots was one of the last
manufactured on Pandora before the Falcons took the world, and it was refitted to the -4S
standard in the refit pens on Arcturus. He has piloted it his entire career, claiming three
OmniMek kills as a leutnant with the Fourteenth. He is particularly accurate with the
massive Gauss rifle, often claiming hits at ranges that many other MekWarriors wouldn’t even
dream of firing.
Kewran Wolfhounds/
Michael.jpg
0
15
MALE
34
c9071d05-377b-48ba-ac86-ef08374d4716
ACTIVE
3046-02-01
Tech/Mek
1
-1
Leadership
4
0
Negotiation
2
0
Administration
2
0
Tactics
1
0
Medtech
2
0
Small Arms
3
0
Strategy
2
0
Piloting/Mek
4
0
Piloting/Ground Vehicle
1
0
Gunnery/Mek
4
0
3a8b9557-3f49-44e4-a071-e4e10a0e26e4
Christine
Watkins
1
LA
false
A graduate of the Royal New Capetown Military Academy, Christine Watkins is an
apparently calm, confident MekWarrior who hides a hot temper and a total inability to excuse
discrimination. Her time on notably-discriminatory New Capetown was filled with disciplinary
reports and brief bouts in the medical hall recuperating from fights with other students,
but her instructors largely refused to discharge her: she had requested the school, after
all. After graduation—which she led as honor graduate—she had her choice of postings, and
chose to fight with the Sixth Lyran Guards. That posting, and its battles during the
Federated Commonwealth Civil War, were her baptism of fire. Injured during the fighting, she
was sent to a recuperation facility on Garrison where she remained until 3070, when she was
called forward as a replacement for the Twenty-fifth Arcturan Guards.
In Company C Christine is still trying to fit in. She immediately bonded with her commanding
officer, First Leutnant von Riddenour. Both women are proud officers, although Christine has
a tendency to see sexism where von Riddenour does not. Her closeness with von Riddenour,
whom many in the company do
not get along with, has made her few friends outside the lance but paid dividends in the
infrequent lance exercises. In fact, during the final lance-on-lance battle Hauptmann
Guillaume called before the Falcons entered orbit, he specifically praised the way Christine
and von Riddenour worked together and told the
rest of the company they should all try to be as good lancemates. Christine was flattered by
the praise but doesn’t quite understand von Riddenour’s sneering contempt for the young
officer. The only member of the Company Christine actively clashes with is
Striker Lance’s Kristoff Semmes, who made a romantic advance on her the first day she
arrived in the company. She turned him down, which has only made him try harder—something
Christine has no patience for.
Christine’s BattleMek, a ninety-ton Emperor, is one of the newer assault ‘Meks rapidly
climbing in popularity in the Lyran Alliance Armed Forces. Christine has taken to it well,
favoring her LB-X autocannons over the ’Mek’s other weapons. She routinely carries a mixed
load of ammunition for each gun, using the
standard high-explosive rounds to punch through her opponent’s armor and then switching to
the more precise submunitions to exploit any weaknesses. This practice often results in
salvageable enemy equipment, which makes the Twenty-fifth’s technical
corps quite happy, but also increases the average engagement time. While her lance commander
is quite happy to allow her the time to finish her enemies off, Hauptmann Guillaume’s more
mobile style of combat is forcing her to rush her shots, which is making her accuracy
suffer.
Kewran Wolfhounds/
Christine Watkins.jpg
0
15
FEMALE
12
f96775d9-4ae3-4428-854c-6f92f826814b
ACTIVE
3045-01-17
Tech/Mek
1
-1
Negotiation
1
0
Administration
1
0
Tactics
2
0
Medtech
1
0
Small Arms
4
0
Piloting/Mek
3
0
Piloting/Ground Vehicle
2
0
Gunnery/Mek
3
0
57a86935-ccc3-475e-8402-0613af28995e
Arthur
Quibble
1
LA
false
Arthur Quibble was preparing to enter the university on Arcturus when the Word of
Blake seized Tharkad. As the news of that action and the soon-to-follow attacks on Skye
reached him, he changed his mind and enlisted in the LAAF instead. His aptitude for ’Mek
piloting was quickly noted and he was sent to an ad-hoc training battalion to learn
BattleMek skills. His first
posting was with the Twenty-fifth Arcturan Guards, and he was present at the action on
Mkuranga when the Jade Falcons drove the Kewran Wolfhounds off-world. Transferred to the
newly-raised Company C, Third Battalion when the unit reorganized on Great X,
he was posted to First Leutnant von Riddenour’s lance—where he quickly learned that his
pragmatic approach to warfare didn’t mesh with his aristocratic lance commander’s.
Not having been through one of the Alliance’s elite MekWarrior academies, Quibble views
warfare as just another task. He’s a crack shot with his eight-delta Rifleman’s paired
rotary autocannons and ignores the quiet Steiner criticism of his “lightweight Davion toy.”
In combat he can be counted on to stand at or just behind the line of battle, burning his
barrels and ammunition supply out supporting his lancemates. While his Rifleman is far more
protected than many of its antecedents, it doesn’t have the armor to stand in the line with
his assault-class lancemates. Quibble has
been chastised several times by First Leutnant von Riddenour for suggesting tactics
“unbecoming a Lyran MekWarrior,” such as taking cover behind hillocks and allowing the enemy
to wander into a lance-scale kill zone. There are several notations in his personnel jackets
from the times he’s lost his temper with his
lance commander and gotten into a shouting match—notations which will certainly hurt his
career in the image-conscious LAAF. Not that Quibble cares much for his career—he plans to
retire once Tharkad is freed and the Jade Falcons are driven back.
In garrison Quibble doesn’t mix much with his lancemates, preferring to spend his time with
Lorenz and Semmes of the Striker Lance. The young men have formed a rough clique, despite
being in separate lances. Quibble is often the odd-manout of the group, arguing against one
or more of the academy bred
attitudes the other two warriors display for him. With the Jade Falcons arriving on Great X
Quibble has retreated somewhat inside himself while his mind replays the long retreat from
Mkuranga. For several nights while the Falcons were burning insystem
Quibble’s sleep was interrupted by nightmares of burning ’Meks, jammed cannons, and empty
ammunition bins, but he hasn’t let the lack of sleep affect him.
Kewran Wolfhounds/
Arthur Quibble.jpg
0
15
MALE
12
30619ef0-64f2-42db-b7ec-3055da88f393
ACTIVE
3049-02-03
Negotiation
2
0
Tactics
1
0
Medtech
1
0
Small Arms
2
0
Piloting/Mek
3
0
Gunnery/Mek
4
0
Tech/Mechanic
1
-1
9a38dbb8-4034-45dc-a75c-d2e3e4fe6c94
Reginald
Hoffmann
1
LA
false
Reginald Hoffmann grew up hearing about the superiority of the Federated
Commonwealth. His parents, both educators on New Earth, were strongly in favor of the union
between the Federated Suns and the Lyran Commonwealth and took every opportunity to remind
their child of that favor. The dissolution
of the Federated Commonwealth when Reginald was nine was a rather difficult blow for his
parents, who soon divorced. His mother, Theresa, was killed in 3059 when a Free Worlds
League sponsored mercenary company raided New Earth, and his father passed soon after while
lecturing in the Chaos March. With
little other family, Reginald entered Sanglamore on Skye on a scholarship and entered the
LAAF.
Although he was a competent cadet and excelled in classroom and staff work, Hoffmann’s
battlefield skills were only rudimentary. He graduated Sanglamore in time to be pressed into
service in the final days of Skye’s offensive into the Free Worlds League, where he managed
to avoid combat. His Barghest has never taken more than armor damage in combat, and
Hoffmann’s records list no kills. His transfer to the Arcturan Guards was a result of his
dissatisfaction with Skye forces—with the Word of Blake holding
Tharkad, he feels there are more important battles to fight than ancient feuds.
Appointed lance commander of Company C’s Striker Lance by dint of his commission and date of
rank, Hoffmann finds himself swimming in waters too deep for him. Although he has had the
OCS courses necessary to lead ’Meks in combat, his self confidence
is far beneath what a line officer requires. Hauptmann
Guillaume has been working as much as possible with him, but there hasn’t been time to bring
the young officer along. Hoffmann suffers from second-guessing and inaction. One of his
previous commanders noted “… in combat Hoffmann often makes the worst possible decision: no
decision.” Whether or not the young man can rise into his role now that the Jade Falcons
have arrived remains to be seen.
Hoffmann’s Barghest is a heavier ’Mek than standard doctrine usually assigns to striker
lances, but it has sufficient speed to keep up with his lancemates and the stronger
firepower has proven decisive in simulations. The ’Mek itself is part of the scholarship
that sent him to Sanglamore in the first place; one of his father’s early positions was on
the staff of Coventry Metal Works, and he was fondly remembered there when the younger
Hoffman
entered the LAAF
Kewran Wolfhounds/
Reginald Hoffman.jpg
0
15
MALE
32
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
ACTIVE
3048-04-02
Tech/Mek
1
0
Leadership
2
0
Negotiation
1
0
Administration
1
0
Tactics
1
0
Medtech
1
0
Small Arms
2
0
Piloting/Mek
3
0
Piloting/Ground Vehicle
2
0
Gunnery/Mek
3
0
208b7330-459e-4dd0-b9ff-bf7f3b7a0f6e
Tricia
Cannon
1
LA
false
Sergeant Tricia Cannon has spent her entire military career in the Twenty-fifth
Arcturan Guards RCT, after having run away from home on Skye and joining a second-tier
military academy on Arcturus. She is a steady MekWarrior and an excellent lance leader,
having had opportunity to prove her command ability during the Kewran Wolfhounds’ withdrawal
from Mkuranga when her leutnant was killed by the Jade Falcons. The assignment of
commissioned officers over her when she was posted to Company C might have been a slight her
career never recovered from,
except for the small matter that Tricia Cannon has no desire for command. She has spent nine
years as a MekWarrior sergeant and is quite happy in that role.
Off-duty Tricia is a quiet woman who is intensely loyal to her friends. She doesn’t
socialize much outside of her lance, even within the company as a whole. This tendency has
given her problems since the formation of Company C, since the hauptmann is too busy, von
Seedow too much a snob, and Ostgaard too taciturn
too spend too much time with a quiet woman who doesn’t go out of her way to be sociable.
This has left Tricia accepting the approaches of Striker Lance’s Victoria Earnestine, who is
also at a loss for companionship in her own lance. The two women are slowly building a
friendship, but the hectic tempo of operations in preparation for the Jade Falcons’ arrival
limits their opportunities.
In combat Sergeant Cannon is a skilled MekWarrior. Her Blitzkrieg is a swift machine, even
more so when compared to the stumbling assault ’Meks so popular in the Lyran Alliance Armed
Forces, but it packs a significant wallop with its Ultra autocannon. One of Cannon’s favored
tactics is to let her heavier lancemates draw an opponent’s attention and then sprint around
behind them, unleashing the devastating cannon into their weaker rear armor before escaping
back out of range. She has been working with Hauptmann Guillaume and his BattleMaster to
refine this tactic—the hauptmann’s uncanny accuracy with his Gauss rifle makes it even
easier for Cannon to slip behind the lines and sow
havoc.
The Blitzkrieg Tricia Cannon pilots enjoyed a lackluster career before it was assigned to
her. Its first deployment after the factory was the Lyran Guards, but those warriors were
all desperate to get into heavier and thicker ’Meks and didn’t even try to
understand the Blitzkreig’s strengths. Once it was assigned to Tricia, however, the
technicians noticed an immediate jump in necessary maintenance on the ’Mek’s motive systems;
Sergeant Cannon always runs it to (and sometimes a little beyond) its fullest
potential.
Kewran Wolfhounds/
Tricia Cannon.jpg
0
15
FEMALE
12
6cad1e5c-86f7-45d8-b705-d89bac8813fa
ACTIVE
3042-01-01
Tech/Mek
0
0
Administration
1
0
Tactics
1
0
Medtech
2
0
Small Arms
3
0
Piloting/Ground Vehicle
1
0
Piloting/Mek
4
0
Gunnery/Mek
3
0
gunnery_ballistic
4dc86036-2258-40f6-b0ae-8487e0bfddcc
Jasper
Lorenz
1
LA
false
The youngest MekWarrior in Company C, Jasper Lorenz is fresh from the classrooms of
the Sanglamore on Skye in his first deployment. A native of Khon Kaen, near the Periphery
and the bandit nation known as the Circinus Federation, Jasper attended the prestigious
academy as a legacy; his father,Kommandant Peter Lorenz, who died in action in the Clan
invasion, was a graduate. Jasper grew up knowing the Jade Falcons had killed his father and
fought hard in his academy days to win a posting
to a unit stationed on the Clan frontier. His arrival in the Twenty-fifth Arcturan Guards on
Great X has made him an anxious wreck. He is desperate to prove himself against the
invaders, a fact not lost on his lancemates. Kristoff Semmes, nearly as young as he,
never fails to urge Lorenz to prove himself against the Falcons, but Anvil Lance’s Barrett
Cole is attempting to dissuade him from rushing headstrong into combat with the elite
Falcons. Lorenz seems receptive to both points of view—like many young men— but only combat
will tell whether or not he will heed the veteran’s advice.
His placement in the Striker Lance was necessitated by
the weight and speed of his ’Mek—a reconditioned WLF-2 Wolfhound—and his inexperience with
larger set-piece battles. The warriors of the Striker Lance can expect more independent
action than those piloting the heavier, slower machines of the other two lances, and if
Lorenz doesn’t appear in just the right
formation in a skirmish line it won’t cost his lance the engagement. Many younger warriors
on their first campaign are assigned similar roles, in the hopes that combat will teach them
the necessity of teamwork on the battlefield. Hauptmann Guillaume has been
pushing Leutnant Hoffmann and his lance hard in the scattered simulator bouts, trying to
introduce them to that concept before the Falcons land, but the results are not encouraging.
In combat Lorenz is an aggressive warrior who likes to keep his Wolfhound moving at its top
speed. He specialized in light ‘Meks at Sanglamore, something many Lyran MekWarriors are
loathe to do. The lack of competition allowed him to place highly enough in
his graduation class to have some say in his posting, but did little to instill in him the
camaraderie many heavier ’Mek pilots learn instinctively. Although he’s not a crack shot,
the Wolfhound has the heat sinks to allow him to snipe pretty much at will with its ER large
laser, but Lorenz is proving a surprising gunner with the three forward-facing medium lasers
that provide the Woflhound’s close-in weaponry.
Kewran Wolfhounds/
Jasper Lorenz.jpg
0
15
MALE
12
f5a9556a-5be8-45fc-86be-45b86fae701f
ACTIVE
3050-05-19
Tech/Mek
1
-1
Negotiation
1
0
Administration
1
0
Tactics
1
0
Medtech
1
0
Small Arms
2
0
Piloting/Mek
3
0
Gunnery/Mek
3
0
d67d405f-b67c-4ebf-a3e5-0bf22001b97d
Erich
von Seedow
1
LA
false
On Gallery the von Seedows are very close in class and peerage to the Steiners of
that world (Nondi Steiner, former General of the Armies and Lyran regent, was Duchess of
Gallery) but recent business failures have all but bankrupted them. Erich von Seedow is the
youngest scion of the family, freshly graduated from the Coventry Military Academy and
posted to the Twenty-fifth for his first field deployment. He is the epitome of the noble
scion
that has given the Lyran Alliance (and the Commonwealth before it) the reputation for social
generalship. Effete, distant, and disdainful, von Seedow acts as if his family’s reversals
had never
happened.
Growing up on Gallery, Erich was taught the glorious military traditions of the Steiners and
how the von Seedows fit into their quilt. A von Seedow fought with Katrina Steiner on
Hesperus II during the Tenth Battle of Hesperus. A von Seedow died with the Tenth Lyran
Guard on Dromini VI during the Fourth Succession War. A von Seedow died heroically on Tamar
during
the Clan invasion. All of Erich’s childhood was geared toward his enrollment as a
MekWarrior, and it was only his brother’s botching of the family finances that relegated him
to the CMA instead of Tharkad’s Nagelring. He is happy to regale anyone willing to listen—or
whom he catches standing nearby with little chance of escape—at the drop of a pin, something
which has not enamored him to his lancemates.
Despite his attitude his lessons at the Coventry Military
Academy took. He is a confident and capable MekWarrior with a flair for missile weapons and
a good head for judging the likely moves of his opponents. There is a note in his personnel
jacket
indicating he should be watched for advancement to a battalion operations staff as soon as
he gains his commission, although he is not aware of it.
Although he is successfully controlling his temper—for the most part—von Seedow’s arrival in
Company C very nearly heralded his desertion. With his family’s fortunes on the wane he was
unable to secure a BattleMek commensurate with his expectations, and
was forced to accept whatever the LAAF provided. That provision was a dilapidated antique of
a DV-1S Dervish, older nearly than the Lyran Commonwealth itself, caused him to fly into a
rage. The stories of his childhood were filled with assault ’Meks like
the Zeus, Banshee, and Atlas. To be stuck in a fifty-ton primitive support ’Mek is the
height of insult. He can often be found standing in the doorway to the Anvil Lance’s ’Mek
bays, admiring von Riddenour’s Mad Cat II or Barrett Cole’s Atlas.
Kewran Wolfhounds/
Erich von Seedow.jpg
0
15
MALE
12
8874defd-485a-445f-8ff0-aa3d22c454db
ACTIVE
3051-05-08
Negotiation
1
0
Administration
1
0
Tactics
3
0
Medtech
1
0
Small Arms
3
0
Piloting/Mek
3
0
Gunnery/Mek
3
0
a1b9ff1b-040e-4e31-afbd-499a96ea0ba4
Victoria
Earnestin
1
LA
false
Born on Loric, one would expect Victoria Earnestine’s natural enemies to be House
Marik’s Free Worlds League. Much of Loric’s population is (depending on geographic location)
either pro or anti-Marik (or Steiner), but Victoria tried to remain above such distinctions
when she was a child. Her parents didn’t want her to grow up to be one of the many blindly
loyal Steiner subjects they saw around them, and tried to teach her to think for herself.
For the most part they succeeded, although they were somewhat disappointed by her decision
to join the Lyran Alliance Armed Forces. They supported their daughter, however, after she
explained her reasoning, and Victoria began a respectable, if not showy, military career.
All that changed in 3068 when a small Word of Blake raid on Loric killed her parents.
Victoria, who was then serving with the Lyran Regulars, became a changed woman. Her unit was
one of those tasked to responding to outlying Word of Blake raids in 3068 and 3069, and she
tore into the Blakists with a ferocity that
surprised her superiors and her lancemates. The Nexus II she pilots is one of the spoils of
those battles, taken from a defeated Blakist in late 3069 after she killed him and two of
his Level II mates.
After that battle she was tranferrred to the Arcturan Guards and the Clan front “due to the
needs of the service.“ In reality, she was transferred because her battalion commander
feared what she was becoming when fighting the Word of Blake. At least one investigation
into the death of a captured Blakist tanker was quashed by her CO, and he didn’t want to
have to do that again.
With the Jade Falcons approaching Great X Victoria is an angry woman. She doesn’t want to
fight the Jade Falcons, despite their much-longer feud with the Alliance. Her entire being
is filled with hate for the Word of Blake, and she sees fighting the Jade Falcons
as a waste of her time and the Alliance’s time. Her friendship with Tricia Cannon is the
only tenuous link she has with her new company-mates, and she’s smart enough to realize that
she has to hold onto that connection if she’s going to survive the coming battles, but in
the back of her mind she knows the Jade Falcons are just an obstacle in the way of her true
revenge on the Word of Blake.
Kewran Wolfhounds/
Victoria Earnestine.jpg
0
15
FEMALE
12
69b910f6-ef6c-42ec-b5f4-6529351a11ff
ACTIVE
3044-02-28
Tech/Mek
2
-1
Negotiation
3
0
Administration
1
0
Tactics
2
0
Medtech
1
0
Small Arms
3
0
Piloting/Mek
3
0
Piloting/Ground Vehicle
2
0
Gunnery/Mek
3
0
812d9034-103f-44a9-9e75-a4c620ebc9d2
Hans
Ostgaard
1
LA
false
Hans Ostgaard is from the planet Anywhere, which fell to the Jade Falcons during
the initial Clan invasion. He was on the planet at the time, and only escaped the world in
3066 when a mercenary company under contract to the Arc-Royal Defense Cordon penetrated the
Jade Falcon-held system to stage a raid. Hans was at that time a member of the Anywhere
resistance
group operating in the city of Right There. When the mercenaries hit the city, defeating the
single Star of light Jade Falcon ’Meks quartered there, they were immediately swarmed by
civilians wanting to be evacuated with them. The mercenaries, imagining
the largesse that might fall from Grand Duke Morgan Kell’s fingers if they returned to
Arc-Royal with refugees and new intelligence, agreed to take all that would fit. Hans
volunteered to help guard the convoy of trucks that carried the civilians—mostly children
and young mothers—to the mercenaries’ landing zone.
Along the way the convoy was attacked by a Star of Elementals who’d been sent by VTOL to
investigate. Hans, still a trainee inexperienced on the resistance’s sole ’Mek simulator,
was a gunner on a flatbed truck converted into a gun truck. Although the mercenaries managed
to defeat the Elementals and escape, Hans
was injured when the ammunition for his door gun exploded. He was evacuated to Arc-Royal and
enlisted in the LAAF as soon as he recovered. After a year in one of the tank regiments
attached to the Twenty-fifth, Hans tested into ’Mek training and was issued his Gallowglas
in 3070 during the jump transits from Mkuranga to Great X. Company C is his first ’Mek unit,
but he is hardly a newcomer to combat with the Clans. He is careful to listen to Hauptmann
Guillaume and the others during the company’s
infrequent training sessions; his experience with the mercenaries on Anywhere showed him
exactly how powerful—and how vulnerable—a BattleMek can be, and he tries to learn all he
can.
Hans’ Gallowglas was seized from a mercenary who defaulted on his contract with the LAAF in
3069, and sent to the Kewran Wolfhounds as a replacement ’Mek. A powerful ’Mek, Hans has
taken to it well, learning to pot-shot well with his PPC. He has
become adept at the close-in ambush, often training in urban terrain to strike an enemy and
then use his ’Mek’ jump jets to break contact while his heat sinks get matters under
control. Lately he’s been ducking his lancemate von Seedow who, unable to procure an assault
’Mek, is eyeing Hans’ Gallowglas as a step
in the right direction.
Kewran Wolfhounds/
Hans Ostgaard.jpg
0
15
MALE
12
73902adb-f690-4086-9780-c189c89ebd94
ACTIVE
3037-10-15
Negotiation
1
0
Administration
1
0
Tactics
1
0
Medtech
1
0
Small Arms
3
0
Piloting/Ground Vehicle
1
0
Piloting/Mek
3
0
Gunnery/Mek
4
0
da439749-f3bd-4f65-ad9d-3f270d6f8dbc
Kristoff
Semmes
1
LA
false
Kristoff Semmes is insane. He is a functioning sociopath, and were the LAAF in any
less dire straits he would have certainly been ejected from the MekWarrior corps. He was
arrested several
times during his childhood on Kelenfold, and again twice more during his time at the
Coventry Military Academy, for attacking his fellow students over imagined slights. Semmes
is functional in that he recognizes the constraints of society, but he is incapable of
applying them to himself. So far as Semmes is concerned, no one else in the universe is
real—he suffers from a complete lack of empathy. This attitude is a nightmare in a civilian,
but something
drill instructors train for—although not to the extreme Semmes exhibits—in boot camp. Were
he able to function in society, Semmes might have become a near-perfect soldier.
Of course, with the Word of Blake’s Jihad raging around them and the Jade Falcons probing
deeply into the Alliance’s interior, the LAAF is prepared to look the other way unless
Semmes really steps over the line. His skill in the Starslayer he pilots, as well as his
recognition of his lance as the only way for him to survive in combat, makes him a valuable
lancemate. Both Hauptmann Guillaume and the battalion’s kommandant are uneasy placing Semmes
under so junior—and innocent—an officer as Reginald Hoffmann, but so far Semmes has accepted
the young officer’s authority. In fact, Semmes seems to be going out of his way to actually
try and form bonds with his lancemates in Striker Lance. The Wolfhounds’ medical staff is
convinced Semmes is up to no good ends with this practice, seeing as they believe he is
physically incapable of forming real friendships. One unit
psychologist summed up the group’s beliefs: “Maybe he thinks the others are his pets.”
Semmes’ Starslayer was a reserve ’Mek requisitioned from a militia on Australia and shipped
to the Arcturan Guards. It was assigned to Semmes on the theory that it was a powerful
enough ’Mek to let him be effective in a lance but not strong enough
that he could get away from his lancemates if he “snapped.” Hauptmann Guillaume has given
Leutnant Hoffmann strict— and secret—orders to deal with Semmes at the first sign of
trouble, but thus far the man has been a model MekWarrior. In simulations he’s been seen
covering his lancemates and exposing
himself to fire to protect them—behavior the psychologists said he was patently incapable
of.
Kewran Wolfhounds/
Kristoff Semmes.jpg
0
15
MALE
12
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
ACTIVE
3050-04-10
Negotiation
3
0
Administration
1
0
Tactics
1
0
Medtech
3
1
Small Arms
3
0
Piloting/Mek
3
0
Gunnery/Mek
3
0
a0fba482-6b60-4074-bd75-3fb7736824ea
Nadine
von Riddenour
1
LA
false
First Leutnant Nadine von Riddenour’s family has served in the Lyran armed forces
for two hundred years. The original Colonel Idris Riddenour, who earned the family landhold
on Garrison (and the von in the name) was a tanker who led a charge against a Kurita ’Mek
column and died in combat. Succeeding generations of von Riddenours have been raised on the
tales of martial glory of Idris and his descendants, and Nadine’s performance at the
Nagelring and her first tour with the Kewran Wolfhounds was in keeping with her family’s
traditions. On Mkuranga she was responsible for the destruction of three heavy Jade Falcon
OmniMeks on her own, and her lance for more than a Star’s worth more despite their losses.
When the reorganizational phase began on Great X, she fully expected to be placed in charge
of Company C with a promotion to hauptmann. The assignment of Michael Guillaume and her
placement as his executive officer kindled a smoldering bone of contention in her chest.
As a lance commander von Riddenour is a harsh leader, accepting no excuses for failure from
her subordinates. She is well aware that she leads the heaviest lance in the company and
tries to uphold the more “Lyran” traditions of her family. Her method is to attack, always
attack, and crush her enemies beneath the weight and ferocity of Lyran steel. This attitude
melds well with Sergeant Watkins, who idolizes the first leutnant, but falls on deaf ears
when it comes to Sergeant Cole and outright derision by Sergeant Quibble, who likes to tweak
von Riddenour for her adherence to “outdated and disproven” tactics and methods. It is only
Quibble’s skill in his Rifleman that keeps von Riddenour from demanding his transfer out of
her lance.
Nadine’s Mad Cat Mk II is one of the few Clan ‘Meks the Lyran Alliance Armed Forces
purchased from the Diamond Sharks before the outbreak of the Jihad. She won the right to
pilot it in a series of simulator duels fought amongst the various RCTs of the Arcturan
Guards in 3067, defeating two hauptmanns and a kommandant to win its possession. The ’Mek
suits her well; she often uses her Gauss rifles like hammers to pound on her opponents, then
hits them with plunging missile fire to exploit any weaknesses the Gauss rifles may have
found. The logistical tail necessary to support the Clan-built machine is an added strain on
the Kewran Wolfhounds but they bear that strain willingly; a Mad Cat Mk II is too powerful a
’Mek to pass up.
Kewran Wolfhounds/
Nadine Von Riddenour.jpg
0
15
FEMALE
33
c0a5a68a-3223-43d5-bd5e-fda292a4e848
ACTIVE
3041-05-30
Tech/Mek
1
-1
Leadership
2
0
Negotiation
2
0
Administration
2
0
Tactics
2
0
Medtech
2
0
Small Arms
2
0
Strategy
1
0
Piloting/Mek
4
0
Gunnery/Mek
5
0
Fist and Falcon
Defend the Depot
Unknown System
0
The fighting on Bastion in 3071 was characterized by maneuver and short, sharp clashes
between the Lyran Alliance regulars and the Jade Falcon Clansmen. Hauptmann Guillaume’s your
goal is to stop the Falcons without losing your company or forcing your commander to further
weaken Spot’s defenders. To this end, You are two split your command into two
demi-companies. Stay in constant movement and rely on the Great X militia auxiliaries to
keep tabs on the Falcons’ movements.
1
Setting the Tone
I can hear the hauptmann tapping on his console. He doesn’t know his mike is hot and
it’s broadcasting his noise. If the first leutnant were here I’m sure she’d say
something, but I don’t know what I’m supposed to do. How do you tell your CO that his
nervousness is being broadcast to the troops? At OCS they told us you never let your
troops know you’re scared. They also told us you never—ever—undermine your
CO in front of the troops. I’m getting tired of hearing it.
The Falcons will be here soon, and we’ll see if the Old Man’s sim scores translate to
the battlefield. He sure put von Riddenour in her place, but these are Jade Falcons.
God, I hope I don’t mess up.
—from the cockpit recorder of Leutnant Reginald
Hoffmann, 14 May 3071
0
1
The Kewran Wolfhounds
This is C Company, 3rd Battalion as set up at the start of the campaign for the Starter
Book: Fist and Falcon.
Anyone that wants to use these will need to add the additional support personal and define
the rules as they want them.
In addition this starter book included Character sheets so those have been added to the
Personnel.
Enjoy.
Conversion by Hammer
true
Units/
Arturanguards25th.jpg
-1
Command Lance
true
Mek/
hmek.png
1
Anvil Lance
true
Mek/
amek.png
-1
Striker Lance
true
Mek/
mmek.png
-1
0
Great X
0.0
0.0
true
Piloting/Mek
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Mek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aerospace
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aerospace
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Ground Vehicle
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/VTOL
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/Naval
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Vehicle
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aircraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aircraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Spacecraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Spacecraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Artillery
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Battlesuit
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Protomek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Small Arms
7
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Anti-Mek
8
false
2
3
4
5
12,6,6,6,6,6,6,6,6,-1,-1
Tech/Mek
8
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Mechanic
8
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Aero
8
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/BA
8
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Vessel
8
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Astech
8
false
1
3
4
5
12,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Doctor
8
false
1
3
4
5
16,8,0,8,8,8,-1,-1,-1,-1,-1
Medtech
8
false
1
3
4
5
16,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Hyperspace Navigation
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Administration
8
false
1
3
4
5
8,4,0,4,4,4,-1,-1,-1,-1,-1
Tactics
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Strategy
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Negotiation
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Leadership
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Scrounge
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Jumping Jack (aToW)
jumping_jack
Unit only suffers a +1 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
6
hopping_jack
hopping_jack
Multi-Tasker (aToW)
multi_tasker
Secondary target modifiers are reduced by one.
6
2
Sandblaster (AToW)
sandblaster
A pilot with this ability gets a +4, +3, or +2 to the cluster table
at short, medium, or long/extended range, respectively, but only with a specialized weapon.
6
3
cluster_hitter::cluster_master
Tactical Genius (aToW)
tactical_genius
A pilot who has a Tactical Genius may reroll their initiative once per turn.
The second roll must be accepted.
Note: Only one Tactical Genius may be utilized per team.
8
1
Dodge (MaxTech)
dodge_maneuver
Enables the unit to make a dodge maneuver instead of a physical attack.
This maneuver adds +2 to the BTH to physical attacks against the unit.
NOTE: The dodge maneuver is declared during the weapons phase.
Note: This ability is only used for BattleMeks.
2
1
Sniper (aToW)
sniper
Range penalties are halved.
12
1
Weapon Specialist (aToW)
weapon_specialist
A pilot who specializes in a particular weapon receives a -2 to hit modifier on all
attacks with that weapon.
12
2
specialist
Natural Aptitude, Gunnery (aToW)
aptitude_gunnery
Roll 3d6 and take the best two for gunnery checks
40
0
Cluster Hitter (AToW)
cluster_hitter
A pilot with this ability gets a +1 to the cluster hit table
6
3
cluster_master
Weathered (Unofficial)
weathered
A pilot with this ability does not suffer the initial -1 to hit due to weather
conditions.
6
2
Some Like It Hot (Unofficial)
some_like_it_hot
A pilot with this ability does not suffer the initial -1 to hit due to heat.
6
2
Sensor Geek (Unofficial)
sensor_geek
A pilot with this ability gets a -2 bonus on sensor checks.
Note that this is really only a bonus, if inclusive sensor ranges are in use.
3
2
Oblique Attacker (aToW)
oblique_attacker
The penalty for indirect fire is reduced by one.
6
2
Maneuvering Ace (aToW)
maneuvering_ace
Enables the unit to move laterally like a Quad.
Quads can move laterally for 1 less MP.
Aerospace units can perform maneuvers for 1 less thrust point.
Units also receive a -1 BTH to rolls against skidding, sideslipping, and going out of
control.
4
3
Melee Master (aToW)
melee_master
Enables the unit to do one additional kick, punch, or club attack on the same opponent.
4
6
melee_specialist
Cluster Master (AToW)
cluster_master
A pilot with this ability gets a +2 to the cluster hit table
6
6
cluster_hitter
cluster_hitter
Melee Specialist (aToW)
melee_specialist
Enables the unit to do 1 additional point of damage with physical attacks and applies a
-1 to-hit modifier to physical attacks.
Note: This ability is only used for BattleMeks.
4
3
Gunnery Specialization (aToW)
specialist
A pilot who specializes in a type of weapon receives a -1 to-hit modifier when using
weapons of that type and a
+1 to-hit modifier when using other types of weapons.
6
4
weapon_specialist
Pain Resistance (MaxTech)
pain_resistance
When making consciousness rolls,
1 is added to all rolls.
Also,
damage received from ammo explosions is reduced to 1.
Note: This ability is only used for BattleMeks.
4
2
All Weather (Unofficial)
allweather
A pilot with this ability does not suffer the PSR penalties due to weather.
2
2
Hot Dog (aToW)
hot_dog
Reduce heat-related target rolls (e.g ammo, damage, shutdown) by 1.
2
2
Blind Fighter (Unofficial)
blind_fighter
A pilot with this ability does not suffer the initial -1 to hit due to darkness.
6
2
Hopping Jack (Unofficial)
hopping_jack
Unit only suffers a +2 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
3
jumping_jack
0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-10,-10,-2,0,1
-10,-10,-7,-4,-1
true
true
10
-3
-10
10
-2
0
-4
1
Mech Head
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
0
0
false
false
1.0
false
false
false
false
2
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
9
1
0
false
0
false
3
Mech Center Torso
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
1
0
false
false
1.0
false
false
false
false
4
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
41
1
1
false
0
false
5
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
11
1
1
true
0
false
6
Mech Right Torso
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
2
0
false
false
1.0
false
false
false
false
7
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
28
1
2
false
0
false
8
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
8
1
2
true
0
false
9
Mech Left Torso
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
3
0
false
false
1.0
false
false
false
false
10
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
28
1
3
false
0
false
11
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
8
1
3
true
0
false
12
Mech Right Arm
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
4
0
false
false
1.0
false
false
false
false
13
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
26
1
4
false
0
false
14
Mech Left Arm
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
5
0
false
false
1.0
false
false
false
false
15
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
26
1
5
false
0
false
16
Mech Right Leg
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
6
0
false
false
1.0
false
false
false
false
17
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
28
1
6
false
0
false
18
Mech Left Leg
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
7
0
false
false
1.0
false
false
false
false
19
Armor (Ferro-Fibrous)
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
28
1
7
false
0
false
24
SRM 6
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
5
SRM 6
1.0
3.0
25
Artemis IV FCS
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
6
ISArtemisIV
1.0
1.0
26
ER Medium Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
14
ISERMediumLaser
1.0
1.0
27
ER Medium Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
13
ISERMediumLaser
1.0
1.0
28
Medium Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
15
Medium Laser
1.0
1.0
29
SRM 6 Artemis-capable Ammo Bin
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
11
IS Ammo SRM-6 Artemis-capable
1.0
1.0
30
SRM 6 Artemis-capable Ammo Bin
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
10
IS Ammo SRM-6 Artemis-capable
1.0
1.0
31
ER Medium Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
8
ISERMediumLaser
1.0
1.0
32
ER Medium Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
7
ISERMediumLaser
1.0
1.0
33
Medium Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
9
Medium Laser
1.0
1.0
34
Gauss Ammo Bin
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
18
IS Gauss Ammo
1.0
1.0
35
Gauss Ammo Bin
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
17
IS Gauss Ammo
1.0
1.0
36
Gauss Ammo Bin
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
16
IS Gauss Ammo
1.0
1.0
37
340 Light Engine
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
5
340
0
false
38
Standard Gyro
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
0
4.0
39
Mech Life Support System
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
40
Mech Sensors
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
41
Standard Cockpit
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
0
42
Upper Arm Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
8
4
43
Upper Arm Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
8
5
44
Lower Arm Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
9
4
45
Lower Arm Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
9
5
46
Hand Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
10
4
47
Hand Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
10
5
48
Upper Leg Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
12
6
49
Upper Leg Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
12
7
50
Lower Leg Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
13
6
51
Lower Leg Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
13
7
52
Foot Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
14
6
53
Foot Actuator
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
14
7
54
Mech Head (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
0
2
true
false
1.0
false
false
false
false
55
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
9
1
0
false
0
true
56
Mech Center Torso (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
1
2
true
false
1.0
false
false
false
false
57
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
38
1
1
false
0
true
58
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
12
1
1
true
0
true
59
Mech Right Torso (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
2
2
true
false
1.0
false
false
false
false
60
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
26
1
2
false
0
true
61
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
8
1
2
true
0
true
62
Mech Left Torso (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
3
2
true
false
1.0
false
false
false
false
63
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
26
1
3
false
0
true
64
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
8
1
3
true
0
true
65
Mech Right Arm (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
4
2
true
false
1.0
false
false
false
false
66
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
27
1
4
false
0
true
67
Mech Left Arm (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
5
2
true
false
1.0
false
false
false
false
68
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
27
1
5
false
0
true
69
Mech Right Leg (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
6
2
true
false
1.0
false
false
false
false
70
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
34
1
6
false
0
true
71
Mech Left Leg (Endo-Steel)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
7
2
true
false
1.0
false
false
false
false
72
Armor (Ferro-Fibrous)
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
34
1
7
false
0
true
75
ER Medium Laser
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
12
CLERMediumLaser
1.0
1.0
76
ER Medium Laser
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
11
CLERMediumLaser
1.0
1.0
77
Jump Jet
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
18
Jump Jet
1.0
2.0
78
LRM 10
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
14
CLLRM10
1.0
2.5
79
LRM 10 Ammo Bin
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
15
Clan Ammo LRM-10
1.0
1.0
80
Gauss Ammo Bin
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
17
Clan Gauss Ammo
1.0
1.0
81
Gauss Ammo Bin
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
16
Clan Gauss Ammo
1.0
1.0
84
Jump Jet
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
13
Jump Jet
1.0
2.0
85
LRM 10
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
7
CLLRM10
1.0
2.5
86
LRM 10 Ammo Bin
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
8
Clan Ammo LRM-10
1.0
1.0
87
Gauss Ammo Bin
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
10
Clan Gauss Ammo
1.0
1.0
88
Gauss Ammo Bin
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
9
Clan Gauss Ammo
1.0
1.0
89
Jump Jet
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
6
Jump Jet
1.0
2.0
90
360 XL (Clan) Engine
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
2
360
1
false
91
Standard Gyro
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
0
4.0
92
Mech Life Support System
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
93
Mech Sensors
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
94
Standard Cockpit
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
0
95
Upper Arm Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
8
4
96
Upper Arm Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
8
5
97
Upper Leg Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
12
6
98
Upper Leg Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
12
7
99
Lower Leg Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
13
6
100
Lower Leg Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
13
7
101
Foot Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
14
6
102
Foot Actuator
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
14
7
103
Mech Head
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
0
0
false
false
1.0
false
false
false
false
104
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
9
0
0
false
0
false
105
Mech Center Torso
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
1
0
false
false
1.0
false
false
false
false
106
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
47
0
1
false
0
false
107
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
14
0
1
true
0
false
108
Mech Right Torso
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
2
0
false
false
1.0
false
false
false
false
109
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
32
0
2
false
0
false
110
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
10
0
2
true
0
false
111
Mech Left Torso
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
3
0
false
false
1.0
false
false
false
false
112
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
32
0
3
false
0
false
113
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
10
0
3
true
0
false
114
Mech Right Arm
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
4
0
false
false
1.0
false
false
false
false
115
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
34
0
4
false
0
false
116
Mech Left Arm
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
5
0
false
false
1.0
false
false
false
false
117
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
34
0
5
false
0
false
118
Mech Right Leg
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
6
0
false
false
1.0
false
false
false
false
119
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
41
0
6
false
0
false
120
Mech Left Leg
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
7
0
false
false
1.0
false
false
false
false
121
Armor (Standard)
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
41
0
7
false
0
false
124
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
11
Heat Sink
1.0
1.0
135
Gauss Ammo Bin
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
14
IS Gauss Ammo
1.0
1.0
136
Gauss Ammo Bin
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
13
IS Gauss Ammo
1.0
1.0
137
LRM 20
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
15
LRM 20
1.0
10.0
138
LRM 20 Ammo Bin
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
17
IS Ammo LRM-20
1.0
1.0
139
LRM 20 Ammo Bin
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
16
IS Ammo LRM-20
1.0
1.0
140
AMS Ammo Bin
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
18
ISAMS Ammo
1.0
1.0
141
Gauss Rifle
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
20
ISGaussRifle
1.0
15.0
142
Medium Pulse Laser
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
23
ISMediumPulseLaser
1.0
2.0
143
Medium Pulse Laser
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
22
ISMediumPulseLaser
1.0
2.0
144
300 XL Engine
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
2
300
0
false
145
Standard Gyro
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
0
3.0
146
Mech Life Support System
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
147
Mech Sensors
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
148
Standard Cockpit
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
0
149
Upper Arm Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
8
4
150
Upper Arm Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
8
5
151
Lower Arm Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
9
4
152
Lower Arm Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
9
5
153
Hand Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
10
4
154
Hand Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
10
5
155
Upper Leg Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
12
6
156
Upper Leg Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
12
7
157
Lower Leg Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
13
6
158
Lower Leg Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
13
7
159
Foot Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
14
6
160
Foot Actuator
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
14
7
161
Mech Head
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
0
0
false
false
1.0
false
false
false
false
162
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
9
0
0
false
0
false
163
Mech Center Torso
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
1
0
false
false
1.0
false
false
false
false
164
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
48
0
1
false
0
false
165
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
10
0
1
true
0
false
166
Mech Right Torso
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
2
0
false
false
1.0
false
false
false
false
167
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
30
0
2
false
0
false
168
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
8
0
2
true
0
false
169
Mech Left Torso
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
3
0
false
false
1.0
false
false
false
false
170
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
30
0
3
false
0
false
171
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
8
0
3
true
0
false
172
Mech Right Arm
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
4
0
false
false
1.0
false
false
false
false
173
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
30
0
4
false
0
false
174
Mech Left Arm
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
5
0
false
false
1.0
false
false
false
false
175
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
30
0
5
false
0
false
176
Mech Right Leg
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
6
0
false
false
1.0
false
false
false
false
177
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
38
0
6
false
0
false
178
Mech Left Leg
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
7
0
false
false
1.0
false
false
false
false
179
Armor (Standard)
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
38
0
7
false
0
false
185
Large Laser
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
7
Large Laser
1.0
5.0
187
Large Laser
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
5
Large Laser
1.0
5.0
188
Double Heat Sink
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
13
ISDoubleHeatSink
1.0
1.0
189
Medium Pulse Laser
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
14
ISMediumPulseLaser
1.0
2.0
190
LB 10-X AC Ammo Bin
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
15
IS LB 10-X AC Ammo
1.0
1.0
191
LB 10-X Cluster Ammo Bin
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
16
IS LB 10-X Cluster Ammo
1.0
1.0
192
Double Heat Sink
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
8
ISDoubleHeatSink
1.0
1.0
193
Medium Pulse Laser
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
9
ISMediumPulseLaser
1.0
2.0
194
LB 10-X AC Ammo Bin
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
10
IS LB 10-X AC Ammo
1.0
1.0
195
LB 10-X Cluster Ammo Bin
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
11
IS LB 10-X Cluster Ammo
1.0
1.0
197
Medium Laser
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
19
Medium Laser
1.0
1.0
198
270 XL Engine
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
2
270
0
false
199
Standard Gyro
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
0
3.0
200
Mech Life Support System
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
201
Mech Sensors
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
202
Standard Cockpit
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
0
203
Upper Arm Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
8
4
204
Upper Arm Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
8
5
205
Lower Arm Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
9
4
206
Lower Arm Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
9
5
207
Upper Leg Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
12
6
208
Upper Leg Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
12
7
209
Lower Leg Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
13
6
210
Lower Leg Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
13
7
211
Foot Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
14
6
212
Foot Actuator
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
14
7
213
Mech Head (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
0
2
false
false
1.0
false
false
false
false
214
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
9
0
0
false
0
false
215
Mech Center Torso (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
1
2
false
false
1.0
false
false
false
false
216
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
30
0
1
false
0
false
217
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
9
0
1
true
0
false
218
Mech Right Torso (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
2
2
false
false
1.0
false
false
false
false
219
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
23
0
2
false
0
false
220
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
7
0
2
true
0
false
221
Mech Left Torso (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
3
2
false
false
1.0
false
false
false
false
222
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
23
0
3
false
0
false
223
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
7
0
3
true
0
false
224
Mech Right Arm (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
4
2
false
false
1.0
false
false
false
false
225
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
20
0
4
false
0
false
226
Mech Left Arm (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
5
2
false
false
1.0
false
false
false
false
227
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
20
0
5
false
0
false
228
Mech Right Leg (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
6
2
false
false
1.0
false
false
false
false
229
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
22
0
6
false
0
false
230
Mech Left Leg (Endo-Steel)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
7
2
false
false
1.0
false
false
false
false
231
Armor (Standard)
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
22
0
7
false
0
false
235
Double Heat Sink
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
13
ISDoubleHeatSink
1.0
1.0
236
Medium Pulse Laser
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
6
ISMediumPulseLaser
1.0
2.0
237
Medium Pulse Laser
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
5
ISMediumPulseLaser
1.0
2.0
238
Double Heat Sink
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
12
ISDoubleHeatSink
1.0
1.0
245
Large Laser
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
15
Large Laser
1.0
5.0
246
Large Laser
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
14
Large Laser
1.0
5.0
248
Small Laser
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
17
Small Laser
1.0
0.5
249
280 Fusion Engine
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
1
280
0
false
250
Standard Gyro
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
0
3.0
251
Mech Life Support System
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
252
Mech Sensors
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
253
Standard Cockpit
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
0
254
Upper Arm Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
8
4
255
Upper Arm Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
8
5
256
Lower Arm Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
9
4
257
Lower Arm Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
9
5
258
Hand Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
10
5
259
Upper Leg Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
12
6
260
Upper Leg Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
12
7
261
Lower Leg Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
13
6
262
Lower Leg Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
13
7
263
Foot Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
14
6
264
Foot Actuator
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
14
7
265
Mech Head (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
0
2
false
false
1.0
false
false
false
false
266
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
9
0
0
false
0
false
267
Mech Center Torso (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
1
2
false
false
1.0
false
false
false
false
268
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
28
0
1
false
0
false
269
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
9
0
1
true
0
false
270
Mech Right Torso (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
2
2
false
false
1.0
false
false
false
false
271
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
20
0
2
false
0
false
272
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
7
0
2
true
0
false
273
Mech Left Torso (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
3
2
false
false
1.0
false
false
false
false
274
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
20
0
3
false
0
false
275
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
7
0
3
true
0
false
276
Mech Right Arm (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
4
2
false
false
1.0
false
false
false
false
277
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
19
0
4
false
0
false
278
Mech Left Arm (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
5
2
false
false
1.0
false
false
false
false
279
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
19
0
5
false
0
false
280
Mech Right Leg (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
6
2
false
false
1.0
false
false
false
false
281
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
27
0
6
false
0
false
282
Mech Left Leg (Endo-Steel)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
7
2
false
false
1.0
false
false
false
false
283
Armor (Standard)
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
27
0
7
false
0
false
290
ER Medium Laser
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
9
ISERMediumLaser
1.0
1.0
292
ER Medium Laser
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
6
ISERMediumLaser
1.0
1.0
293
Double Heat Sink
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
14
ISDoubleHeatSink
1.0
1.0
294
Rotary AC/5 Ammo Bin
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
17
ISRotaryAC5 Ammo
1.0
1.0
295
Rotary AC/5 Ammo Bin
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
16
ISRotaryAC5 Ammo
1.0
1.0
296
Rotary AC/5 Ammo Bin
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
15
ISRotaryAC5 Ammo
1.0
1.0
297
Double Heat Sink
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
10
ISDoubleHeatSink
1.0
1.0
298
Rotary AC/5 Ammo Bin
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
13
ISRotaryAC5 Ammo
1.0
1.0
299
Rotary AC/5 Ammo Bin
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
12
ISRotaryAC5 Ammo
1.0
1.0
300
Rotary AC/5 Ammo Bin
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
11
ISRotaryAC5 Ammo
1.0
1.0
301
240 XL Engine
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
2
240
0
false
302
Standard Gyro
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
0
3.0
303
Mech Life Support System
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
304
Mech Sensors
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
305
Standard Cockpit
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
0
306
Upper Arm Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
8
4
307
Upper Arm Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
8
5
308
Upper Leg Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
12
6
309
Upper Leg Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
12
7
310
Lower Leg Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
13
6
311
Lower Leg Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
13
7
312
Foot Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
14
6
313
Foot Actuator
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
14
7
314
Mech Head
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
0
0
false
false
1.0
true
false
false
false
315
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
9
0
0
false
0
false
316
Mech Center Torso
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
1
0
false
false
1.0
true
false
false
false
317
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
30
0
1
false
0
false
318
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
9
0
1
true
0
false
319
Mech Right Torso
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
2
0
false
false
1.0
true
false
false
false
320
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
21
0
2
false
0
false
321
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
6
0
2
true
0
false
322
Mech Left Torso
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
3
0
false
false
1.0
true
false
false
false
323
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
21
0
3
false
0
false
324
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
6
0
3
true
0
false
325
Mech Front Right Leg
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
4
0
false
false
1.0
true
false
false
false
326
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
27
0
4
false
0
false
327
Mech Front Left Leg
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
5
0
false
false
1.0
true
false
false
false
328
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
27
0
5
false
0
false
329
Mech Rear Right Leg
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
6
0
false
false
1.0
true
false
false
false
330
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
26
0
6
false
0
false
331
Mech Rear Left Leg
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
7
0
false
false
1.0
true
false
false
false
332
Armor (Standard)
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
26
0
7
false
0
false
339
ER Large Laser
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
7
ISERLargeLaser
1.0
5.0
340
ER Large Laser
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
6
ISERLargeLaser
1.0
5.0
341
LB 20-X AC
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
8
ISLBXAC20
1.0
14.0
342
350 XL Engine
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
2
350
0
false
343
Standard Gyro
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
0
4.0
344
Mech Life Support System
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
345
Mech Sensors
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
346
Standard Cockpit
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
0
347
Upper Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
12
6
348
Upper Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
12
7
349
Lower Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
13
6
350
Lower Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
13
7
351
Foot Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
14
6
352
Foot Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
14
7
353
Upper Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
12
4
354
Upper Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
12
5
355
Lower Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
13
4
356
Lower Leg Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
13
5
357
Foot Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
14
4
358
Foot Actuator
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
14
5
359
Mech Head
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
0
0
false
false
1.0
false
false
false
false
360
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
8
17
0
false
0
false
361
Mech Center Torso
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
1
0
false
false
1.0
false
false
false
false
362
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
20
17
1
false
0
false
363
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
3
17
1
true
0
false
364
Mech Right Torso
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
2
0
false
false
1.0
false
false
false
false
365
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
13
17
2
false
0
false
366
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
3
17
2
true
0
false
367
Mech Left Torso
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
3
0
false
false
1.0
false
false
false
false
368
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
13
17
3
false
0
false
369
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
3
17
3
true
0
false
370
Mech Right Arm
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
4
0
false
false
1.0
false
false
false
false
371
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
9
17
4
false
0
false
372
Mech Left Arm
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
5
0
false
false
1.0
false
false
false
false
373
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
9
17
5
false
0
false
374
Mech Right Leg
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
6
0
false
false
1.0
false
false
false
false
375
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
13
17
6
false
0
false
376
Mech Left Leg
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
7
0
false
false
1.0
false
false
false
false
377
Armor (Primitive)
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
13
17
7
false
0
false
382
SRM 2 Ammo Bin
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
7
IS Ammo SRM-2
1.0
1.0
384
SRM 2 Ammo Bin
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
5
IS Ammo SRM-2
1.0
1.0
385
LRM 10
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
10
LRM 10
1.0
5.0
386
LRM 10 Ammo Bin
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
11
IS Ammo LRM-10
1.0
1.0
387
LRM 10
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
8
LRM 10
1.0
5.0
388
LRM 10 Ammo Bin
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
9
IS Ammo LRM-10
1.0
1.0
390
265 Fusion Engine
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
1
265
0
false
391
Standard Gyro
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
0
3.0
392
Mech Life Support System
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
393
Mech Sensors
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
394
Primitive Cockpit
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
6
395
Upper Arm Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
8
4
396
Upper Arm Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
8
5
397
Lower Arm Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
9
4
398
Lower Arm Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
9
5
399
Upper Leg Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
12
6
400
Upper Leg Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
12
7
401
Lower Leg Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
13
6
402
Lower Leg Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
13
7
403
Foot Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
14
6
404
Foot Actuator
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
14
7
405
Mech Head (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
0
2
false
false
1.0
false
false
false
false
406
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
9
1
0
false
0
false
407
Mech Center Torso (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
1
2
false
false
1.0
false
false
false
false
408
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
26
1
1
false
0
false
409
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
6
1
1
true
0
false
410
Mech Right Torso (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
2
2
false
false
1.0
false
false
false
false
411
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
19
1
2
false
0
false
412
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
5
1
2
true
0
false
413
Mech Left Torso (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
3
2
false
false
1.0
false
false
false
false
414
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
19
1
3
false
0
false
415
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
5
1
3
true
0
false
416
Mech Right Arm (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
4
2
false
false
1.0
false
false
false
false
417
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
16
1
4
false
0
false
418
Mech Left Arm (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
5
2
false
false
1.0
false
false
false
false
419
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
16
1
5
false
0
false
420
Mech Right Leg (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
6
2
false
false
1.0
false
false
false
false
421
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
24
1
6
false
0
false
422
Mech Left Leg (Endo-Steel)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
7
2
false
false
1.0
false
false
false
false
423
Armor (Ferro-Fibrous)
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
24
1
7
false
0
false
425
Jump Jet
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
14
Jump Jet
1.0
0.5
427
SRM 4
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
5
SRM 4
1.0
2.0
428
Medium Laser
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
7
Medium Laser
1.0
1.0
429
Medium Laser
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
6
Medium Laser
1.0
1.0
430
SRM 4 Ammo Bin
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
8
IS Ammo SRM-4
1.0
1.0
431
Double Heat Sink
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
10
ISDoubleHeatSink
1.0
1.0
436
Small Laser
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
15
Small Laser
1.0
0.5
437
250 Fusion Engine
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
1
250
0
false
438
Standard Gyro
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
0
3.0
439
Mech Life Support System
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
440
Mech Sensors
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
441
Standard Cockpit
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
0
442
Upper Arm Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
8
4
443
Upper Arm Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
8
5
444
Lower Arm Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
9
5
445
Hand Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
10
5
446
Upper Leg Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
12
6
447
Upper Leg Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
12
7
448
Lower Leg Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
13
6
449
Lower Leg Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
13
7
450
Foot Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
14
6
451
Foot Actuator
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
14
7
452
Mech Head (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
0
2
false
false
1.0
false
false
false
false
453
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
8
0
0
false
0
false
454
Mech Center Torso (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
1
2
false
false
1.0
false
false
false
false
455
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
7
0
1
false
0
false
456
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
3
0
1
true
0
false
457
Mech Right Torso (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
2
2
false
false
1.0
false
false
false
false
458
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
5
0
2
false
0
false
459
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
2
0
2
true
0
false
460
Mech Left Torso (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
3
2
false
false
1.0
false
false
false
false
461
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
5
0
3
false
0
false
462
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
2
0
3
true
0
false
463
Mech Right Arm (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
4
2
false
false
1.0
false
false
false
false
464
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
5
0
4
false
0
false
465
Mech Left Arm (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
5
2
false
false
1.0
false
false
false
false
466
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
5
0
5
false
0
false
467
Mech Right Leg (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
6
2
false
false
1.0
false
false
false
false
468
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
7
0
6
false
0
false
469
Mech Left Leg (Endo-Steel)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
7
2
false
false
1.0
false
false
false
false
470
Armor (Standard)
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
7
0
7
false
0
false
480
Double Heat Sink
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
12
ISDoubleHeatSink
1.0
1.0
482
Double Heat Sink
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
10
ISDoubleHeatSink
1.0
1.0
484
C3i Computer
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
14
ISC3iUnit
1.0
2.5
485
200 Light Engine
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
5
200
0
false
486
Standard Gyro
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
0
2.0
487
Mech Life Support System
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
488
Mech Sensors
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
489
Standard Cockpit
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
0
490
Upper Arm Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
8
4
491
Upper Arm Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
8
5
492
Lower Arm Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
9
4
493
Lower Arm Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
9
5
494
Upper Leg Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
12
6
495
Upper Leg Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
12
7
496
Lower Leg Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
13
6
497
Lower Leg Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
13
7
498
Foot Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
14
6
499
Foot Actuator
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
14
7
500
Mech Head
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
0
0
false
false
1.0
false
false
false
false
501
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
9
0
0
false
0
false
502
Mech Center Torso
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
1
0
false
false
1.0
false
false
false
false
503
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
16
0
1
false
0
false
504
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
6
0
1
true
0
false
505
Mech Right Torso
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
2
0
false
false
1.0
false
false
false
false
506
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
11
0
2
false
0
false
507
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
5
0
2
true
0
false
508
Mech Left Torso
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
3
0
false
false
1.0
false
false
false
false
509
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
11
0
3
false
0
false
510
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
5
0
3
true
0
false
511
Mech Right Arm
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
4
0
false
false
1.0
false
false
false
false
512
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
12
0
4
false
0
false
513
Mech Left Arm
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
5
0
false
false
1.0
false
false
false
false
514
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
12
0
5
false
0
false
515
Mech Right Leg
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
6
0
false
false
1.0
false
false
false
false
516
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
16
0
6
false
0
false
517
Mech Left Leg
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
7
0
false
false
1.0
false
false
false
false
518
Armor (Standard)
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
16
0
7
false
0
false
523
Medium Laser
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
8
Medium Laser
1.0
1.0
525
Medium Laser
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
7
Medium Laser
1.0
1.0
528
210 Fusion Engine
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
1
210
0
false
529
Standard Gyro
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
0
3.0
530
Mech Life Support System
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
531
Mech Sensors
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
532
Standard Cockpit
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
0
533
Upper Arm Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
8
4
534
Upper Arm Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
8
5
535
Lower Arm Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
9
4
536
Lower Arm Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
9
5
537
Hand Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
10
5
538
Upper Leg Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
12
6
539
Upper Leg Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
12
7
540
Lower Leg Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
13
6
541
Lower Leg Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
13
7
542
Foot Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
14
6
543
Foot Actuator
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
14
7
544
Mech Head (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
0
2
false
false
1.0
false
false
false
false
545
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
8
1
0
false
0
false
546
Mech Center Torso (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
1
2
false
false
1.0
false
false
false
false
547
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
17
1
1
false
0
false
548
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
5
1
1
true
0
false
549
Mech Right Torso (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
2
2
false
false
1.0
false
false
false
false
550
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
13
1
2
false
0
false
551
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
4
1
2
true
0
false
552
Mech Left Torso (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
3
2
false
false
1.0
false
false
false
false
553
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
13
1
3
false
0
false
554
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
4
1
3
true
0
false
555
Mech Right Arm (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
4
2
false
false
1.0
false
false
false
false
556
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
10
1
4
false
0
false
557
Mech Left Arm (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
5
2
false
false
1.0
false
false
false
false
558
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
10
1
5
false
0
false
559
Mech Right Leg (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
6
2
false
false
1.0
false
false
false
false
560
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
16
1
6
false
0
false
561
Mech Left Leg (Endo-Steel)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
7
2
false
false
1.0
false
false
false
false
562
Armor (Ferro-Fibrous)
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
16
1
7
false
0
false
568
350 XL Engine
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
2
350
0
false
569
Standard Gyro
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
0
4.0
570
Mech Life Support System
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
571
Mech Sensors
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
572
Standard Cockpit
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
0
573
Upper Arm Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
8
4
574
Upper Arm Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
8
5
575
Upper Leg Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
12
6
576
Upper Leg Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
12
7
577
Lower Leg Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
13
6
578
Lower Leg Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
13
7
579
Foot Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
14
6
580
Foot Actuator
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
14
7
581
Jump Jet
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
13
Jump Jet
1.0
0.5
582
Jump Jet
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
11
Jump Jet
1.0
0.5
583
ER Medium Laser
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
8
ISERMediumLaser
1.0
1.0
584
ER Small Laser
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
9
ISERSmallLaser
1.0
0.5
585
Jump Jet
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
4
Jump Jet
1.0
0.5
586
Jump Jet
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
3
Jump Jet
1.0
0.5
587
Jump Jet
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
4
Jump Jet
1.0
1.0
588
Jump Jet
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
3
Jump Jet
1.0
1.0
589
Jump Jet
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
2
Jump Jet
1.0
1.0
590
Jump Jet
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
1
Jump Jet
1.0
1.0
591
Rotary AC/5
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
8
ISRotaryAC5
1.0
10.0
592
Gauss Rifle
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
3
CLGaussRifle
1.0
12.0
593
Gauss Rifle
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
2
CLGaussRifle
1.0
12.0
594
ER Medium Laser
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
5
CLERMediumLaser
1.0
1.0
595
Ultra AC/20
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
2
ISUltraAC20
1.0
15.0
596
Ultra AC/20 Ammo Bin
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
6
IS Ultra AC/20 Ammo
1.0
1.0
597
Ultra AC/20 Ammo Bin
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
5
IS Ultra AC/20 Ammo
1.0
1.0
598
Jump Jet
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
18
Jump Jet
1.0
2.0
599
LB 10-X AC
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
6
ISLBXAC10
1.0
11.0
600
Jump Jet
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
3
Jump Jet
1.0
2.0
601
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
10
Heat Sink
1.0
1.0
602
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
7
Heat Sink
1.0
1.0
603
AMS
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
9
ISAntiMissileSystem
1.0
0.5
604
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
6
Heat Sink
1.0
1.0
605
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
5
Heat Sink
1.0
1.0
606
ER Large Laser
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
12
ISERLargeLaser
1.0
5.0
607
Small Pulse Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
3
ISSmallPulseLaser
1.0
1.0
608
Small Pulse Laser
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
2
ISSmallPulseLaser
1.0
1.0
609
Gauss Rifle
85
NORMAL
1
c9071d05-377b-48ba-ac86-ef08374d4716
1
3
4
ISGaussRifle
1.0
15.0
610
Jump Jet
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
12
Jump Jet
1.0
0.5
611
SRM 2
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
6
SRM 2
1.0
1.0
612
Jump Jet
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
3
Jump Jet
1.0
0.5
613
LB 20-X AC Ammo Bin
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
4
IS LB 20-X AC Ammo
1.0
1.0
614
LB 20-X AC Ammo Bin
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
2
IS LB 20-X AC Ammo
1.0
1.0
615
LB 20-X Cluster Ammo Bin
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
5
IS LB 20-X Cluster Ammo
1.0
1.0
616
Jump Jet
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
16
Jump Jet
1.0
1.0
617
ER PPC
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
9
ISERPPC
1.0
7.0
618
Double Heat Sink
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
11
ISDoubleHeatSink
1.0
1.0
619
Double Heat Sink
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
10
ISDoubleHeatSink
1.0
1.0
620
Jump Jet
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
3
Jump Jet
1.0
1.0
621
ER Large Laser
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
2
ISERLargeLaser
1.0
5.0
622
Double Heat Sink
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
5
ISDoubleHeatSink
1.0
1.0
623
Medium Laser
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
6
Medium Laser
1.0
1.0
624
Jump Jet
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
12
Jump Jet
1.0
0.5
625
Large Laser
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
13
Large Laser
1.0
5.0
626
Jump Jet
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
11
Jump Jet
1.0
0.5
627
Jump Jet
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
2
Jump Jet
1.0
0.5
628
Jump Jet
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
1
Jump Jet
1.0
0.5
629
ER Medium Laser
90
NORMAL
1
c0a5a68a-3223-43d5-bd5e-fda292a4e848
1
3
4
CLERMediumLaser
1.0
1.0
630
Ultra AC/20 Ammo Bin
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
4
IS Ultra AC/20 Ammo
1.0
1.0
631
Ultra AC/20 Ammo Bin
50
NORMAL
1
6cad1e5c-86f7-45d8-b705-d89bac8813fa
1
3
3
IS Ultra AC/20 Ammo
1.0
1.0
632
LB 10-X AC
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
4
ISLBXAC10
1.0
11.0
633
Jump Jet
90
NORMAL
1
f96775d9-4ae3-4428-854c-6f92f826814b
1
3
2
Jump Jet
1.0
2.0
634
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
4
Heat Sink
1.0
1.0
635
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
3
Heat Sink
1.0
1.0
636
Heat Sink
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
2
Heat Sink
1.0
1.0
637
ER Large Laser
100
NORMAL
1
e916d765-b5b7-424f-a6c3-e6f1c3f4f145
1
3
8
ISERLargeLaser
1.0
5.0
638
SRM 2
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
4
SRM 2
1.0
1.0
639
Jump Jet
55
NORMAL
1
8874defd-485a-445f-8ff0-aa3d22c454db
1
3
2
Jump Jet
1.0
0.5
640
LB 20-X Cluster Ammo Bin
70
NORMAL
1
7d7ed6fc-dbe0-4c7f-ae29-4fc357cac9ca
1
3
3
IS LB 20-X Cluster Ammo
1.0
1.0
641
Double Heat Sink
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
8
ISDoubleHeatSink
1.0
1.0
642
Double Heat Sink
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
7
ISDoubleHeatSink
1.0
1.0
643
Jump Jet
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
1
Jump Jet
1.0
1.0
644
Jump Jet
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
4
Jump Jet
1.0
0.5
645
Large Laser
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
2
Large Laser
1.0
5.0
646
Jump Jet
50
NORMAL
1
5ff50c94-8f0f-4c20-8a00-ffad59f3ffb6
1
3
3
Jump Jet
1.0
0.5
647
Double Heat Sink
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
3
ISDoubleHeatSink
1.0
1.0
648
Medium Laser
35
NORMAL
1
f5a9556a-5be8-45fc-86be-45b86fae701f
1
3
4
Medium Laser
1.0
1.0
649
ER Medium Laser
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
5
ISERMediumLaser
1.0
1.0
650
ER Small Laser
25
NORMAL
1
69b910f6-ef6c-42ec-b5f4-6529351a11ff
1
3
6
ISERSmallLaser
1.0
0.5
651
Rotary AC/5
60
NORMAL
1
30619ef0-64f2-42db-b7ec-3055da88f393
1
3
5
ISRotaryAC5
1.0
10.0
652
Double Heat Sink
70
NORMAL
1
73902adb-f690-4086-9780-c189c89ebd94
1
3
4
ISDoubleHeatSink
1.0
1.0
friendly_fire
false
skip_ineligable_movement
false
skip_ineligable_firing
false
skip_ineligable_physical
true
push_off_board
true
team_initiative
true
autosave_msg
true
paranoid_autosave
false
exclusive_db_deployment
true
deep_deployment
false
blind_drop
false
real_blind_drop
false
lobby_ammo_dump
false
dumping_from_round
1
set_arty_player_homeedge
false
restrict_game_commands
false
disable_local_save
false
bridgeCF
0
show_bay_detail
false
rng_type
1
rng_log
false
flamer_heat
true
indirect_fire
true
breeze
false
random_basements
true
auto_ams
true
turn_timer
0
skip_forced_victory
false
check_victory
true
achieve_conditions
1
use_bv_destroyed
false
bv_destroyed_percent
100
use_bv_ratio
false
bv_ratio_percent
300
use_game_turn_limit
false
game_turn_limit
10
use_kill_count
false
game_kill_count
4
commander_killed
false
canon_only
false
year
3071
techlevel
Standard
era_based
false
allow_illegal_units
false
clan_ignore_eq_limits
false
no_clan_physical
false
allow_nukes
false
really_allow_nukes
false
minefields
false
hidden_units
false
double_blind
false
tacops_sensors
false
supress_all_double_blind_messages
false
suppress_double_blind_bv
false
team_vision
true
tacops_bap
false
tacops_eccm
false
tacops_ghost_target
false
ghost_target_max
5
tacops_dig_in
false
tacops_ba_weight
false
tacops_take_cover
false
tacops_angel_ecm
false
tacops_battle_wreck
false
tacops_skin_of_the_teeth_ejection
false
tacops_mobile_hqs
false
tacops_fatigue
false
tacops_fumbles
false
tacops_self_destruct
false
tacops_tank_crews
false
stratops_quirks
false
stratops_partialrepairs
false
assault_drop
false
paratroopers
false
inclusive_sensor_range
false
sensors_detect_all
false
magscan_nohills
false
woods_burn_down
false
woods_burn_down_amount
5
no_ignite_clear
false
all_have_ei_cockpit
false
extreme_temperature_survival
false
armed_mechwarriors
false
pilots_visual_range_one
false
pilots_cannot_spot
false
metal_content
false
ba_grab_bars
false
maxtech_movement_mods
false
alternate_masc
false
alternate_masc_enhanced
false
geometric_mean_bv
false
reduced_overheat_modifier_bv
false
alternate_pilot_bv_mod
false
tacops_ams
false
tacops_manual_ams
false
floating_crits
false
tacops_crit_roll
false
tacops_engine_explosions
false
tacops_called_shots
false
tacops_prone_fire
false
tacops_start_fire
false
tacops_range
false
tacops_los_range
false
tacops_dead_zones
false
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clubs_punch
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false
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false
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false
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false
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false
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false
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false
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false
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false
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true
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false
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false
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false
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false
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false
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false
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false
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false
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false
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false
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false
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false
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false
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false
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false
stratops_over_penetrate
false
stratops_space_bomb
false
stratops_bearings_only
false
stratops_bearings_only_velocity
50
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false
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false
variable_damage_thresh
false
at2_nukes
false
aero_sanity
false
return_flyover
false
aa_move_mod
false
allow_large_squadrons
false
single_no_cap
false
aero_artillery_munitions
false
expanded_kf_drive_damage
false
inf_move_even
false
inf_deploy_even
false
inf_move_later
false
inf_move_multi
false
protos_move_even
false
protos_move_later
false
protos_move_multi
false
inf_proto_move_multi
3
simultaneous_deployment
false
simultaneous_movement
false
simultaneous_targeting
false
simultaneous_firing
false
simultaneous_physical
false
front_load_initiative
false
initiative_streak_compensation
false
pilot_advantages
true
edge
false
manei_domini
false
individual_initiative
false
command_init
true
rpg_gunnery
false
artillery_skill
false
toughness
true
conditional_ejection
false
manual_shutdown
false
begin_shutdown
false
0c600436-0718-402b-be6d-9dd0ba0ae63e
Wilfrid
Butardo
8
LA
false
0
15
MALE
0
ACTIVE
3051-08-17
Tactics
2
0
Small Arms
2
0
0
0
================================================
FILE: MekHQ/campaigns/archive/Sword and Dragon/Fox's Teeth, McKinnon's Company, Vausur's Battalion, Seventh Crucis Lancers RCT.cpnx
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Fox's Teeth
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Davion/Crucis Lancers/
7th Crucis Lancers RCT.jpg
-- General --
None
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3048-08-19
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Wednesday, March 22 3048]]>
Personnel market updated]]>
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Xotl,Total Warfare
The first slot in a location is at
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Right Arm
Left Arm
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The first slot in a location is at
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Right Arm
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The first slot in a location is at
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The first slot in a location is at
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The first slot in a location is at
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Left Torso
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The first slot in a location is at
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The first slot in a location is at
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Left Torso
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The first slot in a location is at
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The first slot in a location is at
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The first slot in a location is at
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4
8b4e7d03-4673-4011-8e1b-3ce2d82c6f50
Ross
McKinnon
1
FS
false
Attending the prestigious Albion Military Academy on New Avalon under the name Ross
Serran (his mother’s maiden name), Ross had the freedom to excel in his studies without the
burden of living up to the McKinnon name. Demonstrating that same flair for unconventional
tactics as his father, Ross graduated with Honors. Ross joined the Fox’s Teeth’s recon lance
after his uncle, Mark McKinnon, died fighting in the newly formed Free Rasalhague Republic.
He went on to serve with distinction in the War of 3039, acting as lance commander after
Kate Nomura was injured.
Subsequently confirmed as recon lance commander upon Nomura’s retirement, Ian began grooming
Ross to take command of the company. However, the rapidly changing face of the AFFS (or AFFC
as it would become) meant there was no guarantee that Ross would inherit company command.
The hereditary commands were being washed away by the changes brought by the Lyran alliance,
but Ian called in many favors to ensure that Ross would get the command.
More politically active than his father, Ross agitated for the Seventh Crucis Lancers to act
against the excesses of Archon Katherine Steiner-Davion.
FoxsTeeth/
RossMcKinnon.png
0
15
MALE
33
322364d4-da1e-4405-9a66-87ad8e4b8e51
ACTIVE
3015-05-25
Tactics
0
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
418cc3c8-b978-4ce7-8ced-5c689cc608e6
Robert
Grey
1
FS
false
Solitary and moody away from his ’Mek, Robert Grey is a hunter who comes alive in
battle. Spending long hours stalking other ‘Meks, Grey revels in outwitting and
outmaneuvering heavier, “thunder-footed” BattleMeks. An expert gunner and a talented scout,
the intelligence he gathers has often been vital to the Fox’s Teeth’s success. Almost a
relic of an age gone by, Robert is a perfect example of a Thirtieth Century MekWarrior. The
rapid social and political changes have left him feeling isolated and confused, and the
Lyran secession from the Federated Commonwealth has made Grey deeply suspicious of all
things Lyran—he’d even refused to pilot a Lyran Dart. Recently Grey has become even more
withdrawn and is prone to violent mood swings. Ross is concerned and looking for some way of
persuading Robert to seek help.
For a light BattleMek pilot, Grey has lost remarkably few ’Meks. Forced to switch back to
his old and dilapidated Stinger following the destruction of the Hornet in 3049, Grey later
switched to one of the new ALM-8D Fireballs.
FoxsTeeth/
Grey.png
0
15
MALE
12
7072ada6-60ce-485c-b049-fbdee97e1222
ACTIVE
3004-11-15
Tactics
0
0
Piloting/Mek
6
0
Gunnery/Mek
6
0
3c3abbc1-def4-438b-8c49-c5c92163e22c
Hiro
Chipende
1
FS
false
In truth, Hiro Chipende never wanted to be a MekWarrior. However, he felt
honor-bound to undergo training to satisfy his family. Hiro was secure in the knowledge that
the likelihood of his ever having to assume the family’s hereditary position in the Fox’s
Teeth was slim.
However, with his brother Takeo’s death, the fortunes of the Chipende family fell
dramatically. The destruction of the family Archer in the Second Battle of Gandy’s Luck lost
the Chipende’s prestigious Medium Lance command slot. Under pressure from his family, Iskoru
fought bravely to regain the family honor. Unfortunately, even his legendary luck could not
last forever, and he was killed when his ‘Mek’s ammunition exploded during the fighting on
Klathandu IV. Suddenly thrust into the heat of battle, Hiro has proven an adequate
MekWarrior, but he has never quite lost that deer-caught-in-the-headlights look commonly
found on the faces of green troopers.
Hiro himself was killed on Greenlaw during the FedCom Civil War. Next in line for the
Chipende clan’s slot in McKinnon’s Raiders was his niece, Jenna.
FoxsTeeth/
Chipende.png
0
15
MALE
12
8e0e6d85-dcbc-495f-8e21-19023e0861b9
ACTIVE
3020-07-15
Tactics
0
0
Piloting/Mek
3
0
Gunnery/Mek
3
0
b06e5c92-e603-4769-b82a-00c3c58db696
Austin
Vorster
1
FS
false
When Austin’s father died at the controls of the family Stinger in 3023, Austin
took his place in the command lance in the salvaged ’Mek. As a member of an old MekWarrior
family, Austin received his training “in house” rather than at one of the Federated Suns
academies. Years of heavy fighting have transformed Austin from the
“wet-behind-the-ears-greenhorn” into a MekWarrior who has earned the respect of his peers
and superiors both. In that time Austin has seen many of his contemporaries fall in battle
or retire, making him one of the “old men” of the company.
When Ian McKinnon retired, Austin considered going with him, but Ian advised against
depleting the unit of too many experienced hands. Convinced, Austin promised Ian that he
would “keep an eye on the k ids”. When Ross McKinnon reorganized the company he offered
Austin the position of Company Sergeant Major and Weapons Master. Though expressing doubts
that he could truly fill George Lytton’s combat boots, Austin accepted the assignment.
FoxsTeeth/
Vorster.png
0
15
MALE
12
f8cf9760-9998-4219-baca-416347c6e049
ACTIVE
3004-09-28
Tactics
0
0
Piloting/Mek
4
0
Gunnery/Mek
4
0
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Sara
Lytton
1
FS
false
Though she’s George Lytton’s daughter, Sara fortunately favors her mother. To her
eternal annoyance she looks like somebody’s kid sister headed for a fancy-dress party when
in uniform. More than one brash MekWarrior has received firsthand experience of the
extensive unarmed combat training George Lytton insisted she receive. Determined to continue
the family tradition of protecting the McKinnons, Sara joined the Fox’s Teeth just after the
War of 3039.
Twice decorated for valor, Sara has been called on to save Ross McKinnon’s life several
times—something she makes a point of reminding him of whenever he proposes a risky strategy.
Following the death of her father and Ian McKinnon’s retirement, Sara moved to the Command
Lance and continued to serve as Ross’ bodyguard. Following the end of the Clan invasion, her
relationship with Ross moved from professional to personal and the couple wed in 3053.
FoxsTeeth/
SaraLytton.png
0
15
FEMALE
12
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
ACTIVE
3021-12-14
Tactics
0
0
Piloting/Mek
4
0
Gunnery/Mek
4
0
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George
Lytton
1
FS
false
Members of the Lytton family have served the McKinnons as bodyguards for more than
two centuries. George Lytton’s father fell at the Fourth Battle of Harrow’s Sun while
guarding Ross McKinnon, Ian’s father. Since that day, George protected Ian McKinnon’s back
in fiercely fought campaigns, raids and border skirmishes. A grim and powerfully built man,
Lytton’s combat training went beyond that of the average MekWarrior. An expert with small
arms and hand-to-hand combat, he also served as the Raiders’ weapons master.
When an assassin was sent to kill Ian, he attacked Lytton during a Kurita raid. When the
Fox’s Teeth moved out to engage the DCMS troops, the assassin took George’s place at the
controls of his old Warhammer. Despite his injuries, George was able to warn his Captain
before the assassin could complete his assignment.
Lytton’s duty was always to his Captain, and when the time came he sacrificed his life to
save McKinnon from the Jade Falcons on Wotan in 3051.
FoxsTeeth/
Lytton.png
0
15
MALE
16
08da54d6-08f6-4d0c-82a2-01b8c07e35df
ACTIVE
2992-11-28
Tactics
0
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
02f95f7a-acab-4b79-b0df-ec05175211a1
Dave
Hill
Tiny
1
FS
false
Born into a family of brilliant computer engineers, Dave Hill won a scholarship to
the prestigious NAIS, where he was quickly identified as potential MekWarrior material.
Graduating with doctorates in computer science and politics, Hill’s high grades put him at
the top of the list the AFFS presented Ian McKinnon when the Raider’s commander had to
select a replacement for Ernst Lang in 3038.
One of the few “outsiders” to serve with the Fox’s Teeth, “Tiny” had to work hard to prove
himself. While a competent MekWarrior, the greatest asset Dave has brought to the command is
a thorough understanding of the social and political dynamics of the Inner Sphere. Ross
found his input invaluable when selecting targets that would have the maximum psychological
impact for the Raider’s rampage across the Lyran Alliance during the Civil War. As a result,
Hill now serves as the company’s intelligence officer.
A confirmed atheist, Hill has been engaged with Dekker in an extended debate about the place
of God and religion in a star-faring society for over ten years. The other members of the
company make a point of not becoming involved, finding something—anything—that requires
their immediate attention elsewhere.
FoxsTeeth/
Hill.png
0
15
MALE
12
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
ACTIVE
3019-01-15
Tactics
0
0
Piloting/Mek
4
0
Gunnery/Mek
4
0
1795712b-6a31-4e4a-9f08-c3ffb5d0b97e
Ian
McKinnon
1
FS
false
Taking command following his father’s death, Ian soon gained a well-deserved
reputation as a daring, almost reckless leader. With a flair for independent operations,
Ian’s superiors have long- since resigned themselves to his habit of interpreting orders
somewhat loosely. A master of unconventional tactics—using Henrik Dekker to launch
psychological attacks, for example—Ian has outthought and outfought the best the Draconis
Combine and Capellan Confederation have to offer.
The rigors of military life kept Ian in good physical condition, but also added a few lines
and wrinkles and gray hairs. More wearing was Ian’s battle to keep his younger brother Mark
out of trouble (a task for which Hanse “The Fox” Davion’s patronage proved useful). Since
Mark’s death in 3034, Ian has likewise attempted to look after Mark’s outspoken son, David
McKinnon.
Ian retired in 3051, accepting a battalion command in the Kestrel Militia.
FoxsTeeth/
McKinnon.png
0
15
MALE
34
fbd0331c-bc85-425d-b3da-aefa70859b5e
ACTIVE
2994-04-04
Tactics
0
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
78cdfffc-3d90-4b08-ab69-0179b9e93468
Henrik
Dekker
1
FS
false
As a devoutly religious man, Henrik Dekker is an oddity among Successor State
MekWarriors. The McKinnons, however, have managed to put the New Calvinist’s fondness for
quoting entire passages from the Old Testament while in the midst of battle to good use. At
Marlowe’s Rift, Captain Ian McKinnon learned the frequency of the enemy command channel and
had Dekker tie into it, completely confusing enemy communications during the battle. This
tactic later proved very effective against the Clans. When confronted with a ‘Mek spouting
passages of religious texts, many Clan MekWarriors pause to recite from their Remembrance, a
long poem created to preserve their Clan’s history.
Henrik Dekker’s late night debates with Hill have become the stuff of legends among the
Fox’s Teeth.
FoxsTeeth/
Dekker.png
0
15
MALE
12
ef7b511a-548b-466b-ae57-aec804832e7f
ACTIVE
2991-08-22
Tactics
0
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
2f9c153a-467b-4898-bd47-d5cba4c3e532
Mateo
Alvarez
1
FS
false
Before the Battle of Butte Haven, Alvarez was an excellent recon pilot, but that
was before Kate Nomura accused him of cowardice. Ian McKinnon threw out the charge, but
Alvarez’s reputation had been tarnished. He started taking greater and greater risks in an
attempt to prove his courage, but it would be long years before he could redeem himself in
Nomura’s eyes. Caught in the path of a counterattack by the Third Benjamin Regulars during
the War of ‘39, Nomura’s recon lance was forced to scatter. When she ejected from her
crippled Griffin, Alvarez braved fire from a whole company to rescue her.
Admitting she had been wrong about Alvarez, Nomura resigned her commission. His honor now
restored, Alvarez was overjoyed to swap his heavily damaged Wasp (and its troublesome
cooling system) for an old (but serviceable) Assassin.
FoxsTeeth/
Alvarez.png
0
15
MALE
12
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
ACTIVE
2999-08-18
Tactics
0
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
83f2abe1-cb32-49e3-9757-7624e10658c3
Daniel
Waylen
1
FS
false
Daniel Waylen is one of the only MekWarriors ever to serve in the Fox’s Teeth who
did not hail from Kestrel. Born on the Periphery border, Waylen has had to deal with
prejudice throughout his career. Assignment to the Fox’s Teeth was his third in the year
following his graduation from NAMA—where he had earned a reputation for brawling and
surliness and amassed more black marks than anyone else (who had not been expelled) in the
academy’s preceding 13 years. Ian McKinnon’s own reputation as a maverick enabled him to
look past such things. What he saw was a MekWarrior with great potential and the kind of
mindset that suited him perfectly for the slot in the command lance opened by Paul Danton’s
promotion.
Ian’s judgment proved correct, and Waylen has served with distinction, later earning a field
commission following the FedCom Civil War.
FoxsTeeth/
Waylen.png
0
15
MALE
12
5622b5dc-e67a-46be-9529-3474e6d7de46
ACTIVE
3008-11-25
Tactics
0
0
Piloting/Mek
4
0
Gunnery/Mek
4
0
e278fdd1-d5ef-4e57-bd76-d92928bb4394
Paul
Danton
1
FS
false
The sprawling Danton family estates on Kestrel have made Paul a wealthy man, and
the Danton family’s prestige was enhanced further when Paul was promoted to command
McKinnon’s medium lance. An ambitious man, Paul worked hard to impress Ian McKinnon with his
courage and skill while serving in the command lance. During the Battle of Udibi, Paul
helped to plan the ambush that caught the command lance of Woomack’s Company of Wolf’s
Dragoons. When Leftenant Karl Ryder was promoted, Ian offered Paul the Medium Lance command
slot before the AFFC could foist an outsider on the Fox’s Teeth.
Always immaculately groomed, Paul Danton gives all the appearance of being a stiff and
proper by-the-book officer. Behind this facade lies a keen tactical mind that possesses the
flexibility to execute McKinnon’s unconventional plans and to deal with the eccentricities
of Dekker and Hill. Clearly intent on securing his own company command, Paul nonetheless is
content to command one of McKinnon’s lances until a position in a suitably prestigious
company becomes available.
Paul Danton sees no reason to be uncomfortable while in the field, and his wealth has
allowed him to acquire the last word in MekWarrior combat suits.
FoxsTeeth/
Danton.png
0
15
MALE
33
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
ACTIVE
3000-08-09
Tactics
0
0
Piloting/Mek
5
0
Gunnery/Mek
5
0
Touchpoint: Thestria
Thestria
0
When somebody in the MIIO had a bee in their bonnet about reports that the Snakes were
stockpiling supplies on Thestria, guess who got roped in to give the boys and girls in intel
their precious “Ground Truth”? At least they came up with a plan to insert us without
raising the alarm immediately, but things began to head south when we ran into ‘Meks from
the First Proserpina Hussars. First thing I knew about it was when Grey broke comm silence
as we were moving in on Fortress Ningpo—yelling that he had ’Meks inbound. Normally Captain
McKinnon would have bugged out right there. We were playing with a busted flush on a planet
full of unfriendliness.
But the Intel types had been adamant. They desperately needed reliable information to
corroborate their other sources.
We were going to have to do this the hard way.
—From the journals of Daniel Waylen (3048)
1
Main Track
Fortress Ningpo
Thestria, Draconis Combine
19 August 3048
After a few months of raiding worlds in the Galedon District, a MIIO tip-off suggested
that the DCMS may be stockpiling several supplies for a possible buildup on Thestria,
near an ancient Star League-era fortress. Because the Raiders are the closest unit,
Captain McKinnon is ordered to investigate.
The Galloping Ghost slipped into orbit masquerading as a merchant and hot-dropped a
lance of Raiders roughly two hundred kilometers from the fortress. The DropShip then
took on a supply shuttle in orbit and departed as an MIIO vessel burns in to pick up the
lance at a designated pickup point.
null
0
1
McKinnon's Company (The Fox's Teeth)
true
Units/
foxsteeth.png
-1
Command Lance
true
Mek/
hmek.png
-1
Medium Lance
true
Mek/
mmek.png
1
Recon Lance
true
Mek/
lmek.png
-1
0
Thestria
0.0
0.0
true
Piloting/Mek
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Mek
7
false
1
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aerospace
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aerospace
7
false
1
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Ground Vehicle
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/VTOL
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/Naval
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Vehicle
7
false
1
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aircraft
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aircraft
7
false
1
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Spacecraft
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Spacecraft
7
false
1
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Artillery
7
false
1
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Battlesuit
7
false
1
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/ProtoMek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Small Arms
7
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Anti-Mek
8
false
1
3
4
5
12,6,6,6,6,6,6,6,6,-1,-1
Tech/Mek
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Mechanic
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Aero
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/BA
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Vessel
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Astech
10
false
1
3
4
5
12,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Doctor
11
false
1
3
4
5
16,8,0,8,8,8,-1,-1,-1,-1,-1
Medtech
11
false
1
3
4
5
16,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Hyperspace Navigation
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Administration
10
false
1
3
4
5
8,4,0,4,4,4,-1,-1,-1,-1,-1
Tactics
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Strategy
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Negotiation
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Leadership
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Scrounge
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Jumping Jack (aToW)
jumping_jack
Unit only suffers a +1 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
6
hopping_jack
hopping_jack
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Multi-Tasker (aToW)
multi_tasker
Secondary target modifiers are reduced by one.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Sandblaster (AToW)
sandblaster
A pilot with this ability gets a +4, +3, or +2 to the cluster table
at short, medium, or long/extended range, respectively, but only with a specialized weapon.
6
3
cluster_hitter::cluster_master
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Tactical Genius (aToW)
tactical_genius
A pilot who has a Tactical Genius may reroll their initiative once per turn.
The second roll must be accepted.
Note: Only one Tactical Genius may be utilized per team.
8
1
Tactics::Veteran
Dodge (MaxTech)
dodge_maneuver
Enables the unit to make a dodge maneuver instead of a physical attack.
This maneuver adds +2 to the BTH to physical attacks against the unit.
NOTE: The dodge maneuver is declared during the weapons phase.
Note: This ability is only used for BattleMeks.
2
1
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Sniper (aToW)
sniper
Range penalties are halved.
12
1
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Weapon Specialist (aToW)
weapon_specialist
A pilot who specializes in a particular weapon receives a -2 to hit modifier on all
attacks with that weapon.
12
2
specialist
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Natural Aptitude, Gunnery (aToW)
aptitude_gunnery
Roll 3d6 and take the best two for gunnery checks
40
0
Gunnery/Battlesuit
Gunnery/Aircraft
Gunnery/Spacecraft
Gunnery/Aerospace
Gunnery/Vehicle
Gunnery/Mek
Gunnery/Protomek
Cluster Hitter (AToW)
cluster_hitter
A pilot with this ability gets a +1 to the cluster hit table
6
3
cluster_master
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Weathered (Unofficial)
weathered
A pilot with this ability does not suffer the initial -1 to hit due to weather
conditions.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Some Like It Hot (Unofficial)
some_like_it_hot
A pilot with this ability does not suffer the initial -1 to hit due to heat.
6
2
Gunnery/Aerospace::Regular
Gunnery/Mek::Regular
Sensor Geek (Unofficial)
sensor_geek
A pilot with this ability gets a -2 bonus on sensor checks.
Note that this is really only a bonus, if inclusive sensor ranges are in use.
3
2
Piloting/Aerospace::Green
Piloting/Naval::Green
Piloting/Ground Vehicle::Green
Gunnery/Battlesuit::Green
Piloting/VTOL::Green
Piloting/Aircraft::Green
Gunnery/ProtoMek::Green
Piloting/Mek::Green
Oblique Attacker (aToW)
oblique_attacker
The penalty for indirect fire is reduced by one.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Maneuvering Ace (aToW)
maneuvering_ace
Enables the unit to move laterally like a Quad.
Quads can move laterally for 1 less MP.
Aerospace units can perform maneuvers for 1 less thrust point.
Units also receive a -1 BTH to rolls against skidding, sideslipping, and going out of
control.
4
3
Piloting/Aerospace::Regular
Piloting/Naval::Regular
Piloting/Ground Vehicle::Regular
Piloting/VTOL::Regular
Piloting/Aircraft::Regular
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Melee Master (aToW)
melee_master
Enables the unit to do one additional kick, punch, or club attack on the same opponent.
4
6
melee_specialist
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Cluster Master (AToW)
cluster_master
A pilot with this ability gets a +2 to the cluster hit table
6
6
cluster_hitter
cluster_hitter
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Melee Specialist (aToW)
melee_specialist
Enables the unit to do 1 additional point of damage with physical attacks and applies a
-1 to-hit modifier to physical attacks.
Note: This ability is only used for BattleMeks.
4
3
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Gunnery Specialization (aToW)
specialist
A pilot who specializes in a type of weapon receives a -1 to-hit modifier when using
weapons of that type and a
+1 to-hit modifier when using other types of weapons.
6
4
weapon_specialist
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Pain Resistance (MaxTech)
pain_resistance
When making consciousness rolls,
1 is added to all rolls.
Also,
damage received from ammo explosions is reduced to 1.
Note: This ability is only used for BattleMeks.
4
2
All Weather (Unofficial)
allweather
A pilot with this ability does not suffer the PSR penalties due to weather.
2
2
Piloting/Aerospace::Regular
Piloting/Naval::Regular
Piloting/Ground Vehicle::Regular
Piloting/VTOL::Regular
Piloting/Aircraft::Regular
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Hot Dog (aToW)
hot_dog
Reduce heat-related target rolls (e.g ammo, damage, shutdown) by 1.
2
2
Piloting/Aerospace::Regular
Piloting/Mek::Regular
Blind Fighter (Unofficial)
blind_fighter
A pilot with this ability does not suffer the initial -1 to hit due to darkness.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Hopping Jack (Unofficial)
hopping_jack
Unit only suffers a +2 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
3
jumping_jack
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-10,-10,-2,0,1
-10,-10,-7,-4,-1
true
true
10
-3
-10
10
-2
0
-4
1
Mech Head
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
0
0
false
false
1.0
false
false
false
false
2
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
6
0
0
false
0
false
3
Mech Center Torso
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
1
0
false
false
1.0
false
false
false
false
4
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
8
0
1
false
0
false
5
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
4
0
1
true
0
false
6
Mech Right Torso
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
2
0
false
false
1.0
false
false
false
false
7
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
6
0
2
false
0
false
8
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
3
0
2
true
0
false
9
Mech Left Torso
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
3
0
false
false
1.0
false
false
false
false
10
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
6
0
3
false
0
false
11
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
3
0
3
true
0
false
12
Mech Right Arm
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
4
0
false
false
1.0
false
false
false
false
13
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
6
0
4
false
0
false
14
Mech Left Arm
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
5
0
false
false
1.0
false
false
false
false
15
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
6
0
5
false
0
false
16
Mech Right Leg
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
6
0
false
false
1.0
false
false
false
false
17
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
8
0
6
false
0
false
18
Mech Left Leg
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
7
0
false
false
1.0
false
false
false
false
19
Armor (Standard)
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
8
0
7
false
0
false
22
Heat Sink
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
8
Heat Sink
1.0
1.0
28
SRM 6
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
10
SRM 6
1.0
3.0
29
150 Fusion Engine
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
1
150
0
false
30
Standard Gyro
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
0
2.0
31
Mech Life Support System
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
32
Mech Sensors
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
33
Upper Arm Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
8
4
34
Upper Arm Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
8
5
35
Lower Arm Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
9
4
36
Lower Arm Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
9
5
37
Hand Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
10
4
38
Hand Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
10
5
39
Upper Leg Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
12
6
40
Upper Leg Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
12
7
41
Lower Leg Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
13
6
42
Lower Leg Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
13
7
43
Foot Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
14
6
44
Foot Actuator
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
14
7
45
Mech Head
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
0
0
false
false
1.0
false
false
false
false
46
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
8
0
0
false
0
false
47
Mech Center Torso
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
1
0
false
false
1.0
false
false
false
false
48
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
8
0
1
false
0
false
49
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
4
0
1
true
0
false
50
Mech Right Torso
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
2
0
false
false
1.0
false
false
false
false
51
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
8
0
2
false
0
false
52
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
2
0
2
true
0
false
53
Mech Left Torso
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
3
0
false
false
1.0
false
false
false
false
54
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
8
0
3
false
0
false
55
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
2
0
3
true
0
false
56
Mech Right Arm
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
4
0
false
false
1.0
false
false
false
false
57
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
6
0
4
false
0
false
58
Mech Left Arm
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
5
0
false
false
1.0
false
false
false
false
59
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
6
0
5
false
0
false
60
Mech Right Leg
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
6
0
false
false
1.0
false
false
false
false
61
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
6
0
6
false
0
false
62
Mech Left Leg
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
7
0
false
false
1.0
false
false
false
false
63
Armor (Standard)
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
6
0
7
false
0
false
70
Heat Sink
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
14
Heat Sink
1.0
1.0
71
Heat Sink
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
13
Heat Sink
1.0
1.0
72
Heat Sink
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
12
Heat Sink
1.0
1.0
74
Heat Sink
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
10
Heat Sink
1.0
1.0
75
Heat Sink
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
9
Heat Sink
1.0
1.0
76
Heat Sink
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
8
Heat Sink
1.0
1.0
77
LRM 5
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
15
LRM 5
1.0
2.0
79
100 Fusion Engine
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
1
100
0
false
80
Standard Gyro
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
0
1.0
81
Mech Life Support System
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
82
Mech Sensors
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
83
Upper Arm Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
8
4
84
Upper Arm Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
8
5
85
Upper Leg Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
12
6
86
Upper Leg Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
12
7
87
Lower Leg Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
13
6
88
Lower Leg Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
13
7
89
Foot Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
14
6
90
Foot Actuator
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
14
7
91
Mech Head
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
0
0
false
false
1.0
false
false
false
false
92
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
8
0
0
false
0
false
93
Mech Center Torso
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
1
0
false
false
1.0
false
false
false
false
94
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
12
0
1
false
0
false
95
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
4
0
1
true
0
false
96
Mech Right Torso
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
2
0
false
false
1.0
false
false
false
false
97
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
10
0
2
false
0
false
98
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
2
0
2
true
0
false
99
Mech Left Torso
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
3
0
false
false
1.0
false
false
false
false
100
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
10
0
3
false
0
false
101
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
2
0
3
true
0
false
102
Mech Right Arm
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
4
0
false
false
1.0
false
false
false
false
103
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
6
0
4
false
0
false
104
Mech Left Arm
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
5
0
false
false
1.0
false
false
false
false
105
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
6
0
5
false
0
false
106
Mech Right Leg
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
6
0
false
false
1.0
false
false
false
false
107
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
6
0
6
false
0
false
108
Mech Left Leg
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
7
0
false
false
1.0
false
false
false
false
109
Armor (Standard)
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
6
0
7
false
0
false
111
Jump Jet
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
13
Jump Jet
1.0
0.5
112
Jump Jet
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
10
Jump Jet
1.0
0.5
119
LRM 5
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
11
LRM 5
1.0
2.0
122
280 Fusion Engine
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
1
280
0
false
123
Standard Gyro
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
0
3.0
124
Mech Life Support System
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
125
Mech Sensors
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
126
Upper Arm Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
8
4
127
Upper Arm Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
8
5
128
Lower Arm Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
9
4
129
Lower Arm Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
9
5
130
Hand Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
10
5
131
Upper Leg Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
12
6
132
Upper Leg Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
12
7
133
Lower Leg Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
13
6
134
Lower Leg Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
13
7
135
Foot Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
14
6
136
Foot Actuator
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
14
7
137
Mech Head
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
0
0
false
false
1.0
false
false
false
false
138
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
9
0
0
false
0
false
139
Mech Center Torso
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
1
0
false
false
1.0
false
false
false
false
140
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
16
0
1
false
0
false
141
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
6
0
1
true
0
false
142
Mech Right Torso
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
2
0
false
false
1.0
false
false
false
false
143
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
11
0
2
false
0
false
144
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
5
0
2
true
0
false
145
Mech Left Torso
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
3
0
false
false
1.0
false
false
false
false
146
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
11
0
3
false
0
false
147
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
5
0
3
true
0
false
148
Mech Right Arm
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
4
0
false
false
1.0
false
false
false
false
149
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
12
0
4
false
0
false
150
Mech Left Arm
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
5
0
false
false
1.0
false
false
false
false
151
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
12
0
5
false
0
false
152
Mech Right Leg
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
6
0
false
false
1.0
false
false
false
false
153
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
16
0
6
false
0
false
154
Mech Left Leg
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
7
0
false
false
1.0
false
false
false
false
155
Armor (Standard)
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
16
0
7
false
0
false
163
210 Fusion Engine
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
1
210
0
false
164
Standard Gyro
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
0
3.0
165
Mech Life Support System
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
166
Mech Sensors
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
167
Upper Arm Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
8
4
168
Upper Arm Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
8
5
169
Lower Arm Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
9
4
170
Lower Arm Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
9
5
171
Hand Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
10
5
172
Upper Leg Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
12
6
173
Upper Leg Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
12
7
174
Lower Leg Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
13
6
175
Lower Leg Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
13
7
176
Foot Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
14
6
177
Foot Actuator
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
14
7
178
Mech Head
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
0
0
false
false
1.0
false
false
false
false
179
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
6
0
0
false
0
false
180
Mech Center Torso
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
1
0
false
false
1.0
false
false
false
false
181
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
8
0
1
false
0
false
182
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
2
0
1
true
0
false
183
Mech Right Torso
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
2
0
false
false
1.0
false
false
false
false
184
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
8
0
2
false
0
false
185
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
2
0
2
true
0
false
186
Mech Left Torso
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
3
0
false
false
1.0
false
false
false
false
187
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
8
0
3
false
0
false
188
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
2
0
3
true
0
false
189
Mech Right Arm
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
4
0
false
false
1.0
false
false
false
false
190
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
6
0
4
false
0
false
191
Mech Left Arm
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
5
0
false
false
1.0
false
false
false
false
192
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
6
0
5
false
0
false
193
Mech Right Leg
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
6
0
false
false
1.0
false
false
false
false
194
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
8
0
6
false
0
false
195
Mech Left Leg
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
7
0
false
false
1.0
false
false
false
false
196
Armor (Standard)
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
8
0
7
false
0
false
201
Heat Sink
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
10
Heat Sink
1.0
1.0
202
SRM 6
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
11
SRM 6
1.0
3.0
204
Heat Sink
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
9
Heat Sink
1.0
1.0
206
SRM 6
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
7
SRM 6
1.0
3.0
210
180 Fusion Engine
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
1
180
0
false
211
Standard Gyro
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
0
2.0
212
Mech Life Support System
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
213
Mech Sensors
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
214
Upper Arm Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
8
4
215
Upper Arm Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
8
5
216
Lower Arm Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
9
4
217
Lower Arm Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
9
5
218
Hand Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
10
4
219
Hand Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
10
5
220
Upper Leg Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
12
6
221
Upper Leg Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
12
7
222
Lower Leg Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
13
6
223
Lower Leg Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
13
7
224
Foot Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
14
6
225
Foot Actuator
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
14
7
226
Mech Head
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
0
0
false
false
1.0
false
false
false
false
227
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
9
0
0
false
0
false
228
Mech Center Torso
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
1
0
false
false
1.0
false
false
false
false
229
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
16
0
1
false
0
false
230
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
5
0
1
true
0
false
231
Mech Right Torso
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
2
0
false
false
1.0
false
false
false
false
232
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
13
0
2
false
0
false
233
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
3
0
2
true
0
false
234
Mech Left Torso
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
3
0
false
false
1.0
false
false
false
false
235
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
13
0
3
false
0
false
236
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
3
0
3
true
0
false
237
Mech Right Arm
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
4
0
false
false
1.0
false
false
false
false
238
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
6
0
4
false
0
false
239
Mech Left Arm
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
5
0
false
false
1.0
false
false
false
false
240
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
6
0
5
false
0
false
241
Mech Right Leg
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
6
0
false
false
1.0
false
false
false
false
242
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
11
0
6
false
0
false
243
Mech Left Leg
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
7
0
false
false
1.0
false
false
false
false
244
Armor (Standard)
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
11
0
7
false
0
false
254
260 Fusion Engine
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
1
260
0
false
255
Standard Gyro
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
0
3.0
256
Mech Life Support System
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
257
Mech Sensors
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
258
Upper Arm Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
8
4
259
Upper Arm Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
8
5
260
Upper Leg Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
12
6
261
Upper Leg Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
12
7
262
Lower Leg Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
13
6
263
Lower Leg Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
13
7
264
Foot Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
14
6
265
Foot Actuator
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
14
7
266
Mech Head
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
0
0
false
false
1.0
false
false
false
false
267
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
8
0
0
false
0
false
268
Mech Center Torso
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
1
0
false
false
1.0
false
false
false
false
269
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
20
0
1
false
0
false
270
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
4
0
1
true
0
false
271
Mech Right Torso
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
2
0
false
false
1.0
false
false
false
false
272
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
15
0
2
false
0
false
273
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
4
0
2
true
0
false
274
Mech Left Torso
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
3
0
false
false
1.0
false
false
false
false
275
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
15
0
3
false
0
false
276
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
4
0
3
true
0
false
277
Mech Right Arm
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
4
0
false
false
1.0
false
false
false
false
278
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
10
0
4
false
0
false
279
Mech Left Arm
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
5
0
false
false
1.0
false
false
false
false
280
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
10
0
5
false
0
false
281
Mech Right Leg
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
6
0
false
false
1.0
false
false
false
false
282
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
15
0
6
false
0
false
283
Mech Left Leg
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
7
0
false
false
1.0
false
false
false
false
284
Armor (Standard)
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
15
0
7
false
0
false
293
SRM 2
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
10
SRM 2
1.0
1.0
295
LRM 10
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
14
LRM 10
1.0
5.0
297
LRM 10
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
12
LRM 10
1.0
5.0
300
275 Fusion Engine
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
1
275
0
false
301
Standard Gyro
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
0
3.0
302
Mech Life Support System
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
303
Mech Sensors
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
304
Upper Arm Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
8
4
305
Upper Arm Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
8
5
306
Lower Arm Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
9
4
307
Lower Arm Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
9
5
308
Upper Leg Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
12
6
309
Upper Leg Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
12
7
310
Lower Leg Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
13
6
311
Lower Leg Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
13
7
312
Foot Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
14
6
313
Foot Actuator
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
14
7
314
Mech Head
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
0
0
false
false
1.0
false
false
false
false
315
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
9
0
0
false
0
false
316
Mech Center Torso
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
1
0
false
false
1.0
false
false
false
false
317
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
18
0
1
false
0
false
318
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
7
0
1
true
0
false
319
Mech Right Torso
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
2
0
false
false
1.0
false
false
false
false
320
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
13
0
2
false
0
false
321
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
6
0
2
true
0
false
322
Mech Left Torso
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
3
0
false
false
1.0
false
false
false
false
323
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
13
0
3
false
0
false
324
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
6
0
3
true
0
false
325
Mech Right Arm
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
4
0
false
false
1.0
false
false
false
false
326
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
16
0
4
false
0
false
327
Mech Left Arm
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
5
0
false
false
1.0
false
false
false
false
328
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
16
0
5
false
0
false
329
Mech Right Leg
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
6
0
false
false
1.0
false
false
false
false
330
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
16
0
6
false
0
false
331
Mech Left Leg
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
7
0
false
false
1.0
false
false
false
false
332
Armor (Standard)
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
16
0
7
false
0
false
343
200 Fusion Engine
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
1
200
0
false
344
Standard Gyro
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
0
2.0
345
Mech Life Support System
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
346
Mech Sensors
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
347
Upper Arm Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
8
4
348
Upper Arm Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
8
5
349
Lower Arm Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
9
4
350
Lower Arm Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
9
5
351
Hand Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
10
5
352
Upper Leg Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
12
6
353
Upper Leg Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
12
7
354
Lower Leg Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
13
6
355
Lower Leg Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
13
7
356
Foot Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
14
6
357
Foot Actuator
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
14
7
358
Mech Head
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
0
0
false
false
1.0
false
false
false
false
359
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
9
0
0
false
0
false
360
Mech Center Torso
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
1
0
false
false
1.0
false
false
false
false
361
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
23
0
1
false
0
false
362
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
4
0
1
true
0
false
363
Mech Right Torso
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
2
0
false
false
1.0
false
false
false
false
364
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
17
0
2
false
0
false
365
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
3
0
2
true
0
false
366
Mech Left Torso
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
3
0
false
false
1.0
false
false
false
false
367
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
17
0
3
false
0
false
368
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
3
0
3
true
0
false
369
Mech Right Arm
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
4
0
false
false
1.0
false
false
false
false
370
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
14
0
4
false
0
false
371
Mech Left Arm
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
5
0
false
false
1.0
false
false
false
false
372
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
14
0
5
false
0
false
373
Mech Right Leg
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
6
0
false
false
1.0
false
false
false
false
374
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
20
0
6
false
0
false
375
Mech Left Leg
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
7
0
false
false
1.0
false
false
false
false
376
Armor (Standard)
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
20
0
7
false
0
false
384
Heat Sink
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
12
Heat Sink
1.0
1.0
387
Heat Sink
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
10
Heat Sink
1.0
1.0
390
200 Fusion Engine
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
1
200
0
false
391
Standard Gyro
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
0
2.0
392
Mech Life Support System
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
393
Mech Sensors
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
394
Upper Arm Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
8
4
395
Upper Arm Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
8
5
396
Lower Arm Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
9
4
397
Lower Arm Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
9
5
398
Upper Leg Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
12
6
399
Upper Leg Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
12
7
400
Lower Leg Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
13
6
401
Lower Leg Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
13
7
402
Foot Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
14
6
403
Foot Actuator
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
14
7
404
Mech Head
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
0
0
false
false
1.0
false
false
false
false
405
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
6
0
0
false
0
false
406
Mech Center Torso
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
1
0
false
false
1.0
false
false
false
false
407
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
14
0
1
false
0
false
408
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
4
0
1
true
0
false
409
Mech Right Torso
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
2
0
false
false
1.0
false
false
false
false
410
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
14
0
2
false
0
false
411
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
4
0
2
true
0
false
412
Mech Left Torso
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
3
0
false
false
1.0
false
false
false
false
413
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
14
0
3
false
0
false
414
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
4
0
3
true
0
false
415
Mech Right Arm
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
4
0
false
false
1.0
false
false
false
false
416
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
11
0
4
false
0
false
417
Mech Left Arm
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
5
0
false
false
1.0
false
false
false
false
418
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
11
0
5
false
0
false
419
Mech Right Leg
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
6
0
false
false
1.0
false
false
false
false
420
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
11
0
6
false
0
false
421
Mech Left Leg
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
7
0
false
false
1.0
false
false
false
false
422
Armor (Standard)
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
11
0
7
false
0
false
431
Heat Sink
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
13
Heat Sink
1.0
1.0
432
Heat Sink
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
12
Heat Sink
1.0
1.0
438
180 Fusion Engine
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
1
180
0
false
439
Standard Gyro
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
0
2.0
440
Mech Life Support System
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
441
Mech Sensors
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
442
Upper Arm Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
8
4
443
Upper Arm Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
8
5
444
Lower Arm Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
9
4
445
Lower Arm Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
9
5
446
Hand Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
10
4
447
Hand Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
10
5
448
Upper Leg Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
12
6
449
Upper Leg Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
12
7
450
Lower Leg Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
13
6
451
Lower Leg Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
13
7
452
Foot Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
14
6
453
Foot Actuator
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
14
7
454
Mech Head
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
0
0
false
false
1.0
false
false
false
false
455
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
9
0
0
false
0
false
456
Mech Center Torso
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
1
0
false
false
1.0
false
false
false
false
457
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
30
0
1
false
0
false
458
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
13
0
1
true
0
false
459
Mech Right Torso
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
2
0
false
false
1.0
false
false
false
false
460
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
22
0
2
false
0
false
461
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
8
0
2
true
0
false
462
Mech Left Torso
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
3
0
false
false
1.0
false
false
false
false
463
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
22
0
3
false
0
false
464
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
8
0
3
true
0
false
465
Mech Right Arm
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
4
0
false
false
1.0
false
false
false
false
466
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
22
0
4
false
0
false
467
Mech Left Arm
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
5
0
false
false
1.0
false
false
false
false
468
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
22
0
5
false
0
false
469
Mech Right Leg
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
6
0
false
false
1.0
false
false
false
false
470
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
26
0
6
false
0
false
471
Mech Left Leg
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
7
0
false
false
1.0
false
false
false
false
472
Armor (Standard)
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
26
0
7
false
0
false
487
280 Fusion Engine
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
1
280
0
false
488
Standard Gyro
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
0
3.0
489
Mech Life Support System
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
490
Mech Sensors
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
491
Upper Arm Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
8
4
492
Upper Arm Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
8
5
493
Lower Arm Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
9
4
494
Lower Arm Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
9
5
495
Hand Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
10
5
496
Upper Leg Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
12
6
497
Upper Leg Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
12
7
498
Lower Leg Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
13
6
499
Lower Leg Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
13
7
500
Foot Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
14
6
501
Foot Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
14
7
502
Mech Head (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
0
0
false
true
1.0
false
false
false
false
503
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
9
9
0
false
0
false
504
Mech Center Torso (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
1
0
false
true
1.0
false
false
false
false
505
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
31
9
1
false
0
false
506
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
8
9
1
true
0
false
507
Mech Right Torso (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
2
0
false
true
1.0
false
false
false
false
508
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
25
9
2
false
0
false
509
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
7
9
2
true
0
false
510
Mech Left Torso (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
3
0
false
true
1.0
false
false
false
false
511
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
25
9
3
false
0
false
512
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
7
9
3
true
0
false
513
Mech Right Arm (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
4
0
false
true
1.0
false
false
false
false
514
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
22
9
4
false
0
false
515
Mech Left Arm (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
5
0
false
true
1.0
false
false
false
false
516
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
22
9
5
false
0
false
517
Mech Right Leg (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
6
0
false
true
1.0
false
false
false
false
518
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
25
9
6
false
0
false
519
Mech Left Leg (TSM)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
7
0
false
true
1.0
false
false
false
false
520
Armor (Ferro-Fibrous Prototype)
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
25
9
7
false
0
false
532
300 Fusion Engine
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
1
300
0
false
533
Standard Gyro
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
0
3.0
534
Mech Life Support System
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
535
Mech Sensors
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
536
Upper Arm Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
8
4
537
Upper Arm Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
8
5
538
Lower Arm Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
9
4
539
Lower Arm Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
9
5
540
Hand Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
10
4
541
Hand Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
10
5
542
Upper Leg Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
12
6
543
Upper Leg Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
12
7
544
Lower Leg Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
13
6
545
Lower Leg Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
13
7
546
Foot Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
14
6
547
Foot Actuator
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
14
7
549
Small Laser
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
6
Small Laser
1.0
0.5
550
Medium Laser
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
7
Medium Laser
1.0
1.0
553
Medium Laser
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
8
Medium Laser
1.0
1.0
554
Medium Laser
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
7
Medium Laser
1.0
1.0
555
Medium Laser
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
6
Medium Laser
1.0
1.0
556
Medium Laser
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
5
Medium Laser
1.0
1.0
558
AC/2
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
5
Autocannon/2
1.0
6.0
561
Medium Laser
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
8
Medium Laser
1.0
1.0
562
Medium Laser
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
6
Medium Laser
1.0
1.0
563
Medium Laser
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
9
Medium Laser
1.0
1.0
564
Medium Laser
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
6
Medium Laser
1.0
1.0
566
Medium Laser
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
11
Medium Laser
1.0
1.0
567
Medium Laser
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
10
Medium Laser
1.0
1.0
568
Medium Laser
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
7
Medium Laser
1.0
1.0
569
Medium Laser
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
6
Medium Laser
1.0
1.0
570
Gauss Rifle Prototype
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
8
ISGaussRiflePrototype
1.0
15.0
571
Small Laser
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
11
Small Laser
1.0
0.5
572
Medium Laser
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
8
Medium Laser
1.0
1.0
573
Medium Laser
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
7
Medium Laser
1.0
1.0
574
Medium Laser
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
6
Medium Laser
1.0
1.0
575
LB 10-X AC Prototype
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
14
ISLBXAC10Prototype
1.0
11.0
576
ER Large Laser Prototype
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
4
ISERLargeLaserPrototype
1.0
5.0
577
Medium Laser
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
12
Medium Laser
1.0
1.0
578
Medium Laser
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
7
Medium Laser
1.0
1.0
580
Medium Laser
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
13
Medium Laser
1.0
1.0
581
PPC
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
5
PPC
1.0
7.0
582
Medium Laser
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
10
Medium Laser
1.0
1.0
583
Large Laser
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
12
Large Laser
1.0
5.0
584
Medium Laser
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
6
Medium Laser
1.0
1.0
585
Large Laser
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
9
Large Laser
1.0
5.0
586
Medium Laser
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
4
Medium Laser
1.0
1.0
587
Standard Cockpit
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
0
588
Standard Cockpit
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
0
589
Standard Cockpit
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
0
590
Standard Cockpit
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
0
591
Standard Cockpit
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
0
592
Standard Cockpit
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
0
593
Standard Cockpit
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
0
594
Standard Cockpit
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
0
595
Standard Cockpit
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
0
596
Standard Cockpit
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
0
597
Standard Cockpit
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
0
598
Standard Cockpit
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
0
599
Jump Jet
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
16
Jump Jet
1.0
0.5
600
Jump Jet
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
5
Jump Jet
1.0
0.5
601
Jump Jet
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
4
Jump Jet
1.0
0.5
602
SRM 2
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
7
SRM 2
1.0
1.0
604
Jump Jet
55
NORMAL
1
8e0e6d85-dcbc-495f-8e21-19023e0861b9
1
3
3
Jump Jet
1.0
0.5
609
Jump Jet
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
16
Jump Jet
1.0
0.5
610
Jump Jet
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
5
Jump Jet
1.0
0.5
611
Jump Jet
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
4
Jump Jet
1.0
0.5
612
Jump Jet
20
NORMAL
1
7072ada6-60ce-485c-b049-fbdee97e1222
1
3
3
Jump Jet
1.0
0.5
614
AC/5
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
4
Autocannon/5
1.0
8.0
615
AC/5
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
2
Autocannon/5
1.0
8.0
616
AC/2
65
NORMAL
1
bf179ea4-c9da-49d5-bac1-a2d92f3fefb7
1
3
3
Autocannon/2
1.0
6.0
620
SRM 4
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
2
SRM 4
1.0
2.0
621
Double Heat Sink Prototype
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
6
ISDoubleHeatSinkPrototype
1.0
1.0
622
Double Heat Sink Prototype
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
5
ISDoubleHeatSinkPrototype
1.0
1.0
623
Double Heat Sink Prototype
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
3
ISDoubleHeatSinkPrototype
1.0
1.0
624
AC/10
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
11
Autocannon/10
1.0
12.0
625
Hand Actuator
70
NORMAL
1
08da54d6-08f6-4d0c-82a2-01b8c07e35df
1
3
10
4
629
Hatchet
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
3
Hatchet
1.0
5.0
630
Double Heat Sink Prototype
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
11
ISDoubleHeatSinkPrototype
1.0
1.0
631
Double Heat Sink Prototype
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
8
ISDoubleHeatSinkPrototype
1.0
1.0
632
Double Heat Sink Prototype
75
NORMAL
1
fbd0331c-bc85-425d-b3da-aefa70859b5e
1
3
7
ISDoubleHeatSinkPrototype
1.0
1.0
633
Medium Laser
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
2
Medium Laser
1.0
1.0
634
SRM 4
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
3
SRM 4
1.0
2.0
636
Heat Sink
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
7
Heat Sink
1.0
1.0
637
Heat Sink
25
NORMAL
1
51ec55e7-15f0-43f7-975d-e9e8168b2b4a
1
3
5
Heat Sink
1.0
1.0
640
Jump Jet
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
5
Jump Jet
1.0
0.5
641
Jump Jet
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
4
Jump Jet
1.0
0.5
642
Jump Jet
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
3
Jump Jet
1.0
0.5
643
Jump Jet
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
2
Jump Jet
1.0
0.5
644
Heat Sink
50
NORMAL
1
5622b5dc-e67a-46be-9529-3474e6d7de46
1
3
9
Heat Sink
1.0
1.0
647
Jump Jet
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
14
Jump Jet
1.0
0.5
648
Jump Jet
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
13
Jump Jet
1.0
0.5
649
Heat Sink
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
6
Heat Sink
1.0
1.0
650
Jump Jet
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
5
Jump Jet
1.0
0.5
651
Jump Jet
30
NORMAL
1
ef7b511a-548b-466b-ae57-aec804832e7f
1
3
4
Jump Jet
1.0
0.5
654
Medium Laser
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
2
Medium Laser
1.0
1.0
655
SRM 2
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
6
SRM 2
1.0
1.0
656
Jump Jet
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
9
Jump Jet
1.0
0.5
657
Jump Jet
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
8
Jump Jet
1.0
0.5
658
Jump Jet
40
NORMAL
1
56ef5856-abb6-4a2d-9e4c-d1461b9b9dce
1
3
5
Jump Jet
1.0
0.5
661
AC/10
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
2
Autocannon/10
1.0
12.0
662
LRM 10
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
4
LRM 10
1.0
5.0
665
Heat Sink
50
NORMAL
1
35d8a1cf-fed5-4e5e-9e46-f65cc82d8a92
1
3
7
Heat Sink
1.0
1.0
670
Jump Jet
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
5
Jump Jet
1.0
0.5
671
Jump Jet
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
4
Jump Jet
1.0
0.5
672
Jump Jet
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
3
Jump Jet
1.0
0.5
673
Jump Jet
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
2
Jump Jet
1.0
0.5
674
Heat Sink
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
11
Heat Sink
1.0
1.0
675
Heat Sink
45
NORMAL
1
f8cf9760-9998-4219-baca-416347c6e049
1
3
10
Heat Sink
1.0
1.0
678
Heat Sink
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
3
Heat Sink
1.0
1.0
679
Heat Sink
35
NORMAL
1
322364d4-da1e-4405-9a66-87ad8e4b8e51
1
3
2
Heat Sink
1.0
1.0
680
Large Laser
35
NORMAL
1
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================================================
FILE: MekHQ/campaigns/archive/Sword and Dragon/Sorenson Sabres, Jisatsu Company, Otomo, formerly Third Company, Tarwater's Battalion, Fifth Sword of Light.cpnx
================================================
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-- General --
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Xotl,Total Warfare
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The first slot in a location is at
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Grace
Shiro
1
DC
false
A former member of the Twenty-second Rasalhague Regulars, Shiro was member of the
minority of citizens who saw the Combine as a benevolent protector of the Rasalhague people.
Involved in the heavy fighting on Karbala during the Ronin War, she voluntarily surrendered
herself and her ’Mek when Kanrei Theodore issued his Ronin Declaration. Absolved of any
complicity with the actions of Warlord Cherenkoff, she was reassigned to the Sabres in 3035.
She has not talked with her family in several decades, eschewing even her parent’s 60th
wedding anniversary in 3047. Shiro secretly desires a family of her own. But cursed with the
looks of a pug and the mouth of a merchantman, it isn’t likely to happen any time soon. Her
one hope at a solid relationship crashed and burned when it was discovered that her personal
technician was actually a MIIO agent. The fist-sized dent in the barracks wall still
testifies to her feelings on the incident.
Sorenson Sabres/
Grace.JPG
0
15
FEMALE
14
153d2e91-5fa3-4903-9010-a4d9ddccfc31
ACTIVE
3004-12-01
Piloting/Mek
6
0
Gunnery/Mek
4
0
179dba7e-9a49-43cb-9335-49b4a52ca411
Elden
Berardinelli
1
DC
false
Considered one of the best aerospace pilots in the Combine, Berardinelli flew a
SL-25 Samurai for several years with the Sabres.
He perfected the art of air support with BattleMek combat—until the day he was shot down by
a Kell Hound pilot over Nusakan. Though he managed to land his fighter without destroying
it, the blow to his ego was much worse. Despondent, the normally cynical and rowdy pilot
tried to repair the Samurai, but to no avail. Even Dana Utsonomiya’s legendary knack for
acquiring parts couldn’t scrounge up what he needed to get his fighter back to operational
levels. On a test flight in 3032, the main engine failed catastrophically and Berardinelli
bailed out, watching his beloved fighter arc into the ground. Sorenson received
Berardinelli’s resignation two months later.
In 3047, Berardinelli returned to the Sabres as a MekWarrior. After wandering the Combine
for some time, he had decided that if he was no longer good enough to be a pilot, he would
become the best MekWarrior the Combine had seen. The unit was happy to have him back.
Sorenson Sabres/
Eldon.JPG
0
15
MALE
14
518b69c6-f3ba-47ee-a9f1-56900b528441
ACTIVE
2999-06-12
Piloting/Mek
7
0
Gunnery/Mek
4
0
64dad71c-34a0-44c6-abc2-184d009030da
Sharon
Burgoz
1
DC
false
Initially assigned to the Sabres in 3020 as the unit’s ISF informant—a position
common in Combine units of the day— Burgoz used her connection with the feared security
force with abandon. Cruel and cold, Burgoz would manipulate and use her lancemates for her
whims, usually to extract small favors and
changes in duty assignments. Paranoid, she conducted most maintenance on her Trebuchet
herself, lest she get surprised.
All of that changed after the Togura incident. Though she bragged about putting the killing
blow into Soderstrom’s Phoenix Hawk, the incident haunted her. Quiet rumors floated around
that she and Soderstrom had had a fling, something Burgoz vigorously denied. Nonetheless,
her unwavering devotion to the ISF flagged and she was reprimanded by her superiors in 3047.
Broken and bitter, Burgoz became a suicidal terror on the battlefield.
Sorenson Sabres/
Sharon.JPG
0
15
FEMALE
14
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
ACTIVE
2997-12-02
Piloting/Mek
5
0
Gunnery/Mek
5
0
ed66ae9d-89cb-4d8a-bdfa-57ed34753bdc
Dana
UItsonomiya
1
DC
false
Upon first impressions, most people come away from a conversation with Utsonomiya
believing the man is a simpleton. They’re not off the mark by much.Utsonomiya got his
position as a Chu-i from then-Tai-sa Palmer Conti of the Fifth Sword. Conti did so to
continue currying favor with the Utsonomiya family, who managed one of the larger
transportation firms based on Luthien. Utsonomiya keeps to himself much of the time, often
spending long hours in whatever major city is close to the unit’s barracks.
Whenever someone mentions something they need, Utsonomiya comes up with the item within a
short span of time. He even somehow found a knee actuator for Shiro’s Jenner, after her
“Cat” misjudged yet another cliff edge. The posting of Dana’s nephew Hohiro to the Sabres in
3061 also reeks of Dana’s “knack” for acquiring things, though because of Hohiro’s uncanny
marksmanship, no one in the Sabres is complaining.
Sorenson Sabres/
Dana.JPG
0
15
MALE
33
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
ACTIVE
2996-07-25
Piloting/Mek
4
0
Gunnery/Mek
3
0
6e0f130d-6cec-44c5-aaa8-68c19f9e1615
James
MacPartland
1
DC
false
James MacPartland didn’t grow up with a hard life, have a major tragedy torment
him, or become an elite genius in school. Rather, James has lived an ordinary life—school,
Sun Zhang Academy, cadre duty. But by being in the wrong place at the wrong time,
MacPartland unfortunately made a name for himself. Being associated with the mastermind of a
prostitution ring among the nobility on Buckminster tends to ruin one’s career and get one
disowned by one’s patriarch, and this was no exception.
Busted down in rank, MacPartland was sent to spend the rest of his tour with the Sabres; he
joined the unit in 3048, after Byron LeFevbre was transferred out.
When James saved Jasmine’s hide on Benet III, things changed. Self-conscious to the core,
Jasmine’s expressive thanks sent him into a lovesick spin. With some sort of meaning now in
his life—regardless of whether Jasmine returned the feelings or not—James set out to make
something of himself and remove the stains of dishonor from his life. Fighting with a
near-berserker fury, James MacPartland is the first one on the battlefield and the last to
leave.
Sorenson Sabres/
James.JPG
0
15
MALE
14
1420a37b-f100-41ce-a2cc-555f24ea0495
ACTIVE
3020-05-03
Piloting/Mek
2
0
Gunnery/Mek
4
0
6303f987-c746-4e51-b8d9-733fffe361af
Daniel
Sorenson
1
DC
false
Son of Richard Sorenson, Daniel was attending the Rasalhague Military Academy when
he learned of his father’s brutal death by a
Steiner raid in 3007. Determining then to exact revenge, he joined the Fifth Sword of Light
to use House Kurita’s vast assets to locate his father’s murderer, execute him, and then
desert the regiment to become a mercenary.
His plans derailed after the Fourth Succession War, when his uncle Ivan—the new Warlord of
the Rasalhague District— adopted Daniel as his own son. Ivan’s fierce devotion to the
Coordinator as well as to the Combine intrigued Daniel, since as a native Rasalhagian he had
always known only hatred and disgust for the Kuritans. As he communicated with his uncle, he
began to
realize the futility of his youthful anger. The conflict within Daniel reached a crucible on
Togura in 3034 when several members of
his company deserted him and the Combine in order to pursue their own selfish desires.
Daniel’s almost single-minded devotion to the ideals of the Dragon—and to Theodore Kurita in
particular.
Sorenson Sabres/
Daniel Sorenson.JPG
0
15
MALE
34
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
ACTIVE
2991-04-24
Piloting/Mek
6
0
Gunnery/Mek
5
0
e7f0a4f3-ca89-44ae-9c01-39e25cd2bce9
Seyla
Teresa Martinez
1
DC
false
Born in utter poverty on Kuzuu, Seyla grew up in an orphanage and lived on the
streets until she was adopted in 3019. Thriving under the structure her new family gave her,
she excelled in school and, much to her parents’ horror, signed up to serve in the DCMS.
Determined to prove that a woman could indeed succeed in the rigid structure of the DCMS,
Seyla set her sights on becoming a MekWarrior.
Though her instructors did their best to fail her, she exceeded all of their limitations and
was assigned as a light Mek pilot to the First Amphigean Light Assault Group.
During a raid on Royal, Seyla and her lance of Panthers were ordered to outflank the
defending Davion forces. The lance was destroyed to the last ’Mek—along with her new
husband, Sean Martinez—by the sudden appearance of the First Robinson Rangers; Seyla found
out later that the Rangers were suspected of being on the planet. Infuriated by the use of
her fellow MekWarriors as “expendable reconnaissance,” she punched the Tai-i and was demoted
and transferred a short time later. When she arrived, Sorenson assigned her Albert Benton’s
old Panther.
Sorenson Sabres/
Seyla.JPG
0
15
FEMALE
14
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
ACTIVE
3010-12-17
Piloting/Mek
6
0
Gunnery/Mek
3
0
1078aaa7-c4d7-4d7c-9a95-2d55f0c25fbe
Emory
Wilk
1
DC
false
Disillusioned by the horrors witnessed during the Fourth Succession War, Emory
underwent psychological counseling for years after the Sabres returned from the disaster on
Nusakan. His worst fear was realized when a brutal rear attack by former lancemate Cedrick
Sveinson tore out the entire center and right torso of his beloved Rifleman. Though not
wounded physically in the encounter, it was years before Emory managed to overcome the scars
of that engagement. Even so, Wilk still refused to sit in a room without his back to
something solid and consistently brought up the rear in most operations.
Despite his controlled pathological paranoia, Wilk was an extremely competent MekWarrior,
earning him one of the first new Grand Dragon upgrades to his DRG-1N Dragon. Though offered
a new BattleMek after the ’49 border raids, he politely refused and continued to make his
own improvements to the machine during the years the Sabres spent on Luthien.
Sorenson Sabres/
Emory.JPG
0
15
MALE
20
e6e973aa-bb17-4653-93e2-4489b616f612
ACTIVE
3002-05-21
Piloting/Mek
5
0
Gunnery/Mek
4
0
3048-08-19
Removed from Grand Dragon DRG-1G (Emory)
SERVICE
3048-08-19
Assigned to Grand Dragon DRG-1G (Emory)
SERVICE
0f8199e4-17c4-4b10-92da-f59d16d87176
Andrew
Martin
1
DC
false
One of two raw recruits posted to the Sabres, Martin arrived on Enif after the
first battle with the Band of the Damned pirates as a replacement for Colin Toronagi. Not
familiar with assault-class ‘Meks, Martin managed to get the Sabre’s Crockett blown out from
under him during the fight with “Tap” Tappis.
Threatened with getting booted from yet another unit—and this would be his last—Martin
finally buckled down and spent every waking hour in the simulators. When the Sabres saw
their salvaged Charger finally returned to them from Galedon, Martin managed to impress
Sorenson enough to keep his slot in the Fire Lance.
Known for his practical jokes and boisterous laugh, Martin seems to also be the Sabre’s
designated “chick magnet,” as Mekbunnies gravitate to him when the unit goes out on its
celebratory benders.
Sorenson Sabres/
Andrew.JPG
0
15
MALE
14
fdceebee-6bb0-4d85-ad41-9a1a541c0142
ACTIVE
3023-11-16
Piloting/Mek
3
0
Gunnery/Mek
3
0
5651f33f-a584-4b73-879d-c4f60315d6f9
Jasmine
Rubach
1
DC
false
Jasmine Rubach was born of a secret affair between Cedrick Sveinson and Eleanor
Rubach back in 3029. During that time, Eleanor had taken some long-overdue leave to visit
her adopted family and carried the pregnancy to term without anyone in the unit knowing.
Jasmine was raised by her grandparents and never knew of her parents’ betrayal at Togura
until she turned eighteen.
Determined to somehow right the wrongs of her parents, Jasmine petitioned Tai-i Sorenson to
join his command as a MekWarrior. Daniel honored her request and, when she completed her
training, put in for her transfer to the Sabres.
With the exception of the Tai-i, the veterans of the unit who knew her parents and lived
through the horror of Togura distrust Jasmine intensely. Some complaints arose when Sorenson
assigned her Eleanor’s old ’Mek and Jasmine worked long and hard to earn her lancemates’
trust.
Sorenson Sabres/
Jasmine.JPG
0
15
FEMALE
16
324e25d9-96f7-4c6e-a64f-d8bf33bca043
ACTIVE
3029-11-29
Piloting/Mek
5
0
Gunnery/Mek
2
0
3048-08-19
Assigned to Hermes II HER-4K 'Hermes III' ID:12
SERVICE
65cffdcd-c356-4cea-bb7e-2257c1ab795c
Shakir
Jerrar
1
DC
false
Orphaned by a border raid on Donenac, Jerrar was adopted by the Fusilli family on
Irurzun. During a brief stint with the First Proserpina Hussars, Jerrar’s outspoken
criticism of the unit’s upper echelon got him a ticket straight to the Legions of Vega.
However, impressed by the man’s single-minded drive to succeed and his utter devotion to the
Combine state, the ISF reassigned and trained him as a metsuke agent.
His first assignment was to determine the loyalties of the Rasalhagian native Sorenson and,
by extension, the Sabres as a whole. Jerrar immediately fit in, seeing after only a short
while that the man had indeed changed in many ways—he wasn’t the rebellious ideologue the
ISF had initially thought. The two became good friends, though Jerrar never let out the
secret out of his ISF connections.
When the unit returned from the ’49 border campaign, Jerrar was reassigned to a Draconis
Elite Strike Team. He maintained contact with Sorenson up until his friend’s death and is
rumored to be the key reason why the Sabres were assigned to the Otomo. In 3068 he was
tapped by Kanrei Minamoto for the Directorship of the ISF after Ninyu Indrahar was killed on
Benjamin.
Sorenson Sabres/
Shakir.JPG
0
15
MALE
16
029aa656-ef80-483c-899a-aa792e4ea069
ACTIVE
3011-11-04
Piloting/Mek
5
0
Gunnery/Mek
4
0
a61397b8-8ec1-4e1b-9558-f23281139634
Alberta
Benton
1
DC
false
An average man with average features, Benton can easily get lost in a crowd. He
used this to his advantage when working as an artillery gunner’s mate. The gun knocked out
the cockpit of an enemy Stinger, which was snapped up by a Davion recovery vehicle before he
could properly check it out. Following the vehicle to the Davion camp, Benton managed to
swipe the Stinger from the repair gantry and return to Kurita lines.
He piloted that Stinger until its destruction during an engagement with the Northwind
Highlanders on Northwind, where he was assigned a PNT-9R Panther, used until recently by
Seyla Martinez.
His love of engineering has not faded over the years and that interest has served him well
as the main contact liaison between the Combine’s R&D corporations and the Sabres. His
natural charisma and aptitude made him an obvious choice to succeed as unit commander when
Daniel retired.
Sorenson Sabres/
Albert.JPG
0
15
MALE
33
8dc535ca-4a42-457d-9886-92949dc68588
ACTIVE
2997-02-20
Piloting/Mek
5
0
Gunnery/Mek
3
0
Touchpoint: Ubidi
Raid
Unknown System
0
We’ve found some intel that the AFFC forces are indeed supplying
at a heavier rate than normal, but not enough for another
immediate strike. What we’ve seen is stronger militia defenses
and some reshuffling of line units, but nothing yet to suggest there’s a mass army ready to
storm the Dragon’s borders. We’re going to go for Udibi—the Tai-i thinks a jump or two
deeper into the Suns would tell us more. And I tend to agree with him.
—from ISF report #449-I,
filed by Shakir Jerrar, Sorenson’s
Sabres
1
Main Track
Outer Gorge
Udibi, Federated Suns
19 August 3048
Striking at immediate border worlds along the Suns border
has given inconclusive results regarding the readiness of the
Federated Suns military. With such scant information, Daniel
Sorenson has decided to strike a little deeper into the Suns’
Draconis March at Udibi—a world not necessarily known for its
strategic importance. That fact, however, is exactly why the Tai-i
wishes to hit it. The Fox is known for his cunning—and using out of- the-way worlds like
Udibi as a staging base is right up his alley.
0
1
Sorenson Sabers
true
Units/
SorensonSabres.jpg
-1
Command Lance
true
Mek/
hmek.png
1
Fire Lance
true
Mek/
hmek.png
-1
Pursuit Lance
true
Mek/
lmek.png
-1
0
Udibi
0.0
0.0
true
Piloting/Mek
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Mek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aerospace
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aerospace
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Ground Vehicle
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/VTOL
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/Naval
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Vehicle
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aircraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aircraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Spacecraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Spacecraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Artillery
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Battlesuit
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Protomek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Small Arms
7
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Anti-Mek
8
false
2
3
4
5
12,6,6,6,6,6,6,6,6,-1,-1
Tech/Mek
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Mechanic
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Aero
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/BA
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Vessel
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Astech
10
false
1
3
4
5
12,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Doctor
11
false
1
3
4
5
16,8,0,8,8,8,-1,-1,-1,-1,-1
Medtech
11
false
1
3
4
5
16,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Hyperspace Navigation
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Administration
10
false
1
3
4
5
8,4,0,4,4,4,-1,-1,-1,-1,-1
Tactics
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Strategy
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Negotiation
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Leadership
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Scrounge
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Jumping Jack (aToW)
jumping_jack
Unit only suffers a +1 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
6
hopping_jack
hopping_jack
Multi-Tasker (aToW)
multi_tasker
Secondary target modifiers are reduced by one.
6
2
Sandblaster (AToW)
sandblaster
A pilot with this ability gets a +4, +3, or +2 to the cluster table
at short, medium, or long/extended range, respectively, but only with a specialized weapon.
6
3
cluster_hitter::cluster_master
Tactical Genius (aToW)
tactical_genius
A pilot who has a Tactical Genius may reroll their initiative once per turn.
The second roll must be accepted.
Note: Only one Tactical Genius may be utilized per team.
8
1
Dodge (MaxTech)
dodge_maneuver
Enables the unit to make a dodge maneuver instead of a physical attack.
This maneuver adds +2 to the BTH to physical attacks against the unit.
NOTE: The dodge maneuver is declared during the weapons phase.
Note: This ability is only used for BattleMeks.
2
1
Sniper (aToW)
sniper
Range penalties are halved.
12
1
Weapon Specialist (aToW)
weapon_specialist
A pilot who specializes in a particular weapon receives a -2 to hit modifier on all
attacks with that weapon.
12
2
specialist
Natural Aptitude, Gunnery (aToW)
aptitude_gunnery
Roll 3d6 and take the best two for gunnery checks
40
0
Cluster Hitter (AToW)
cluster_hitter
A pilot with this ability gets a +1 to the cluster hit table
6
3
cluster_master
Weathered (Unofficial)
weathered
A pilot with this ability does not suffer the initial -1 to hit due to weather
conditions.
6
2
Some Like It Hot (Unofficial)
some_like_it_hot
A pilot with this ability does not suffer the initial -1 to hit due to heat.
6
2
Sensor Geek (Unofficial)
sensor_geek
A pilot with this ability gets a -2 bonus on sensor checks.
Note that this is really only a bonus, if inclusive sensor ranges are in use.
3
2
Oblique Attacker (aToW)
oblique_attacker
The penalty for indirect fire is reduced by one.
6
2
Maneuvering Ace (aToW)
maneuvering_ace
Enables the unit to move laterally like a Quad.
Quads can move laterally for 1 less MP.
Aerospace units can perform maneuvers for 1 less thrust point.
Units also receive a -1 BTH to rolls against skidding, sideslipping, and going out of
control.
4
3
Melee Master (aToW)
melee_master
Enables the unit to do one additional kick, punch, or club attack on the same opponent.
4
6
melee_specialist
Cluster Master (AToW)
cluster_master
A pilot with this ability gets a +2 to the cluster hit table
6
6
cluster_hitter
cluster_hitter
Melee Specialist (aToW)
melee_specialist
Enables the unit to do 1 additional point of damage with physical attacks and applies a
-1 to-hit modifier to physical attacks.
Note: This ability is only used for BattleMeks.
4
3
Gunnery Specialization (aToW)
specialist
A pilot who specializes in a type of weapon receives a -1 to-hit modifier when using
weapons of that type and a
+1 to-hit modifier when using other types of weapons.
6
4
weapon_specialist
Pain Resistance (MaxTech)
pain_resistance
When making consciousness rolls,
1 is added to all rolls.
Also,
damage received from ammo explosions is reduced to 1.
Note: This ability is only used for BattleMeks.
4
2
All Weather (Unofficial)
allweather
A pilot with this ability does not suffer the PSR penalties due to weather.
2
2
Hot Dog (aToW)
hot_dog
Reduce heat-related target rolls (e.g ammo, damage, shutdown) by 1.
2
2
Blind Fighter (Unofficial)
blind_fighter
A pilot with this ability does not suffer the initial -1 to hit due to darkness.
6
2
Hopping Jack (Unofficial)
hopping_jack
Unit only suffers a +2 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
3
jumping_jack
0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-10,-10,-2,0,1
-10,-10,-7,-4,-1
true
true
10
-3
-10
10
-2
0
-4
44
Mech Head
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
0
0
false
false
1.0
false
false
false
false
45
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
6
0
0
false
0
false
46
Mech Center Torso
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
1
0
false
false
1.0
false
false
false
false
47
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
8
0
1
false
0
false
48
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
4
0
1
true
0
false
49
Mech Right Torso
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
2
0
false
false
1.0
false
false
false
false
50
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
6
0
2
false
0
false
51
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
2
0
2
true
0
false
52
Mech Left Torso
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
3
0
false
false
1.0
false
false
false
false
53
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
6
0
3
false
0
false
54
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
2
0
3
true
0
false
55
Mech Right Arm
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
4
0
false
false
1.0
false
false
false
false
56
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
5
0
4
false
0
false
57
Mech Left Arm
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
5
0
false
false
1.0
false
false
false
false
58
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
5
0
5
false
0
false
59
Mech Right Leg
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
6
0
false
false
1.0
false
false
false
false
60
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
6
0
6
false
0
false
61
Mech Left Leg
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
7
0
false
false
1.0
false
false
false
false
62
Armor (Standard)
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
6
0
7
false
0
false
65
Jump Jet
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
9
Jump Jet
1.0
0.5
66
Jump Jet
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
8
Jump Jet
1.0
0.5
71
Medium Laser
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
10
Medium Laser
1.0
1.0
72
Machine Gun Ammo Bin
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
11
IS Ammo MG - Full
1.0
1.0
73
Heat Sink
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
12
Heat Sink
1.0
1.0
74
240 Fusion Engine
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
1
240
0
false
75
Standard Gyro
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
0
3.0
76
Mech Life Support System
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
77
Mech Sensors
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
78
Standard Cockpit
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
0
79
Upper Arm Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
8
4
80
Upper Arm Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
8
5
81
Lower Arm Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
9
4
82
Lower Arm Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
9
5
83
Hand Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
10
4
84
Hand Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
10
5
85
Upper Leg Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
12
6
86
Upper Leg Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
12
7
87
Lower Leg Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
13
6
88
Lower Leg Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
13
7
89
Foot Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
14
6
90
Foot Actuator
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
14
7
130
Mech Head
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
0
0
false
false
1.0
false
false
false
false
131
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
9
0
0
false
0
false
132
Mech Center Torso
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
1
0
false
false
1.0
false
false
false
false
133
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
16
0
1
false
0
false
134
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
7
0
1
true
0
false
135
Mech Right Torso
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
2
0
false
false
1.0
false
false
false
false
136
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
12
0
2
false
0
false
137
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
6
0
2
true
0
false
138
Mech Left Torso
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
3
0
false
false
1.0
false
false
false
false
139
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
12
0
3
false
0
false
140
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
6
0
3
true
0
false
141
Mech Right Arm
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
4
0
false
false
1.0
false
false
false
false
142
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
12
0
4
false
0
false
143
Mech Left Arm
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
5
0
false
false
1.0
false
false
false
false
144
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
12
0
5
false
0
false
145
Mech Right Leg
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
6
0
false
false
1.0
false
false
false
false
146
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
18
0
6
false
0
false
147
Mech Left Leg
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
7
0
false
false
1.0
false
false
false
false
148
Armor (Standard)
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
18
0
7
false
0
false
153
Medium Laser
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
16
Medium Laser
1.0
1.0
154
Medium Laser
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
7
Medium Laser
1.0
1.0
155
Heat Sink
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
13
Heat Sink
1.0
1.0
156
Heat Sink
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
12
Heat Sink
1.0
1.0
157
LRM 10
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
14
LRM 10
1.0
5.0
158
LRM 10 Ammo Bin
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
15
IS Ammo LRM-10
1.0
1.0
159
Heat Sink
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
9
Heat Sink
1.0
1.0
160
Heat Sink
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
8
Heat Sink
1.0
1.0
161
LRM 10
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
10
LRM 10
1.0
5.0
162
LRM 10 Ammo Bin
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
11
IS Ammo LRM-10
1.0
1.0
164
160 Fusion Engine
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
1
160
0
false
165
Standard Gyro
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
0
2.0
166
Mech Life Support System
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
167
Mech Sensors
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
168
Standard Cockpit
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
0
169
Upper Arm Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
8
4
170
Upper Arm Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
8
5
171
Lower Arm Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
9
4
172
Lower Arm Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
9
5
173
Upper Leg Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
12
6
174
Upper Leg Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
12
7
175
Lower Leg Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
13
6
176
Lower Leg Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
13
7
177
Foot Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
14
6
178
Foot Actuator
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
14
7
179
Mech Head
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
0
0
false
false
1.0
false
false
false
false
180
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
9
0
0
false
0
false
181
Mech Center Torso
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
1
0
false
false
1.0
false
false
false
false
182
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
14
0
1
false
0
false
183
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
7
0
1
true
0
false
184
Mech Right Torso
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
2
0
false
false
1.0
false
false
false
false
185
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
10
0
2
false
0
false
186
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
5
0
2
true
0
false
187
Mech Left Torso
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
3
0
false
false
1.0
false
false
false
false
188
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
10
0
3
false
0
false
189
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
5
0
3
true
0
false
190
Mech Right Arm
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
4
0
false
false
1.0
false
false
false
false
191
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
10
0
4
false
0
false
192
Mech Left Arm
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
5
0
false
false
1.0
false
false
false
false
193
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
10
0
5
false
0
false
194
Mech Right Leg
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
6
0
false
false
1.0
false
false
false
false
195
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
12
0
6
false
0
false
196
Mech Left Leg
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
7
0
false
false
1.0
false
false
false
false
197
Armor (Standard)
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
12
0
7
false
0
false
203
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
15
Heat Sink
1.0
1.0
204
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
14
Heat Sink
1.0
1.0
205
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
13
Heat Sink
1.0
1.0
206
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
12
Heat Sink
1.0
1.0
207
SRM 4 Ammo Bin
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
11
IS Ammo SRM-4
1.0
1.0
208
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
10
Heat Sink
1.0
1.0
209
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
9
Heat Sink
1.0
1.0
210
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
8
Heat Sink
1.0
1.0
211
Heat Sink
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
7
Heat Sink
1.0
1.0
212
SRM 4
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
16
SRM 4
1.0
2.0
213
140 Fusion Engine
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
1
140
0
false
214
Standard Gyro
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
0
2.0
215
Mech Life Support System
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
216
Mech Sensors
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
217
Standard Cockpit
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
0
218
Upper Arm Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
8
4
219
Upper Arm Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
8
5
220
Lower Arm Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
9
4
221
Lower Arm Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
9
5
222
Hand Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
10
4
223
Hand Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
10
5
224
Upper Leg Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
12
6
225
Upper Leg Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
12
7
226
Lower Leg Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
13
6
227
Lower Leg Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
13
7
228
Foot Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
14
6
229
Foot Actuator
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
14
7
230
Mech Head
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
0
0
false
false
1.0
false
false
false
false
231
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
9
0
0
false
0
false
232
Mech Center Torso
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
1
0
false
false
1.0
false
false
false
false
233
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
22
0
1
false
0
false
234
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
7
0
1
true
0
false
235
Mech Right Torso
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
2
0
false
false
1.0
false
false
false
false
236
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
11
0
2
false
0
false
237
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
5
0
2
true
0
false
238
Mech Left Torso
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
3
0
false
false
1.0
false
false
false
false
239
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
11
0
3
false
0
false
240
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
5
0
3
true
0
false
241
Mech Right Arm
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
4
0
false
false
1.0
false
false
false
false
242
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
10
0
4
false
0
false
243
Mech Left Arm
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
5
0
false
false
1.0
false
false
false
false
244
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
10
0
5
false
0
false
245
Mech Right Leg
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
6
0
false
false
1.0
false
false
false
false
246
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
15
0
6
false
0
false
247
Mech Left Leg
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
7
0
false
false
1.0
false
false
false
false
248
Armor (Standard)
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
15
0
7
false
0
false
254
Heat Sink
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
7
Heat Sink
1.0
1.0
255
250 Fusion Engine
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
1
250
0
false
256
Standard Gyro
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
0
3.0
257
Mech Life Support System
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
258
Mech Sensors
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
259
Standard Cockpit
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
0
260
Upper Arm Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
8
4
261
Upper Arm Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
8
5
262
Lower Arm Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
9
4
263
Lower Arm Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
9
5
264
Hand Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
10
5
265
Upper Leg Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
12
6
266
Upper Leg Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
12
7
267
Lower Leg Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
13
6
268
Lower Leg Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
13
7
269
Foot Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
14
6
270
Foot Actuator
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
14
7
271
Mech Head
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
0
0
false
false
1.0
false
false
false
false
272
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
9
0
0
false
0
false
273
Mech Center Torso
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
1
0
false
false
1.0
false
false
false
false
274
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
25
0
1
false
0
false
275
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
6
0
1
true
0
false
276
Mech Right Torso
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
2
0
false
false
1.0
false
false
false
false
277
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
20
0
2
false
0
false
278
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
5
0
2
true
0
false
279
Mech Left Torso
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
3
0
false
false
1.0
false
false
false
false
280
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
20
0
3
false
0
false
281
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
5
0
3
true
0
false
282
Mech Right Arm
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
4
0
false
false
1.0
false
false
false
false
283
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
15
0
4
false
0
false
284
Mech Left Arm
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
5
0
false
false
1.0
false
false
false
false
285
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
15
0
5
false
0
false
286
Mech Right Leg
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
6
0
false
false
1.0
false
false
false
false
287
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
20
0
6
false
0
false
288
Mech Left Leg
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
7
0
false
false
1.0
false
false
false
false
289
Armor (Standard)
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
20
0
7
false
0
false
294
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
21
Heat Sink
1.0
1.0
295
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
18
Heat Sink
1.0
1.0
296
Medium Laser
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
20
Medium Laser
1.0
1.0
297
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
17
Heat Sink
1.0
1.0
299
Medium Laser
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
14
Medium Laser
1.0
1.0
303
LRM 20 Ammo Bin
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
16
IS Ammo LRM-20
1.0
1.0
304
LRM 20 Ammo Bin
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
15
IS Ammo LRM-20
1.0
1.0
306
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
13
Heat Sink
1.0
1.0
307
LRM 20
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
19
LRM 20
1.0
10.0
311
Small Laser
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
23
Small Laser
1.0
0.5
312
320 Fusion Engine
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
1
320
0
false
313
Standard Gyro
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
0
4.0
314
Mech Life Support System
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
315
Mech Sensors
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
316
Standard Cockpit
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
0
317
Upper Arm Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
8
4
318
Upper Arm Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
8
5
319
Lower Arm Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
9
4
320
Lower Arm Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
9
5
321
Hand Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
10
4
322
Upper Leg Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
12
6
323
Upper Leg Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
12
7
324
Lower Leg Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
13
6
325
Lower Leg Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
13
7
326
Foot Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
14
6
327
Foot Actuator
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
14
7
328
Mech Head
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
0
0
false
false
1.0
false
false
false
false
329
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
9
0
0
false
0
false
330
Mech Center Torso
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
1
0
false
false
1.0
false
false
false
false
331
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
21
0
1
false
0
false
332
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
10
0
1
true
0
false
333
Mech Right Torso
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
2
0
false
false
1.0
false
false
false
false
334
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
18
0
2
false
0
false
335
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
7
0
2
true
0
false
336
Mech Left Torso
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
3
0
false
false
1.0
false
false
false
false
337
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
18
0
3
false
0
false
338
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
7
0
3
true
0
false
339
Mech Right Arm
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
4
0
false
false
1.0
false
false
false
false
340
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
9
0
4
false
0
false
341
Mech Left Arm
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
5
0
false
false
1.0
false
false
false
false
342
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
9
0
5
false
0
false
343
Mech Right Leg
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
6
0
false
false
1.0
false
false
false
false
344
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
18
0
6
false
0
false
345
Mech Left Leg
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
7
0
false
false
1.0
false
false
false
false
346
Armor (Standard)
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
18
0
7
false
0
false
350
LRM 20 Ammo Bin
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
9
IS Ammo LRM-20
1.0
1.0
351
LRM 20 Ammo Bin
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
8
IS Ammo LRM-20
1.0
1.0
355
LRM 5 Ammo Bin
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
11
IS Ammo LRM-5
1.0
1.0
356
LRM 5 Ammo Bin
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
10
IS Ammo LRM-5
1.0
1.0
357
Small Laser
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
12
Small Laser
1.0
0.5
358
340 Fusion Engine
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
1
340
0
false
359
Standard Gyro
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
0
4.0
360
Mech Life Support System
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
361
Mech Sensors
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
362
Standard Cockpit
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
0
363
Upper Arm Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
8
4
364
Upper Arm Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
8
5
365
Upper Leg Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
12
6
366
Upper Leg Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
12
7
367
Lower Leg Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
13
6
368
Lower Leg Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
13
7
369
Foot Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
14
6
370
Foot Actuator
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
14
7
371
Mech Head (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
0
3
false
false
1.0
false
false
false
false
372
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
9
0
0
false
0
false
373
Mech Center Torso (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
1
3
false
false
1.0
false
false
false
false
374
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
31
0
1
false
0
false
375
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
10
0
1
true
0
false
376
Mech Right Torso (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
2
3
false
false
1.0
false
false
false
false
377
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
22
0
2
false
0
false
378
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
8
0
2
true
0
false
379
Mech Left Torso (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
3
3
false
false
1.0
false
false
false
false
380
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
22
0
3
false
0
false
381
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
8
0
3
true
0
false
382
Mech Right Arm (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
4
3
false
false
1.0
false
false
false
false
383
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
23
0
4
false
0
false
384
Mech Left Arm (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
5
3
false
false
1.0
false
false
false
false
385
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
23
0
5
false
0
false
386
Mech Right Leg (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
6
3
false
false
1.0
false
false
false
false
387
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
30
0
6
false
0
false
388
Mech Left Leg (Endo Steel Prototype)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
7
3
false
false
1.0
false
false
false
false
389
Armor (Standard)
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
30
0
7
false
0
false
393
SRM 4 Ammo Bin
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
10
IS Ammo SRM-4
1.0
1.0
394
LB 10-X Cluster Ammo Bin
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
11
IS LB 10-X Cluster Ammo
1.0
1.0
395
LB 10-X AC Ammo Bin
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
12
IS LB 10-X AC Ammo
1.0
1.0
398
LB 10-X Cluster Ammo Bin
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
6
IS LB 10-X Cluster Ammo
1.0
1.0
399
LB 10-X AC Ammo Bin
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
7
IS LB 10-X AC Ammo
1.0
1.0
400
320 Fusion Engine
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
1
320
0
false
401
Standard Gyro
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
0
4.0
402
Mech Life Support System
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
403
Mech Sensors
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
404
Standard Cockpit
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
0
405
Upper Arm Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
8
4
406
Upper Arm Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
8
5
407
Lower Arm Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
9
4
408
Lower Arm Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
9
5
409
Hand Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
10
4
410
Upper Leg Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
12
6
411
Upper Leg Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
12
7
412
Lower Leg Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
13
6
413
Lower Leg Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
13
7
414
Foot Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
14
6
415
Foot Actuator
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
14
7
460
Mech Head
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
0
0
false
false
1.0
false
false
false
false
461
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
9
0
0
false
0
false
462
Mech Center Torso
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
1
0
false
false
1.0
false
false
false
false
463
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
26
0
1
false
0
false
464
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
5
0
1
true
0
false
465
Mech Right Torso
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
2
0
false
false
1.0
false
false
false
false
466
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
20
0
2
false
0
false
467
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
4
0
2
true
0
false
468
Mech Left Torso
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
3
0
false
false
1.0
false
false
false
false
469
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
20
0
3
false
0
false
470
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
4
0
3
true
0
false
471
Mech Right Arm
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
4
0
false
false
1.0
false
false
false
false
472
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
16
0
4
false
0
false
473
Mech Left Arm
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
5
0
false
false
1.0
false
false
false
false
474
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
16
0
5
false
0
false
475
Mech Right Leg
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
6
0
false
false
1.0
false
false
false
false
476
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
20
0
6
false
0
false
477
Mech Left Leg
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
7
0
false
false
1.0
false
false
false
false
478
Armor (Standard)
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
20
0
7
false
0
false
483
Medium Pulse Laser Prototype
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
7
ISMediumPulseLaserPrototype
1.0
2.0
485
AC/10
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
8
Autocannon/10
1.0
12.0
486
AC/10 Ammo Bin
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
10
IS Ammo AC/10
1.0
1.0
487
AC/10 Ammo Bin
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
9
IS Ammo AC/10
1.0
1.0
489
Small Laser
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
12
Small Laser
1.0
0.5
490
200 Fusion Engine
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
1
200
0
false
491
Standard Gyro
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
0
2.0
492
Mech Life Support System
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
493
Mech Sensors
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
494
Standard Cockpit
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
0
495
Upper Arm Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
8
4
496
Upper Arm Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
8
5
497
Lower Arm Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
9
4
498
Lower Arm Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
9
5
499
Hand Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
10
4
500
Hand Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
10
5
501
Upper Leg Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
12
6
502
Upper Leg Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
12
7
503
Lower Leg Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
13
6
504
Lower Leg Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
13
7
505
Foot Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
14
6
506
Foot Actuator
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
14
7
507
Mech Head (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
0
3
false
false
1.0
false
false
false
false
508
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
7
9
0
false
0
false
509
Mech Center Torso (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
1
3
false
false
1.0
false
false
false
false
510
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
10
9
1
false
0
false
511
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
3
9
1
true
0
false
512
Mech Right Torso (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
2
3
false
false
1.0
false
false
false
false
513
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
8
9
2
false
0
false
514
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
3
9
2
true
0
false
515
Mech Left Torso (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
3
3
false
false
1.0
false
false
false
false
516
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
8
9
3
false
0
false
517
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
3
9
3
true
0
false
518
Mech Right Arm (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
4
3
false
false
1.0
false
false
false
false
519
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
8
9
4
false
0
false
520
Mech Left Arm (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
5
3
false
false
1.0
false
false
false
false
521
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
8
9
5
false
0
false
522
Mech Right Leg (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
6
3
false
false
1.0
false
false
false
false
523
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
11
9
6
false
0
false
524
Mech Left Leg (Endo Steel Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
7
3
false
false
1.0
false
false
false
false
525
Armor (Ferro-Fibrous Prototype)
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
11
9
7
false
0
false
528
Jump Jet
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
12
Jump Jet
1.0
0.5
529
Jump Jet
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
11
Jump Jet
1.0
0.5
530
Narc
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
6
ISNarcBeacon
1.0
3.0
531
Narc Pods Bin
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
9
ISNarc Pods
1.0
1.0
532
Narc Pods Bin
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
8
ISNarc Pods
1.0
1.0
533
Narc Pods Bin
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
7
ISNarc Pods
1.0
1.0
534
Jump Jet
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
10
Jump Jet
1.0
0.5
537
Heat Sink
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
13
Heat Sink
1.0
1.0
538
245 Fusion Engine
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
1
245
0
false
539
Standard Gyro
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
0
3.0
540
Mech Life Support System
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
541
Mech Sensors
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
542
Standard Cockpit
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
0
543
Upper Arm Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
8
4
544
Upper Arm Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
8
5
545
Upper Leg Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
12
6
546
Upper Leg Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
12
7
547
Lower Leg Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
13
6
548
Lower Leg Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
13
7
549
Foot Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
14
6
550
Foot Actuator
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
14
7
554
Mech Head
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
0
0
false
false
1.0
false
false
false
false
555
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
9
0
0
false
0
false
556
Mech Center Torso
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
1
0
false
false
1.0
false
false
false
false
557
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
12
0
1
false
0
false
558
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
3
0
1
true
0
false
559
Mech Right Torso
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
2
0
false
false
1.0
false
false
false
false
560
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
10
0
2
false
0
false
561
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
2
0
2
true
0
false
562
Mech Left Torso
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
3
0
false
false
1.0
false
false
false
false
563
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
10
0
3
false
0
false
564
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
2
0
3
true
0
false
565
Mech Right Arm
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
4
0
false
false
1.0
false
false
false
false
566
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
8
0
4
false
0
false
567
Mech Left Arm
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
5
0
false
false
1.0
false
false
false
false
568
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
8
0
5
false
0
false
569
Mech Right Leg
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
6
0
false
false
1.0
false
false
false
false
570
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
12
0
6
false
0
false
571
Mech Left Leg
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
7
0
false
false
1.0
false
false
false
false
572
Armor (Standard)
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
12
0
7
false
0
false
578
Small Laser
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
7
Small Laser
1.0
0.5
579
200 Fusion Engine
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
1
200
0
false
580
Standard Gyro
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
0
2.0
581
Mech Life Support System
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
582
Mech Sensors
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
583
Standard Cockpit
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
0
584
Upper Arm Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
8
4
585
Upper Arm Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
8
5
586
Lower Arm Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
9
4
587
Lower Arm Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
9
5
588
Hand Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
10
4
589
Hand Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
10
5
590
Upper Leg Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
12
6
591
Upper Leg Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
12
7
592
Lower Leg Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
13
6
593
Lower Leg Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
13
7
594
Foot Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
14
6
595
Foot Actuator
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
14
7
617
Mech Head
40
NORMAL
1
1
3
0
0
false
false
1.0
false
false
false
false
619
Mech Center Torso
40
NORMAL
1
1
3
1
0
false
false
1.0
false
false
false
false
622
Mech Right Torso
40
NORMAL
1
1
3
2
0
false
false
1.0
false
false
false
false
625
Mech Left Torso
40
NORMAL
1
1
3
3
0
false
false
1.0
false
false
false
false
628
Mech Right Arm
40
NORMAL
1
1
3
4
0
false
false
1.0
false
false
false
false
630
Mech Left Arm
40
NORMAL
1
1
3
5
0
false
false
1.0
false
false
false
false
632
Mech Right Leg
40
NORMAL
1
1
3
6
0
false
false
1.0
false
false
false
false
634
Mech Left Leg
40
NORMAL
1
1
3
7
0
false
false
1.0
false
false
false
false
635
Armor (Standard)
40
NORMAL
1
1
3
120
0
7
false
0
false
642
240 Fusion Engine
40
NORMAL
1
1
3
1
240
0
false
643
Standard Gyro
40
NORMAL
1
1
3
0
3.0
644
Mech Life Support System
40
NORMAL
1
1
3
645
Mech Sensors
40
NORMAL
1
1
3
646
Standard Cockpit
40
NORMAL
1
1
3
0
648
Upper Arm Actuator
40
NORMAL
1
2
3
8
5
650
Lower Arm Actuator
40
NORMAL
1
2
3
9
5
651
Hand Actuator
40
NORMAL
1
1
3
10
4
653
Upper Leg Actuator
40
NORMAL
1
2
3
12
7
655
Lower Leg Actuator
40
NORMAL
1
2
3
13
7
657
Foot Actuator
40
NORMAL
1
2
3
14
7
658
Machine Gun
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
3
Machine Gun
1.0
0.5
659
Machine Gun
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
2
Machine Gun
1.0
0.5
660
Jump Jet
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
7
Jump Jet
1.0
0.5
661
Jump Jet
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
6
Jump Jet
1.0
0.5
662
Jump Jet
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
5
Jump Jet
1.0
0.5
663
Jump Jet
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
5
Jump Jet
1.0
0.5
664
Jump Jet
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
4
Jump Jet
1.0
0.5
665
Jump Jet
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
3
Jump Jet
1.0
0.5
666
Jump Jet
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
2
Jump Jet
1.0
0.5
667
PPC
35
NORMAL
1
ccd777ee-498c-47c1-aaa7-9af094d4a9a4
1
3
6
PPC
1.0
7.0
668
Medium Laser
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
3
Medium Laser
1.0
1.0
669
Medium Laser
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
2
Medium Laser
1.0
1.0
670
Jump Jet
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
5
Jump Jet
1.0
0.5
671
Heat Sink
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
11
Heat Sink
1.0
1.0
672
Heat Sink
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
5
Heat Sink
1.0
1.0
673
Heat Sink
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
4
Heat Sink
1.0
1.0
674
Medium Pulse Laser Prototype
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
6
ISMediumPulseLaserPrototype
1.0
2.0
675
Heat Sink
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
3
Heat Sink
1.0
1.0
676
Jump Jet
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
5
Jump Jet
1.0
0.5
677
Jump Jet
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
4
Jump Jet
1.0
0.5
678
Jump Jet
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
3
Jump Jet
1.0
0.5
679
Jump Jet
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
2
Jump Jet
1.0
0.5
680
Medium Laser
40
NORMAL
1
1420a37b-f100-41ce-a2cc-555f24ea0495
1
3
6
Medium Laser
1.0
1.0
681
LRM 20
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
3
LRM 20
1.0
10.0
682
LRM 20
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
2
LRM 20
1.0
10.0
683
LRM 5
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
7
LRM 5
1.0
2.0
684
LRM 20 Ammo Bin
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
6
IS Ammo LRM-20
1.0
1.0
685
LRM 20 Ammo Bin
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
5
IS Ammo LRM-20
1.0
1.0
686
LB 10-X AC Prototype
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
3
ISLBXAC10Prototype
1.0
11.0
687
LB 10-X AC Prototype
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
2
ISLBXAC10Prototype
1.0
11.0
688
SRM 4
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
9
SRM 4
1.0
2.0
689
SRM 4 Ammo Bin
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
5
IS Ammo SRM-4
1.0
1.0
696
Large Laser
40
NORMAL
1
2
3
2
Large Laser
1.0
5.0
698
Heat Sink
40
NORMAL
1
2
3
4
Heat Sink
1.0
1.0
699
Heat Sink
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
3
Heat Sink
1.0
1.0
700
Heat Sink
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
2
Heat Sink
1.0
1.0
701
Medium Laser
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
6
Medium Laser
1.0
1.0
702
Medium Laser
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
5
Medium Laser
1.0
1.0
703
Medium Laser
25
NORMAL
1
8dc535ca-4a42-457d-9886-92949dc68588
1
3
4
Medium Laser
1.0
1.0
704
Jump Jet
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
5
Jump Jet
1.0
1.0
705
Jump Jet
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
4
Jump Jet
1.0
1.0
706
Jump Jet
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
3
Jump Jet
1.0
1.0
707
Jump Jet
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
2
Jump Jet
1.0
1.0
708
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
12
Heat Sink
1.0
1.0
709
Medium Laser
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
11
Medium Laser
1.0
1.0
710
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
10
Heat Sink
1.0
1.0
711
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
9
Heat Sink
1.0
1.0
712
SRM 2
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
2
SRM 2
1.0
1.0
713
SRM 2 Ammo Bin
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
3
IS Ammo SRM-2
1.0
1.0
714
AC/5
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
4
Autocannon/5
1.0
8.0
715
PPC
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
5
PPC
1.0
7.0
716
AC/5 Ammo Bin
50
NORMAL
1
23ea8f7d-96bc-4ecc-b1ad-01ec7acffce5
1
3
6
IS Ammo AC/5
1.0
1.0
717
Jump Jet
30
NORMAL
1
518b69c6-f3ba-47ee-a9f1-56900b528441
1
3
4
Jump Jet
1.0
0.5
718
Jump Jet
35
NORMAL
1
153d2e91-5fa3-4903-9010-a4d9ddccfc31
1
3
4
Jump Jet
1.0
0.5
719
Heat Sink
50
NORMAL
1
029aa656-ef80-483c-899a-aa792e4ea069
1
3
2
Heat Sink
1.0
1.0
720
LRM 5
85
NORMAL
1
2f77dc5d-04fb-45ba-9943-8c4f505a3bb0
1
3
4
LRM 5
1.0
2.0
721
SRM 4
80
NORMAL
1
eec47cc4-f449-4ef4-9b3d-806fbc3ba994
1
3
4
SRM 4
1.0
2.0
722
Medium Laser
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
8
Medium Laser
1.0
1.0
723
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
7
Heat Sink
1.0
1.0
724
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
6
Heat Sink
1.0
1.0
725
Heat Sink
80
NORMAL
1
fdceebee-6bb0-4d85-ad41-9a1a541c0142
1
3
22
Heat Sink
1.0
1.0
726
Mech Head
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
0
0
false
false
1.0
false
false
false
false
727
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
9
0
0
false
0
false
728
Mech Center Torso
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
1
0
false
false
1.0
false
false
false
false
729
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
17
0
1
false
0
false
730
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
6
0
1
true
0
false
731
Mech Right Torso
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
2
0
false
false
1.0
false
false
false
false
732
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
14
0
2
false
0
false
733
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
5
0
2
true
0
false
734
Mech Left Torso
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
3
0
false
false
1.0
false
false
false
false
735
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
14
0
3
false
0
false
736
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
5
0
3
true
0
false
737
Mech Right Arm
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
4
0
false
false
1.0
false
false
false
false
738
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
11
0
4
false
0
false
739
Mech Left Arm
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
5
0
false
false
1.0
false
false
false
false
740
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
11
0
5
false
0
false
741
Mech Right Leg
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
6
0
false
false
1.0
false
false
false
false
742
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
14
0
6
false
0
false
743
Mech Left Leg
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
7
0
false
false
1.0
false
false
false
false
744
Armor (Standard)
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
14
0
7
false
0
false
745
Large Laser
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
2
Large Laser
1.0
5.0
746
Large Laser
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
3
Large Laser
1.0
5.0
747
Heat Sink
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
4
Heat Sink
1.0
1.0
748
Heat Sink
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
5
Heat Sink
1.0
1.0
749
240 Fusion Engine
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
1
240
0
false
750
Standard Gyro
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
0
3.0
751
Mech Life Support System
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
752
Mech Sensors
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
753
Standard Cockpit
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
0
754
Upper Arm Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
8
4
755
Upper Arm Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
8
5
756
Lower Arm Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
9
4
757
Lower Arm Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
9
5
758
Hand Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
10
4
759
Upper Leg Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
12
6
760
Upper Leg Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
12
7
761
Lower Leg Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
13
6
762
Lower Leg Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
13
7
763
Foot Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
14
6
764
Foot Actuator
40
NORMAL
1
324e25d9-96f7-4c6e-a64f-d8bf33bca043
1
3
14
7
765
Mech Head (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
0
3
false
false
1.0
false
false
false
false
766
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
9
0
0
false
0
false
767
Mech Center Torso (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
1
3
false
false
1.0
false
false
false
false
768
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
26
0
1
false
0
false
769
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
9
0
1
true
0
false
770
Mech Right Torso (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
2
3
false
false
1.0
false
false
false
false
771
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
20
0
2
false
0
false
772
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
6
0
2
true
0
false
773
Mech Left Torso (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
3
3
false
false
1.0
false
false
false
false
774
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
20
0
3
false
0
false
775
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
6
0
3
true
0
false
776
Mech Right Arm (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
4
3
false
false
1.0
false
false
false
false
777
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
18
0
4
false
0
false
778
Mech Left Arm (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
5
3
false
false
1.0
false
false
false
false
779
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
18
0
5
false
0
false
780
Mech Right Leg (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
6
3
false
false
1.0
false
false
false
false
781
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
26
0
6
false
0
false
782
Mech Left Leg (Endo Steel Prototype)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
7
3
false
false
1.0
false
false
false
false
783
Armor (Standard)
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
26
0
7
false
0
false
784
Medium Laser
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
2
Medium Laser
1.0
1.0
785
Prototype ER Large Laser
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
3
ISERLargeLaserPrototype
1.0
5.0
786
Double Heat Sink Prototype
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
4
ISDoubleHeatSinkPrototype
1.0
1.0
787
Double Heat Sink Prototype
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
5
ISDoubleHeatSinkPrototype
1.0
1.0
788
LRM 15
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
6
LRM 15
1.0
7.0
789
LRM 15 Ammo Bin
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
7
IS Ammo LRM-15
1.0
1.0
790
LRM 15 Ammo Bin
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
8
IS Ammo LRM-15
1.0
1.0
791
Double Heat Sink Prototype
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
10
ISDoubleHeatSinkPrototype
1.0
1.0
792
300 Fusion Engine
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
1
300
0
false
793
Standard Gyro
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
0
3.0
794
Mech Life Support System
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
795
Mech Sensors
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
796
Standard Cockpit
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
0
797
Upper Arm Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
8
4
798
Upper Arm Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
8
5
799
Lower Arm Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
9
4
800
Lower Arm Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
9
5
801
Hand Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
10
4
802
Hand Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
10
5
803
Upper Leg Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
12
6
804
Upper Leg Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
12
7
805
Lower Leg Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
13
6
806
Lower Leg Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
13
7
807
Foot Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
14
6
808
Foot Actuator
60
NORMAL
1
e6e973aa-bb17-4653-93e2-4489b616f612
1
3
14
7
friendly_fire
false
skip_ineligable_movement
false
skip_ineligable_firing
false
skip_ineligable_physical
true
push_off_board
true
team_initiative
true
autosave_msg
true
paranoid_autosave
false
exclusive_db_deployment
true
deep_deployment
false
blind_drop
false
real_blind_drop
false
lobby_ammo_dump
false
dumping_from_round
1
set_arty_player_homeedge
false
restrict_game_commands
false
disable_local_save
false
bridgeCF
0
show_bay_detail
false
rng_type
1
rng_log
false
flamer_heat
true
indirect_fire
true
breeze
false
random_basements
true
auto_ams
true
turn_timer
0
skip_forced_victory
false
check_victory
true
achieve_conditions
1
use_bv_destroyed
false
bv_destroyed_percent
100
use_bv_ratio
false
bv_ratio_percent
300
use_game_turn_limit
false
game_turn_limit
10
use_kill_count
false
game_kill_count
4
commander_killed
false
canon_only
false
year
3071
techlevel
Standard
era_based
false
allow_illegal_units
false
clan_ignore_eq_limits
false
no_clan_physical
false
allow_nukes
false
really_allow_nukes
false
minefields
false
hidden_units
false
double_blind
false
tacops_sensors
false
supress_all_double_blind_messages
false
suppress_double_blind_bv
false
team_vision
true
tacops_bap
false
tacops_eccm
false
tacops_ghost_target
false
ghost_target_max
5
tacops_dig_in
false
tacops_ba_weight
false
tacops_take_cover
false
tacops_angel_ecm
false
tacops_battle_wreck
false
tacops_skin_of_the_teeth_ejection
false
tacops_mobile_hqs
false
tacops_fatigue
false
tacops_fumbles
false
tacops_self_destruct
false
tacops_tank_crews
false
stratops_quirks
false
stratops_partialrepairs
false
assault_drop
false
paratroopers
false
inclusive_sensor_range
false
sensors_detect_all
false
magscan_nohills
false
woods_burn_down
false
woods_burn_down_amount
5
no_ignite_clear
false
all_have_ei_cockpit
false
extreme_temperature_survival
false
armed_mekwarriors
false
pilots_visual_range_one
false
pilots_cannot_spot
false
metal_content
false
ba_grab_bars
false
maxtech_movement_mods
false
alternate_masc
false
alternate_masc_enhanced
false
geometric_mean_bv
false
reduced_overheat_modifier_bv
false
alternate_pilot_bv_mod
false
tacops_ams
false
tacops_manual_ams
false
floating_crits
false
tacops_crit_roll
false
tacops_engine_explosions
false
tacops_called_shots
false
tacops_prone_fire
false
tacops_start_fire
false
tacops_range
false
tacops_los_range
false
tacops_dead_zones
false
tacops_LOS1
false
tacops_altdmg
false
tacops_clusterhitpen
false
tacops_ppc_inhibitors
false
tacops_charge_damage
false
tacops_glancing_blows
false
tacops_direct_blow
false
tacops_burst
false
tacops_heat
false
tacops_partial_cover
false
tacops_ba_criticals
false
tacops_hotload
false
tacops_rapid_ac
false
kind_rapid_ac
false
tacops_grappling
false
tacops_jump_jet_attack
false
tacops_trip_attack
false
tacops_energy_weapons
false
tacops_gauss_weapons
false
tacops_retractable_blades
false
tacops_ammunition
false
tacops_woods_cover
false
tacops_vehicle_effective
false
tacops_vehicle_arcs
false
tacops_vtol_attacks
false
tacops_advanced_mek_hit_locations
false
tacops_coolant_failure
false
tacops_ba_vs_ba
false
no_tac
false
vehicles_threshold
false
vehicles_threshold_variable
false
vehicles_threshold_divisor
10
vtol_strafing
false
vehicles_safe_from_infernos
false
protos_safe_from_infernos
false
indirect_always_possible
false
increased_ac_dmg
false
increased_iserll_range
false
unjam_uac
false
uac_tworolls
false
clubs_punch
false
on_map_predesignate
false
num_hexes_predesignate
5
map_area_predesignate
1088
max_external_heat
15
case_pilot_damage
false
no_forced_primary_targets
false
full_rotor_hits
false
forest_fires_no_smoke
false
hotload_in_game
false
multiuse_ams
false
tacops_sprint
false
tacops_standing_still
false
tacops_evade
false
tacops_skilled_evasion
false
tacops_leaping
false
tacops_physical_psr
false
tacops_attack_physical_psr
false
tacops_taking_damage
false
tacops_leg_damage
false
tacops_walk_backwards
false
tacops_fast_infantry_move
false
vehicle_lance_movement
false
vehicle_lance_movement_number
4
vehicle_acceleration
false
reverse_gear
false
vehicle_turn_mode
false
vehicle_advanced_maneuvers
false
tacops_hull_down
false
tacops_falling_expanded
false
tacops_attempting_stand
false
tacops_careful_stand
false
tacops_ziplines
false
mek_lance_movement
false
mek_lance_movement_number
4
no_immobile_vehicles
false
vehicles_can_eject
false
ejected_pilots_flee
false
auto_abandon_unit
false
no_hover_charge
false
no_premove_vibra
false
falls_end_movement
false
psr_jump_heavy_woods
false
no_night_move_pen
false
aero_ground_move
true
stratops_capital_fighter
false
fuel_consumption
false
stratops_conv_fusion_bonus
false
stratops_harjel
false
stratops_grav_effects
false
advanced_movement
false
heat_by_bay
false
atmospheric_control
false
ammo_explosions
false
stratops_aa_fire
false
stratops_aaa_laser
false
stratops_adv_pointdef
false
stratops_bracket_fire
false
stratops_ecm
false
stratops_sensor_shadow
false
stratops_over_penetrate
false
stratops_space_bomb
false
stratops_bearings_only
false
stratops_bearings_only_velocity
50
stratops_waypoint_launch
false
stratops_advanced_sensors
false
variable_damage_thresh
false
at2_nukes
false
aero_sanity
false
return_flyover
false
aa_move_mod
false
allow_large_squadrons
false
single_no_cap
false
aero_artillery_munitions
false
expanded_kf_drive_damage
false
inf_move_even
false
inf_deploy_even
false
inf_move_later
false
inf_move_multi
false
protos_move_even
false
protos_move_later
false
protos_move_multi
false
inf_proto_move_multi
3
simultaneous_deployment
false
simultaneous_movement
false
simultaneous_targeting
false
simultaneous_firing
false
simultaneous_physical
false
front_load_initiative
false
initiative_streak_compensation
false
pilot_advantages
false
edge
false
manei_domini
false
individual_initiative
false
command_init
false
rpg_gunnery
false
artillery_skill
false
toughness
false
conditional_ejection
false
manual_shutdown
false
begin_shutdown
false
7d25e04c-3a98-4714-9a6a-8b72d1dfacc4
Alvin
Watanabe
6
DC
false
0
15
MALE
0
ACTIVE
3019-03-05
Small Arms
2
0
Gunnery/Vehicle
2
0
0
1
================================================
FILE: MekHQ/campaigns/archive/Wolf and Blake/Black Widow Company, Church's Independent Company, Wolf's Dragoons.cpnx
================================================
9a67fd69-a692-4ba7-af8f-41c6b36c42ce
Black Widow Company
MERC
0
Second Star League
General
50
false
false
0
0
0
0
Mercs/Wolfs Dragoons/
Wolf Spiders Battalion.jpg
-- General --
None
0
4
1
2
3073-01-29
0
General
50
0
false
true
0
CAMPAIGN_OPS
false
false
false
false
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false
false
false
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45
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25
1
0
0
0
10
2
0
0
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10
true
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true
true
false
false
false
false
false
7
Tech
true
3
1
0
2
1
2
1
2
false
1
true
true
4
false
2
5.0
1.0
0.0
0.0
false
false
false
false
0
0
1
15
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4
10
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7
-1
true
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false
false
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1
0
16
4
false
true
false
2.5E-4
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100,55,55,10,5,30,20,10,5,30,20,500,160
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2.0E-5
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5.0E-4
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5.0E-5
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MOTHERS
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SPOUSE
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TAHARQA
PRISONER
true
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ANNUAL
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0.1
0.2
0.3
0.5
0.7
0.9
0.33
0.5
true
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YEARS
false
MONTHS_YEARS
false
false
Strat Ops
10
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4
true
0.3
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1.2
1.5
95,100,95,0,95,25
false
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800
40,20,60,10
true
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3
1
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true
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true
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5
5
true
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true
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-1,0,1,2,4,8
0,0,0,0,0,0
-1,0,1,2,4,8
0 CSB,1500 CSB,1500 CSB,900 CSB,900 CSB,900 CSB,900 CSB,960 CSB,750 CSB,960
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CSB,400 CSB,500 CSB,500 CSB,500 CSB,500 CSB,0 CSB,0 CSB
0.6,0.6,1.0,1.6,3.2
false,true,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false
false
Xotl,Total Warfare
The first slot in a location is at
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The first slot in a location is at
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27c90d97-63c3-48a6-81fa-b7fe219d83a1
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The first slot in a location is at
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Left
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The first slot in a location is at
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The first slot in a location is at
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The first slot in a location is at
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The first slot in a location is at
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The first slot in a location is at
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3
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The first slot in a location is at
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59924a78-3449-49bb-9223-ea10548aee90
Michael
Ramirez
1
MERC
true
MekWarrior Profile
Michael Ramirez is a second-generation Dragoon, the son of a lance commander in Epsilon
Regiment who died during Elson’s Challenge. The Archer he pilots was originally hers (though
he was lucky enough to receive a fully “phoenix upgrade” for the ‘Mek), and he takes the
legacy he inherited with the ’Mek very seriously. Loyalty is the most important thing in the
world to Michael, and he trades his loyalty with Stacy Church willingly because she does the
same with him.
The year 3068 found Michael marooned in the ruins of Am Numsan after the bulk of the
Dragoons evacuated. He managed to find other guerillas in the form of Elson Novacat’s
Elemental Strike Cluster, and together with the Toads From Hell he spent the next two years
making life difficult for the Blakist occupiers across Romulus. When Novacat died and Tara
Lucas took command, he followed her as well and welcomed the shift from Elemental based to
’Mek-based warfare.
’MEK History
Michael was the first Ghost to volunteer to serve with the Black Widows when Stacy Church
announced her intention to leave Outreach and prosecute the war inside the Blakist
Protectorate.His Archer often pairs with Orrin Fletcher’s Dervish to bombard unlucky enemies
with a hailstorm of long-range missiles. It’s not uncommon for him to load half or even more
of his ammunition bins with Thunder ammunition, allowing him to box in the Widow’s enemies
with high-power minefields from which they cannot escape. He has repeatedly refused further
upgrades to his Archer’s weaponry, citing his familiarity with what he has and an insistence
that “those things just aren’t Archers any more.”
Black Widow Company/
Michael_Ramirez.jpg
0
15
MALE
0
a867a292-b650-4a43-8cd0-e9d8c19320e1
ACTIVE
3034-01-22
Piloting/Mek
4
0
Gunnery/Mek
4
0
e29b4c3e-d328-4d04-9643-355c72e42c20
Wyatt
Rolfe
1
MERC
false
MekWarrior Profile
Wyatt Rolfe was not born nor trained as a Dragoon. He grew up on Arc-Royal and joined the
Kell Hounds Second Regiment. As part of a small detachment that accompanied the Wolf
(in-Exile)rescue force to Outreach, Wyatt fought against the Word of Blake outside of
Harlech to help buy the depleted warriors of Gamma Brigade time to escape. During the
retreat he was surrounded and his Verfolger destroyed as he ejected. While the rest of the
Hounds and Wolves were escaping, however, Wyatt was hiding from Word of Blake patrols. In
the end, he was marooned on Outreach.
Not long after the Wolves’ withdrawal, Wyatt managed to join up with Elson Novacat’s
resistance group. As a non-Dragoon he was suspected by the predominantly Clan-adoptee
Elemental Cluster but soon earned his place and a captured Wolfhound. After Tara Lucas
assumed command, Wyatt was officially brought into the Dragoons and offered a lance command
in her Ghosts. He fought the rest of the Outreach campaign with distinction, but it wasn’t
until the final assault on the administration center on Remus that he rose to prominence.
His lance was the lead unit supporting the Widows while they drew the bulk of the
Widowmakers away from the admin center. Afterward, Stacy Church personally requested that he
join the Widows as a lance commander.
Black Widow Company/
Wyatt_Rolfe.jpg
0
15
MALE
0
6264eba2-6652-4896-9869-8f5bfa57a60c
ACTIVE
3043-10-11
Piloting/Mek
5
0
Gunnery/Mek
5
0
7528ade2-ed1e-4e11-9011-80642016aab7
Eirene
Rondema
1
MERC
true
MekWarrior Profile
Eirene Rondema is the niece of Dragoon legend Danielle Rondema, a company commander who
performed admirably in the crucible of Misery against House Kurita. Eirene served two tours
with Alpha Brigade before The Day and the Day After, where she rose to command her own
assault company in Charlie Battalion. Her company fought bravely during the Second Battle of
Harlech and was the rearguard during the last withdrawal to the DropShips. Eirene herself
held the final line, ejecting just as her Marauder II was destroyed by concentrated Blakist
fire. Tragically, she was the only member of her company to survive; after ejecting she was
picked up and routed to a different Drop- Ship while her company’s Union-class vessel was
destroyed by orbiting Blakist WarShips.
Eirene took the loss hard and spent the better part of sixteen months in a hospital on
Arc-Royal before finally recovering. Her recovery was such that she was one of the warriors
Stacy Church chose to accompany her from Arc-Royal to Outreach. In combat on the plains
between the Ridges and New Wyatt, Eirene found herself wielding her Gallowglas as if it were
an avatar of her anguish.
’MEK History
Eirene’s Gallowglas, “Feral”, was one of the last -4GLS models produced (a newly debuting
subtle variant, the -4GLSA) before the sack of Blackwell’s production facilities in 3067. It
bears the scars of the Outreach campaign with pride, and Eirene keeps memorable scars
recorded in the paint scheme. Many Blakists and Blake-affiliated mercenaries have died
staring at the scarred
black and red Gallowglas.
Black Widow Company/
Eirene_Rondema.jpg
0
15
FEMALE
0
3135179e-e120-4092-ad88-9a8eb798d6c5
ACTIVE
3038-10-23
Piloting/Mek
5
0
Gunnery/Mek
5
0
a3bf4d85-cf9d-4c58-ac44-819ce4d44226
Orrin
Fletcher
1
MERC
false
MekWarrior Profile
Orrin Fletcher is an enigma amongst the Widows. Barely old enough to have learned to pilot a
’Mek, Orrin emerged among Francine’s resistance cell in the Ridges as a coldly competent and
deadly MekWarrior. His first recorded engagement was the rescue of Stacy Church and the
other Widows at Royal Pass, where his Lineholder accounted for several of the downed
Broadsword machines. He moved to a Dervish after his Lineholder was destroyed in the final
battle with the Broadsword Legion just prior to the Widows’ move to Remus in 3070.
Out of the cockpit, Orrin is an engaging man with a penchant for old-style stand-up comedy
routines. Any time he is not engaged in his duties, he can be found in the common room of
the Widows’DropShip, watching trivid comedies and laughing uproariously. Inside the cockpit,
however, Orrin is a completely different man: surly, silent, and prone to bouts of ferocious
rage. His accuracy with the Dervish’s long-range missiles makes him indispensable to
Lieutenant Rondema’s lance.
’MEK history
Orrin’s Dervish, which he calls “Onager,” is two hundred years old. The ’Mek spent most of
its lifetime as a member of Com- Star’s Com Guards before ending up in the ranks of the
Broadsword
Legion. Upgrades to Star League-era technology kept the medium support ’Mek a viable
machine, and Orrin treats it kindly. He prefers to remain out of range of most of his
opponents, showering them with long-range missiles, but at times his rage overtakes him and
the Dervish can be seen in the thick of the action, blasting away with short-range missiles
and lasers.
Black Widow Company/
Orrin_Fletcher.jpg
0
15
MALE
0
614f0037-84fc-4f99-91f3-32e8f78560b0
ACTIVE
3051-07-02
Piloting/Mek
4
0
Gunnery/Mek
5
0
5b23bb30-3553-4e55-a216-6b302603fe2d
Halle
Yost
1
MERC
false
MekWarrior Profile
Halle Yost served six years in Gamma Regiment before Second Harlech and the guerilla
campaign that followed. She is unique amongst her comrades in that she refused to be
evacuated in 3068 with the rest of Gamma. Halle elected to remain behind and wage a
one-woman war on the Word of Blake for eighteen months, only mixing with the other
resistance groups when her Talon desperately needed repairs or she needed supplies.
A lifelong loner, Halle is the best scout in the Widows. She uses her Talon for heavy
reconnaissance, often striking the first blow with her PPC before the enemy even knows she
is there. She pairs often with Madison and his Locust, knowing that most enemies will expect
to see a lightweight Locust on recon duty and stop looking for the deadly Talon. The two
exploit this advantage at every opportunity, often drawing each other’s opponents into
ambush after ambush. Even with these advantages, however, Halle is at her best when she
operates alone. Lieutenant Rolfe often allows her a great deal of latitude on the
battlefield, where she can use her long gun to greatest effect.
Black Widow Company/
Halle_Yost.jpg
0
15
FEMALE
0
402a62d3-8e51-4a86-a2a7-8796860ca86b
ACTIVE
3043-11-12
Piloting/Mek
5
0
Gunnery/Mek
5
0
a7205af4-2fc9-4bb0-9369-29c519f2796b
Neil
Gibson
1
MERC
true
MekWarrior Profile
Neil Gibson’s Trial of Position was Second Harlech. His sibko was called from Remus just
before the first Word of Blake ground troops attacked, and he and his sibs drove their
Chameleons right into the teeth of the attack. Neil was the only member of his sibko to
survive. After the withdrawals he ended up in the same resistance cell as Francine,
operating out of the Ridges near Harlech.
After the Widows’ arrival, Neil followed Stacy Church across the Ridges to harass the
Broadsword Legion and other Blakist troops. He became one of her strongest supporters, even
going so far as calling her “the new Black Widow” during unit meetings. After reading the
histories available, he has adopted original Widow Colin MacLaren’s habit of referring to
Church only in the third person, as “the Captain.” He drives his Firefly as if it were a
machine three times its mass, using its strong (for a light ’Mek) firepower to get himself
out of jams.
’MEK History
Neil’s Firefly is a salvaged Home Guard machine that was destroyed in a skirmish between a
small merc unit called Daley’s Destroyers and a mixed group of Home Guard ’Meks and infantry
that was caught outside Am Numsan in February of 3068. The Widows salvaged the ’Mek in late
3070 and Neil has piloted it ever since. In honor of its sterling service Neil has kept the
previous pilot’s name for the machine: “Jaime.”
Black Widow Company/
Neil_Gibson.jpg
0
15
MALE
0
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
ACTIVE
3048-02-04
Piloting/Mek
4
0
Gunnery/Mek
4
0
27c90d97-63c3-48a6-81fa-b7fe219d83a1
Stacy
Church
1
MERC
true
MekWarrior Profile Stacy Church was raised in a Dragoon sibko but came from an
Inner Sphere family. She was one of many orphans adopted
during the years between the Fourth Succession War and the Clan Invasion. She tested very
highly during her initial testing and those scores won her a place in the Spider’s Web
Battalion just in time for Elson’s Challenge. She chose to side with the majority of the
Battalion and fought against the Dragoon rebels.
As a reward for her service in that and other conflicts, Stacy was given command of the
prestigious Black Widow Trinary of the Wolf Spider Battalion in 3064. Her Trinary was the
only one to survive the Broadswords’ treachery, and although she was injured she pleaded to
remain behind when Alpha Brigade pulled the majority of the remaining Dragoons off of
Outreach in late December.
Mek history
The Zeus Stacy pilots was a gift from the Kell Hounds upon the Dragoons arrival on
Arc-Royal, a gift meant to give them a fighting chance of regaining something of what they
lost. One of the first decisions Maeve Wolf made in 3068 was not to try and resurrect the
Dragoon’s lost manufacturing capabilities in the uncertainty of the Jihad. This made
re-equipping the Dragoons a strictly Inner Sphere proposition, and the Zeus is a perfect
example.
The Zeus-X is a test-bed BattleMek that mounts some of the most advanced Inner Sphere
weapons available to the Kell Hounds and Dragoons. While it is a far cry from the Clan-made
Mad Cat she had previously piloted, Stacy finds the Zeus’ accuracy and high-tech defenses
just as deadly as her OmniMek.
More importantly, that advanced technology will allow Stacy to go head-to-head with the best
technologies fielded by the Word of Blake. That more than balances the risk of fielding such
experimental equipment when the Widows will often be far from extensive repair facilities
should things go wrong.
Black Widow Company/
Stacy_Church.jpg
0
15
FEMALE
0
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
ACTIVE
3036-10-21
Piloting/Mek
6
0
Gunnery/Mek
6
0
fbc73bbd-7d10-464f-a073-408da3bddbcc
Francine
1
MERC
true
MekWarrior Profile
When the Word of Blake struck at Outreach,Francine was two weeks out of her sibko. Her
training company was thrown into combat against the invading Word of Blake divisions in and
around Harlech until The Day After. She proved herself a testament to Dragoon training by
single-handedly taking down six Blakist ’Meks while defending a convoy of dependents trying
to escape across the Ridges to Am Numsan. When the rest of the Dragoons escaped in December,
Francine stayed behind.
It wasn’t until 3070 when Stacy Church returned to Outreach to build her new Black Widows
that Francine found her place. She’d been fighting with a small group around the ruins of
New Wyatt, and when they discovered a small group of Dragoons fighting their way through the
Royal Pass of the Ridges, they helped turn the tide against the Blakist mercenaries.
Francine was the first of the Resistance warriors to formally join the Black Widows.
’MEK PROFILE
Francine’s Griffin is not a new machine, but she has taken advantage of the smorgasbord of
captured Blakist technology (some of it captured from other sources, making its use against
the Blakists sweet justice) to retrofit the vintage BattleMek into a deadly tool of revenge.
Most enemies never suspect the deadly snub-nose PPC replacing the old Fusigon model, the
supercharged fusion engine, or the experimental “glazed armor” that is so effective against
the Blakists’ new variable pulse lasers.
Black Widow Company/
Francine.jpg
0
15
FEMALE
0
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
ACTIVE
3049-09-09
Piloting/Mek
5
0
Gunnery/Mek
4
0
ba121a6f-8d86-48e7-8f6e-21e981d13d04
Jacob
Kincaid
1
MERC
true
Jacob Kincaid is the first Dragoon to bear the Honorname Kincaid. The Founder,
Captain Ralph Kincaid of Delta Regiment, died on Wapakoneta in the Fourth Succession War.
Notorious as the only Dragoon to ever command his family in combat, Kincaid’s famous raging
hatred of House Kurita brought about his death against the Twelfth Galedon Regulars.
Jacob Kincaid shares many features with his progenitor but the most poignant is hatred. As a
Dragoon sibkid Jacob viewed the Dragoons as his only family and Jaime Wolf as his
grandfather, a trait shared by many young Dragoons. Jacob hates the Word of Blake—and the
Broadsword Legion especially—with a white-hot rage that he keeps just beneath the surface. A
superb MekWarrior and administrator, Jacob was Stacy Church’s first choice for her XO. She
convinced him to leave the Trial fields of Arc-Royal behind and begin to take his revenge.
’MEK history
Although entitled to a heavier machine, Jacob has kept the Uziel he won in combat on
Arc-Royal soon after the Dragoons’ arrival. Given the availability of equipment that flows
through Arc-Royal he has managed to upgrade the machine significantly, including using some
experimental equipment. He named the ’Mek “Michael” soon after he won it, in honor of the
son of Ralph Kincaid, who died against the Kuritans.
Black Widow Company/
Jacob_Kincaid.jpg
0
15
MALE
0
59b03970-9d5b-42cb-a6a5-cfaad341c37e
ACTIVE
3043-07-30
Piloting/Mek
5
0
Gunnery/Mek
5
0
f3427ab6-af14-467d-a581-681ee48c9c84
Max
Henricksen
1
MERC
false
MekWarrior Profile
Max Henricksen loves being a Black Widow. He sees it as the culmination of his childhood.
Max grew up in TempTown, the lurid, shady quarter of Harlech, the son of a down-on-his-luck
negotiator and a has-been tinkerer. He joined the Dragoons’ Home Guard as soon as he was old
enough and, to even his own surprise, found that he excelled at it. He quickly rose to
command a lance in the Guard, and his lance fought some of the hardest battles of First and
Second Harlech. Max’s lance watched Battle Magic die at the Harlech DropPort, and it was his
lance (or the remnants of it) that escorted the honor guard to Jaime Wolf’s grave.
A born scrounger, Max has allowed those talents to thrive now that the Widows are on their
own inside the Protectorate. Most criminals find the Blakists’ measures even more repressive
than the Clans’and are happy to help Max find whatever he needs.Captain Church and
Lieutenant Rondema have given up asking where he gets the items that he procures; the fact
that they are always desperately needed and always in short supply, more than offset any
lingering concerns over the legality of his actions.
’MEK History
Max’s Cobra is a captured Word of Blake machine, one taken in the fighting in Harlech just
before The Day After. Although he is a fine MekWarrior, Max does not buy into most of the
idiosyncrasies of his comrades. He has no interest in naming his ’Mek,
only calling it “Marilyn” when it doesn’t cooperate. Systems have a habit of failing at
inopportune moments and the Widow technicians cannot identify why. Max is secretly hoping to
capture a different ’Mek, as he is starting to suspect that the Cobra is cursed.
Black Widow Company/
Max_Henricksen.jpg
0
15
MALE
0
2e8a23b8-9aaf-4f10-b44a-980430882957
ACTIVE
3042-05-10
Piloting/Mek
4
0
Gunnery/Mek
4
0
a8a3e447-857a-4dc7-a127-ca059fddb165
Russel
Madison
1
MERC
false
MekWarrior Profile
Russel Madison is a speed freak. He was a student at the Outreach Mercenary Training Command
when First Harlech erupted, and he immediately joined with his classmates in defending the
city against the mercenary assault. In the wake of Jaime Wolf’s death, Russel gained a
singular honor: he is the only man able to claim that he “outran” Condition Feral. While not
a Dragoon, he took his Locust and escaped into the Ridges while the Dragoons destroyed
anything that refused to surrender.
After Second Harlech, Russel emerged and joined a small ’Mek-equipped force that operated in
the flatlands between Am Numsan and New Wyatt. By late 3070 Russel’s group had been whittled
down to the point of asking to join the Black Widows. Stacy attached them as an auxiliary
unit to her command and used them as a swift recon force. The majority of the unit died in
the long running battle with Wannamaker’s Widowmakers in 3071, but Russel again survived on
the basis of his speed. After the battle he accepted a commission in the Black Widows and
enjoys being the “fastest man in the Inner Sphere.”
Black Widow Company/
Russel_Madison.jpg
0
15
MALE
0
4bb543a1-17a2-4e87-97e0-a0387d5342e3
ACTIVE
3049-06-26
Piloting/Mek
5
0
Gunnery/Mek
4
0
235df119-e815-41ca-879a-495409b6b493
Calvin
Magdaleno
1
MERC
true
MekWarrior Profile
Calvin Magdaleno is another Honornamed Dragoon sibkid, the offspring of a Dragoon hero from
the Fourth Succession War. Ramon Magdaleno was a hero of Deshler and Wapakoneta, and died
saving other Dragoons. Calvin is the only surviving member of his ageframe, but he won the
name before The Day. Injured during the bombardment of Harlech, Calvin languished in a MASH
unit for most a year until he healed well enough to join Tara Lucas’ Ghosts. He fought with
distinction through most of the campaign harassing the Broadswords. During the final
engagement he captured his BattleMaster from a Broadsword Level II commander.
Calvin, like most of his brothers, is a quiet man who carries most of his emotions below the
surface. Although card games are popular among the Magdaleno sibkos, Calvin shuns them. He
keeps busy with books and maintenance on his BattleMek, helping the Black Widow technicians
keep the other ’Meks in top shape.
’MEK history
Calvin’s BattleMaster, Ramon, was one of the machines refurbished on Hall in the Word of
Blake refit yards there. Calvin has taken many of the modifications the Blakists installed
in stride but has also added his own touches. The BattleMaster he’s crafted is one of the
hardiest BattleMeks ever built, and Calvin trusts his machine’s heavy “glazed” armor to keep
him and the rest of the Black Widows safe. He can often be found in the thick of the
fighting, making sure to keep the pressure off of his lancemates.
Black Widow Company/
Calvin_Magdaleno.jpg
0
15
MALE
0
23b4db00-fe8d-480a-9e00-572bbce19ae2
ACTIVE
3043-03-13
Piloting/Mek
5
0
Gunnery/Mek
5
0
Tempest Rising
Strike Back against Word of Blake
Outreach
0
DropShip Widow’s Web
Outbound to Pirate Point
Outreach
2 January 3073
As I write this, the Black Widows are on the hunt. Outreach is a dead world, a place of
memories of fire and pain and loss. So many of our ghosts still walk those blasted lands, so
many of our dead uninterred. So many pictures on the wall. I’ve left the Ghosts enough to
carry on, but I don’t have much hope for them. Outreach was our home, but now it’s just a
wasteland. Dragoons do not live in wastelands. No one does, except the dead.
I wish I could carry Jacob’s rage. I wish I could capture Eirene’s determination, or at
least a piece of the stone-hard certainty that the rest of them have. I don’t know what
we’ll find in this damnable Protectorate of theirs. I’ve walked the wasted hollows of
Outreach; how can the rest of their handiwork be worse? I’m angry, certainly, and
determined, but it doesn’t define me like the other Widows. It gives me a purpose. It gives
me a goal.
For too long the Word of Blake has been safely ensconced behind their wall of terror. For
too long they’ve taken the souls of millions and twisted them into hatred and fear. The
people need new legends; new heroes they can rally around, to fight back against the
nightfall that is Blake’s twisted Word. I don’t know if Maeve is right, and the Widows are
that symbol.
But I know the Word will come to know us, and to fear us. I
know the Word will feel pain and terror before I am done. I know the Master’s hands will be
made to curl in agony, as he watches his children burn and die.
On the souls of Outreach I swear it.
—From the mission log of Stacy Chruch
1
Touchpoint : Elgin
We learned from Whitehorse that the rest of the Sevens had preceded us into the
Protectorate. I was surprised to learn that, given that Maeve had written the Sevens off
in 3069 after they
refused the last recall order. It seems that Dragoons always find a way, as we had been
taught in the sibkos.
Whitehorse put us into the Sevens’ com systems and we heard about a team—White Wolf—in a
spot of trouble on Elgin. We’re putting down there in ten hours or so, and I’ll have one
of the lances try to get the boys and girls out if they can. The rest of us are going to
go and find something with a broadsword on it and kill it. Unity, but we could use more
allies down here. I hope they can hold out long enough.
—From the mission log of Stacy Church
SITUATION
Outside Vikram
Elgin, WOB Protectorate
29 January 3073
The Dragoons’ Seventh Kommando has long been considered
one of the elite special operations groups in the Inner Sphere, on par with the
Combine’s DEST commandos or the men and women of MI-6. Most of those assets were
presumed lost when Outreach was razed, but persistent reports of sabotage and guerrilla
warfare throughout the Protectorate have put lie to those presumptions.
A team of Sevens was present on Elgin when one of the few remaining Wolfnet operatives
made contact with them, offering vital intelligence on Word of Blake troop movements in
nearby space in return for a safe extraction to Arc-Royal. Although the Sevens were able
to link up with the Wolfnet operative and his team, their transport was discovered and
destroyed by the Protectorate Militia. It was only luck, then, that the Widows’ JumpShip
was recharging innocuously at the nadir jump point when the Sevens sent their call for
help.
0
2
Black Widow Company
This is the Black Widow Company as per the start of the campaign in the Starter Book:
Wolf vs. Blake by Catalyst Game Labs.
All meks and personal are set up exactly like the book. Anyone that wants to use these will
need to add the additional support personal and equipment and will need to define what MHQ
and MM rules they want to use with the Campaign.
It should be noted that this starter book did not included skills beyond piloting and
gunnery and any other skills will need set.
Enjoy.
Conversion by Hammer
true
Units/
Black_Widow_Company.jpg
-1
Command Lance
true
Mek/
hmek.png
-1
Fire Lance
true
Mek/
hmek.png
2
Recon Lance
true
Mek/
lmek.png
-1
0
Terra
0.0
0.0
true
Piloting/Mek
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Mek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aerospace
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aerospace
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Ground Vehicle
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/VTOL
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/Naval
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Vehicle
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aircraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aircraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Spacecraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Spacecraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Artillery
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Battlesuit
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/ProtoMek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Small Arms
7
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Anti-Mek
8
false
2
3
4
5
12,6,6,6,6,6,6,6,6,-1,-1
Tech/Mek
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Mechanic
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Aero
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/BA
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Vessel
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Astech
10
false
1
3
4
5
12,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Doctor
11
false
1
3
4
5
16,8,0,8,8,8,-1,-1,-1,-1,-1
Medtech
11
false
1
3
4
5
16,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Hyperspace Navigation
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Administration
10
false
1
3
4
5
8,4,0,4,4,4,-1,-1,-1,-1,-1
Tactics
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Strategy
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Negotiation
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Leadership
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Scrounge
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Jumping Jack (aToW)
jumping_jack
Unit only suffers a +1 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
6
hopping_jack
hopping_jack
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Multi-Tasker (aToW)
multi_tasker
Secondary target modifiers are reduced by one.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Sandblaster (AToW)
sandblaster
A pilot with this ability gets a +4, +3, or +2 to the cluster table
at short, medium, or long/extended range, respectively, but only with a specialized weapon.
6
3
cluster_hitter::cluster_master
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Tactical Genius (aToW)
tactical_genius
A pilot who has a Tactical Genius may reroll their initiative once per turn.
The second roll must be accepted.
Note: Only one Tactical Genius may be utilized per team.
8
1
Tactics::Veteran
Dodge (MaxTech)
dodge_maneuver
Enables the unit to make a dodge maneuver instead of a physical attack.
This maneuver adds +2 to the BTH to physical attacks against the unit.
NOTE: The dodge maneuver is declared during the weapons phase.
Note: This ability is only used for BattleMeks.
2
1
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Sniper (aToW)
sniper
Range penalties are halved.
12
1
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Weapon Specialist (aToW)
weapon_specialist
A pilot who specializes in a particular weapon receives a -2 to hit modifier on all
attacks with that weapon.
12
2
specialist
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Natural Aptitude, Gunnery (aToW)
aptitude_gunnery
Roll 3d6 and take the best two for gunnery checks
40
0
Gunnery/Battlesuit
Gunnery/Aircraft
Gunnery/Spacecraft
Gunnery/Aerospace
Gunnery/Vehicle
Gunnery/Mek
Gunnery/ProtoMek
Cluster Hitter (AToW)
cluster_hitter
A pilot with this ability gets a +1 to the cluster hit table
6
3
cluster_master
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Weathered (Unofficial)
weathered
A pilot with this ability does not suffer the initial -1 to hit due to weather
conditions.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Some Like It Hot (Unofficial)
some_like_it_hot
A pilot with this ability does not suffer the initial -1 to hit due to heat.
6
2
Gunnery/Aerospace::Regular
Gunnery/Mek::Regular
Sensor Geek (Unofficial)
sensor_geek
A pilot with this ability gets a -2 bonus on sensor checks.
Note that this is really only a bonus, if inclusive sensor ranges are in use.
3
2
Piloting/Aerospace::Green
Piloting/Naval::Green
Piloting/Ground Vehicle::Green
Gunnery/Battlesuit::Green
Piloting/VTOL::Green
Piloting/Aircraft::Green
Gunnery/ProtoMek::Green
Piloting/Mek::Green
Oblique Attacker (aToW)
oblique_attacker
The penalty for indirect fire is reduced by one.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Maneuvering Ace (aToW)
maneuvering_ace
Enables the unit to move laterally like a Quad.
Quads can move laterally for 1 less MP.
Aerospace units can perform maneuvers for 1 less thrust point.
Units also receive a -1 BTH to rolls against skidding, sideslipping, and going out of
control.
4
3
Piloting/Aerospace::Regular
Piloting/Naval::Regular
Piloting/Ground Vehicle::Regular
Piloting/VTOL::Regular
Piloting/Aircraft::Regular
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Melee Master (aToW)
melee_master
Enables the unit to do one additional kick, punch, or club attack on the same opponent.
4
6
melee_specialist
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Cluster Master (AToW)
cluster_master
A pilot with this ability gets a +2 to the cluster hit table
6
6
cluster_hitter
cluster_hitter
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Melee Specialist (aToW)
melee_specialist
Enables the unit to do 1 additional point of damage with physical attacks and applies a
-1 to-hit modifier to physical attacks.
Note: This ability is only used for BattleMeks.
4
3
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Gunnery Specialization (aToW)
specialist
A pilot who specializes in a type of weapon receives a -1 to-hit modifier when using
weapons of that type and a
+1 to-hit modifier when using other types of weapons.
6
4
weapon_specialist
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Pain Resistance (MaxTech)
pain_resistance
When making consciousness rolls,
1 is added to all rolls.
Also,
damage received from ammo explosions is reduced to 1.
Note: This ability is only used for BattleMeks.
4
2
All Weather (Unofficial)
allweather
A pilot with this ability does not suffer the PSR penalties due to weather.
2
2
Piloting/Aerospace::Regular
Piloting/Naval::Regular
Piloting/Ground Vehicle::Regular
Piloting/VTOL::Regular
Piloting/Aircraft::Regular
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Hot Dog (aToW)
hot_dog
Reduce heat-related target rolls (e.g ammo, damage, shutdown) by 1.
2
2
Piloting/Aerospace::Regular
Piloting/Mek::Regular
Blind Fighter (Unofficial)
blind_fighter
A pilot with this ability does not suffer the initial -1 to hit due to darkness.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Hopping Jack (Unofficial)
hopping_jack
Unit only suffers a +2 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
3
jumping_jack
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-10,-10,-2,0,1
-10,-10,-7,-4,-1
true
true
10
-3
-10
10
-2
0
-4
1
Mech Head
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
0
0
false
false
1.0
false
false
false
false
2
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
9
5
0
false
0
false
3
Mech Center Torso
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
1
0
false
false
1.0
false
false
false
false
4
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
34
5
1
false
0
false
5
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
11
5
1
true
0
false
6
Mech Right Torso
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
2
0
false
false
1.0
false
false
false
false
7
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
22
5
2
false
0
false
8
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
8
5
2
true
0
false
9
Mech Left Torso
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
3
0
false
false
1.0
false
false
false
false
10
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
22
5
3
false
0
false
11
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
8
5
3
true
0
false
12
Mech Right Arm
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
4
0
false
false
1.0
false
false
false
false
13
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
23
5
4
false
0
false
14
Mech Left Arm
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
5
0
false
false
1.0
false
false
false
false
15
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
23
5
5
false
0
false
16
Mech Right Leg
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
6
0
false
false
1.0
false
false
false
false
17
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
30
5
6
false
0
false
18
Mech Left Leg
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
7
0
false
false
1.0
false
false
false
false
19
Armor (Light Ferro-Fibrous)
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
30
5
7
false
0
false
24
AES
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
5
ISAES
1.0
2.5
25
Double Heat Sink
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
8
ISDoubleHeatSink
1.0
1.0
26
ER Medium Laser
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
9
ISERMediumLaser
1.0
1.0
27
Double Heat Sink
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
6
ISDoubleHeatSink
1.0
1.0
28
ER Medium Laser
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
7
ISERMediumLaser
1.0
1.0
29
LB 10-X AC Ammo Bin
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
10
IS LB 10-X AC Ammo
1.0
1.0
30
LB 10-X Cluster Ammo Bin
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
11
IS LB 10-X Cluster Ammo
1.0
1.0
31
320 Light Engine
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
5
320
0
false
32
Standard Gyro
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
0
4.0
33
Mech Life Support System
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
34
Mech Sensors
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
35
Standard Cockpit
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
0
36
Upper Arm Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
8
4
37
Upper Arm Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
8
5
38
Lower Arm Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
9
4
39
Lower Arm Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
9
5
40
Upper Leg Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
12
6
41
Upper Leg Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
12
7
42
Lower Leg Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
13
6
43
Lower Leg Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
13
7
44
Foot Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
14
6
45
Foot Actuator
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
14
7
46
Mech Head (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
0
2
false
false
1.0
false
false
false
false
47
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
9
5
0
false
0
false
48
Mech Center Torso (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
1
2
false
false
1.0
false
false
false
false
49
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
20
5
1
false
0
false
50
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
7
5
1
true
0
false
51
Mech Right Torso (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
2
2
false
false
1.0
false
false
false
false
52
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
16
5
2
false
0
false
53
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
6
5
2
true
0
false
54
Mech Left Torso (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
3
2
false
false
1.0
false
false
false
false
55
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
16
5
3
false
0
false
56
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
6
5
3
true
0
false
57
Mech Right Arm (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
4
2
false
false
1.0
false
false
false
false
58
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
14
5
4
false
0
false
59
Mech Left Arm (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
5
2
false
false
1.0
false
false
false
false
60
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
14
5
5
false
0
false
61
Mech Right Leg (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
6
2
false
false
1.0
false
false
false
false
62
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
22
5
6
false
0
false
63
Mech Left Leg (Endo-Steel)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
7
2
false
false
1.0
false
false
false
false
64
Armor (Light Ferro-Fibrous)
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
22
5
7
false
0
false
69
Medium Pulse Laser
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
12
ISMediumPulseLaser
1.0
2.0
70
Streak SRM 6
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
7
ISStreakSRM6
1.0
4.5
71
Streak SRM 6 Ammo Bin
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
8
IS Streak SRM 6 Ammo
1.0
1.0
72
LAC/5 Ammo Bin
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
14
IS Ammo LAC/5
1.0
1.0
73
LAC/5 Ammo Bin
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
13
IS Ammo LAC/5
1.0
1.0
74
Supercharger
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
11
Supercharger
1.0
250
75
Medium Pulse Laser
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
6
ISMediumPulseLaser
1.0
2.0
76
LAC/5 Ammo Bin
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
10
IS Ammo LAC/5
1.0
1.0
77
LAC/5 Ammo Bin
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
9
IS Ammo LAC/5
1.0
1.0
78
250 XL Engine
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
2
250
0
false
79
XL Gyro
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
1
1.5
80
Mech Life Support System
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
81
Mech Sensors
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
82
Standard Cockpit
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
0
83
Upper Arm Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
8
4
84
Upper Arm Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
8
5
85
Lower Arm Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
9
4
86
Lower Arm Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
9
5
87
Upper Leg Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
12
6
88
Upper Leg Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
12
7
89
Lower Leg Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
13
6
90
Lower Leg Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
13
7
91
Foot Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
14
6
92
Foot Actuator
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
14
7
93
Mech Head (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
0
2
false
false
1.0
false
false
false
false
94
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
9
3
0
false
0
false
95
Mech Center Torso (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
1
2
false
false
1.0
false
false
false
false
96
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
27
3
1
false
0
false
97
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
8
3
1
true
0
false
98
Mech Right Torso (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
2
2
false
false
1.0
false
false
false
false
99
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
20
3
2
false
0
false
100
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
6
3
2
true
0
false
101
Mech Left Torso (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
3
2
false
false
1.0
false
false
false
false
102
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
20
3
3
false
0
false
103
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
6
3
3
true
0
false
104
Mech Right Arm (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
4
2
false
false
1.0
false
false
false
false
105
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
18
3
4
false
0
false
106
Mech Left Arm (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
5
2
false
false
1.0
false
false
false
false
107
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
18
3
5
false
0
false
108
Mech Right Leg (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
6
2
false
false
1.0
false
false
false
false
109
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
26
3
6
false
0
false
110
Mech Left Leg (Endo-Steel)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
7
2
false
false
1.0
false
false
false
false
111
Armor (Reflective)
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
26
3
7
false
0
false
117
ER Medium Laser
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
14
ISERMediumLaser
1.0
1.0
119
Supercharger
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
9
Supercharger
1.5
275
120
LRM 15
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
10
LRM 15
1.0
7.0
121
LRM 15 Ammo Bin
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
12
IS Ammo LRM-15
1.0
1.0
122
LRM 15 Ammo Bin
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
11
IS Ammo LRM-15
1.0
1.0
125
275 Light Engine
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
5
275
0
false
126
Standard Gyro
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
0
3.0
127
Mech Life Support System
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
128
Mech Sensors
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
129
Standard Cockpit
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
0
130
Upper Arm Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
8
4
131
Upper Arm Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
8
5
132
Lower Arm Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
9
4
133
Lower Arm Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
9
5
134
Hand Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
10
4
135
Hand Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
10
5
136
Upper Leg Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
12
6
137
Upper Leg Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
12
7
138
Lower Leg Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
13
6
139
Lower Leg Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
13
7
140
Foot Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
14
6
141
Foot Actuator
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
14
7
142
Mech Head
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
0
0
false
false
1.0
false
false
false
false
143
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
9
3
0
false
0
false
144
Mech Center Torso
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
1
0
false
false
1.0
false
false
false
false
145
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
32
3
1
false
0
false
146
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
11
3
1
true
0
false
147
Mech Right Torso
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
2
0
false
false
1.0
false
false
false
false
148
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
23
3
2
false
0
false
149
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
8
3
2
true
0
false
150
Mech Left Torso
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
3
0
false
false
1.0
false
false
false
false
151
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
23
3
3
false
0
false
152
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
8
3
3
true
0
false
153
Mech Right Arm
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
4
0
false
false
1.0
false
false
false
false
154
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
24
3
4
false
0
false
155
Mech Left Arm
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
5
0
false
false
1.0
false
false
false
false
156
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
24
3
5
false
0
false
157
Mech Right Leg
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
6
0
false
false
1.0
false
false
false
false
158
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
31
3
6
false
0
false
159
Mech Left Leg
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
7
0
false
false
1.0
false
false
false
false
160
Armor (Reflective)
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
31
3
7
false
0
false
165
Double Heat Sink
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
12
ISDoubleHeatSink
1.0
1.0
166
ER Medium Laser
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
14
ISERMediumLaser
1.0
1.0
167
ER Medium Laser
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
13
ISERMediumLaser
1.0
1.0
168
Machine Gun
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
15
Machine Gun
1.0
0.5
169
Streak SRM 6
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
9
ISStreakSRM6
1.0
4.5
170
Streak SRM 6 Ammo Bin
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
10
IS Streak SRM 6 Ammo
1.0
1.0
171
Double Heat Sink
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
5
ISDoubleHeatSink
1.0
1.0
172
ER Medium Laser
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
7
ISERMediumLaser
1.0
1.0
173
ER Medium Laser
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
6
ISERMediumLaser
1.0
1.0
174
Machine Gun
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
8
Machine Gun
1.0
0.5
175
Half Machine Gun Ammo Bin
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
16
IS Machine Gun Ammo - Half
1.0
0.5
176
Rotary AC/5 Ammo Bin
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
18
ISRotaryAC5 Ammo
1.0
1.0
177
Rotary AC/5 Ammo Bin
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
17
ISRotaryAC5 Ammo
1.0
1.0
178
340 Light Engine
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
5
340
0
false
179
Standard Gyro
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
0
4.0
180
Mech Life Support System
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
181
Mech Sensors
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
182
Standard Cockpit
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
0
183
Upper Arm Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
8
4
184
Upper Arm Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
8
5
185
Lower Arm Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
9
4
186
Lower Arm Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
9
5
187
Hand Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
10
4
188
Hand Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
10
5
189
Upper Leg Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
12
6
190
Upper Leg Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
12
7
191
Lower Leg Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
13
6
192
Lower Leg Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
13
7
193
Foot Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
14
6
194
Foot Actuator
85
NORMAL
1
23b4db00-fe8d-480a-9e00-572bbce19ae2
1
3
14
7
195
Mech Head (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
0
2
false
false
1.0
false
false
false
false
196
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
9
0
0
false
0
false
197
Mech Center Torso (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
1
2
false
false
1.0
false
false
false
false
198
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
30
0
1
false
0
false
199
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
9
0
1
true
0
false
200
Mech Right Torso (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
2
2
false
false
1.0
false
false
false
false
201
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
23
0
2
false
0
false
202
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
7
0
2
true
0
false
203
Mech Left Torso (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
3
2
false
false
1.0
false
false
false
false
204
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
23
0
3
false
0
false
205
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
7
0
3
true
0
false
206
Mech Right Arm (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
4
2
false
false
1.0
false
false
false
false
207
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
20
0
4
false
0
false
208
Mech Left Arm (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
5
2
false
false
1.0
false
false
false
false
209
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
20
0
5
false
0
false
210
Mech Right Leg (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
6
2
false
false
1.0
false
false
false
false
211
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
22
0
6
false
0
false
212
Mech Left Leg (Endo-Steel)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
7
2
false
false
1.0
false
false
false
false
213
Armor (Standard)
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
22
0
7
false
0
false
219
ER Medium Laser
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
11
ISERMediumLaser
1.0
1.0
220
Gauss Rifle
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
7
ISGaussRifle
1.0
15.0
221
Guardian ECM Suite
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
8
ISGuardianECMSuite
1.0
1.5
222
ER Large Laser
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
9
ISERLargeLaser
1.0
5.0
223
ER Medium Laser
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
10
ISERMediumLaser
1.0
1.0
224
ER Medium Laser
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
5
ISERMediumLaser
1.0
1.0
225
Gauss Ammo Bin
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
13
IS Gauss Ammo
1.0
1.0
226
Gauss Ammo Bin
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
12
IS Gauss Ammo
1.0
1.0
227
ER Small Laser
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
15
ISERSmallLaser
1.0
0.5
228
280 Fusion Engine
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
1
280
0
false
229
Standard Gyro
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
0
3.0
230
Mech Life Support System
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
231
Mech Sensors
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
232
Standard Cockpit
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
0
233
Upper Arm Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
8
4
234
Upper Arm Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
8
5
235
Lower Arm Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
9
4
236
Lower Arm Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
9
5
237
Hand Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
10
5
238
Upper Leg Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
12
6
239
Upper Leg Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
12
7
240
Lower Leg Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
13
6
241
Lower Leg Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
13
7
242
Foot Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
14
6
243
Foot Actuator
70
NORMAL
1
3135179e-e120-4092-ad88-9a8eb798d6c5
1
3
14
7
244
Mech Head (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
0
2
false
false
1.0
false
false
false
false
245
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
9
1
0
false
0
false
246
Mech Center Torso (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
1
2
false
false
1.0
false
false
false
false
247
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
21
1
1
false
0
false
248
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
5
1
1
true
0
false
249
Mech Right Torso (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
2
2
false
false
1.0
false
false
false
false
250
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
19
1
2
false
0
false
251
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
5
1
2
true
0
false
252
Mech Left Torso (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
3
2
false
false
1.0
false
false
false
false
253
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
19
1
3
false
0
false
254
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
5
1
3
true
0
false
255
Mech Right Arm (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
4
2
false
false
1.0
false
false
false
false
256
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
13
1
4
false
0
false
257
Mech Left Arm (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
5
2
false
false
1.0
false
false
false
false
258
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
13
1
5
false
0
false
259
Mech Right Leg (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
6
2
false
false
1.0
false
false
false
false
260
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
17
1
6
false
0
false
261
Mech Left Leg (Endo-Steel)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
7
2
false
false
1.0
false
false
false
false
262
Armor (Ferro-Fibrous)
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
17
1
7
false
0
false
271
LRM 10
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
13
LRM 10
1.0
5.0
272
LRM 10 Ammo Bin
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
14
IS Ammo LRM-10
1.0
1.0
273
LRM 10
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
9
LRM 10
1.0
5.0
274
LRM 10 Ammo Bin
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
10
IS Ammo LRM-10
1.0
1.0
275
Streak SRM 2 Ammo Bin
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
16
IS Streak SRM 2 Ammo
1.0
1.0
276
Streak SRM 2 Ammo Bin
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
15
IS Streak SRM 2 Ammo
1.0
1.0
278
275 Fusion Engine
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
1
275
0
false
279
Standard Gyro
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
0
3.0
280
Mech Life Support System
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
281
Mech Sensors
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
282
Standard Cockpit
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
0
283
Upper Arm Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
8
4
284
Upper Arm Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
8
5
285
Lower Arm Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
9
4
286
Lower Arm Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
9
5
287
Upper Leg Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
12
6
288
Upper Leg Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
12
7
289
Lower Leg Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
13
6
290
Lower Leg Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
13
7
291
Foot Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
14
6
292
Foot Actuator
55
NORMAL
1
614f0037-84fc-4f99-91f3-32e8f78560b0
1
3
14
7
293
Mech Head (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
0
2
false
false
1.0
false
false
false
false
294
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
9
0
0
false
0
false
295
Mech Center Torso (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
1
2
false
false
1.0
false
false
false
false
296
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
33
0
1
false
0
false
297
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
11
0
1
true
0
false
298
Mech Right Torso (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
2
2
false
false
1.0
false
false
false
false
299
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
22
0
2
false
0
false
300
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
8
0
2
true
0
false
301
Mech Left Torso (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
3
2
false
false
1.0
false
false
false
false
302
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
22
0
3
false
0
false
303
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
8
0
3
true
0
false
304
Mech Right Arm (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
4
2
false
false
1.0
false
false
false
false
305
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
22
0
4
false
0
false
306
Mech Left Arm (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
5
2
false
false
1.0
false
false
false
false
307
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
22
0
5
false
0
false
308
Mech Right Leg (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
6
2
false
false
1.0
false
false
false
false
309
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
30
0
6
false
0
false
310
Mech Left Leg (Endo-Steel)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
7
2
false
false
1.0
false
false
false
false
311
Armor (Standard)
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
30
0
7
false
0
false
316
Artemis IV FCS
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
11
ISArtemisIV
1.0
1.0
317
LRM 20 Artemis-capable Ammo Bin
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
13
IS Ammo LRM-20 Artemis-capable
1.0
1.0
318
LRM 20 Artemis-capable Ammo Bin
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
12
IS Ammo LRM-20 Artemis-capable
1.0
1.0
319
Streak SRM 2 Ammo Bin
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
14
IS Streak SRM 2 Ammo
1.0
1.0
321
Artemis IV FCS
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
5
ISArtemisIV
1.0
1.0
322
LRM 20 Artemis-capable Ammo Bin
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
7
IS Ammo LRM-20 Artemis-capable
1.0
1.0
323
LRM 20 Artemis-capable Ammo Bin
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
6
IS Ammo LRM-20 Artemis-capable
1.0
1.0
324
Streak SRM 2 Ammo Bin
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
8
IS Streak SRM 2 Ammo
1.0
1.0
325
Medium Laser
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
17
Medium Laser
1.0
1.0
326
Medium Laser
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
16
Medium Laser
1.0
1.0
327
ER Small Laser
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
18
ISERSmallLaser
1.0
0.5
328
280 Light Engine
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
5
280
0
false
329
Standard Gyro
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
0
3.0
330
Mech Life Support System
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
331
Mech Sensors
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
332
Standard Cockpit
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
0
333
Upper Arm Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
8
4
334
Upper Arm Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
8
5
335
Lower Arm Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
9
4
336
Lower Arm Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
9
5
337
Hand Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
10
4
338
Hand Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
10
5
339
Upper Leg Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
12
6
340
Upper Leg Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
12
7
341
Lower Leg Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
13
6
342
Lower Leg Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
13
7
343
Foot Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
14
6
344
Foot Actuator
70
NORMAL
1
a867a292-b650-4a43-8cd0-e9d8c19320e1
1
3
14
7
345
Mech Head (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
0
2
false
false
1.0
false
false
false
false
346
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
9
1
0
false
0
false
347
Mech Center Torso (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
1
2
false
false
1.0
false
false
false
false
348
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
16
1
1
false
0
false
349
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
5
1
1
true
0
false
350
Mech Right Torso (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
2
2
false
false
1.0
false
false
false
false
351
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
15
1
2
false
0
false
352
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
4
1
2
true
0
false
353
Mech Left Torso (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
3
2
false
false
1.0
false
false
false
false
354
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
15
1
3
false
0
false
355
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
4
1
3
true
0
false
356
Mech Right Arm (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
4
2
false
false
1.0
false
false
false
false
357
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
11
1
4
false
0
false
358
Mech Left Arm (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
5
2
false
false
1.0
false
false
false
false
359
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
11
1
5
false
0
false
360
Mech Right Leg (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
6
2
false
false
1.0
false
false
false
false
361
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
13
1
6
false
0
false
362
Mech Left Leg (Endo-Steel)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
7
2
false
false
1.0
false
false
false
false
363
Armor (Ferro-Fibrous)
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
13
1
7
false
0
false
368
Double Heat Sink
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
6
ISDoubleHeatSink
1.0
1.0
369
LRM 15 Ammo Bin
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
10
IS Ammo LRM-15
1.0
1.0
370
LRM 15 Ammo Bin
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
9
IS Ammo LRM-15
1.0
1.0
371
LRM 15 Ammo Bin
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
8
IS Ammo LRM-15
1.0
1.0
372
LRM 15 Ammo Bin
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
7
IS Ammo LRM-15
1.0
1.0
373
225 Fusion Engine
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
1
225
0
false
374
Standard Gyro
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
0
3.0
375
Mech Life Support System
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
376
Mech Sensors
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
377
Standard Cockpit
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
0
378
Upper Arm Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
8
4
379
Upper Arm Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
8
5
380
Upper Leg Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
12
6
381
Upper Leg Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
12
7
382
Lower Leg Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
13
6
383
Lower Leg Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
13
7
384
Foot Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
14
6
385
Foot Actuator
45
NORMAL
1
2e8a23b8-9aaf-4f10-b44a-980430882957
1
3
14
7
386
Mech Head (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
0
2
false
false
1.0
false
false
false
false
387
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
9
0
0
false
0
false
388
Mech Center Torso (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
1
2
false
false
1.0
false
false
false
false
389
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
16
0
1
false
0
false
390
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
6
0
1
true
0
false
391
Mech Right Torso (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
2
2
false
false
1.0
false
false
false
false
392
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
11
0
2
false
0
false
393
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
5
0
2
true
0
false
394
Mech Left Torso (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
3
2
false
false
1.0
false
false
false
false
395
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
11
0
3
false
0
false
396
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
5
0
3
true
0
false
397
Mech Right Arm (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
4
2
false
false
1.0
false
false
false
false
398
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
12
0
4
false
0
false
399
Mech Left Arm (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
5
2
false
false
1.0
false
false
false
false
400
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
12
0
5
false
0
false
401
Mech Right Leg (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
6
2
false
false
1.0
false
false
false
false
402
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
16
0
6
false
0
false
403
Mech Left Leg (Endo-Steel)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
7
2
false
false
1.0
false
false
false
false
404
Armor (Standard)
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
16
0
7
false
0
false
410
Light PPC
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
7
Light PPC
1.0
3.0
412
210 Fusion Engine
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
1
210
0
false
413
Standard Gyro
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
0
3.0
414
Mech Life Support System
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
415
Mech Sensors
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
416
Standard Cockpit
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
0
417
Upper Arm Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
8
4
418
Upper Arm Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
8
5
419
Lower Arm Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
9
4
420
Lower Arm Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
9
5
421
Hand Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
10
5
422
Upper Leg Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
12
6
423
Upper Leg Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
12
7
424
Lower Leg Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
13
6
425
Lower Leg Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
13
7
426
Foot Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
14
6
427
Foot Actuator
35
NORMAL
1
6264eba2-6652-4896-9869-8f5bfa57a60c
1
3
14
7
428
Mech Head (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
0
2
false
false
1.0
false
false
false
false
429
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
8
1
0
false
0
false
430
Mech Center Torso (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
1
2
false
false
1.0
false
false
false
false
431
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
15
1
1
false
0
false
432
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
5
1
1
true
0
false
433
Mech Right Torso (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
2
2
false
false
1.0
false
false
false
false
434
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
11
1
2
false
0
false
435
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
3
1
2
true
0
false
436
Mech Left Torso (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
3
2
false
false
1.0
false
false
false
false
437
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
11
1
3
false
0
false
438
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
3
1
3
true
0
false
439
Mech Right Arm (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
4
2
false
false
1.0
false
false
false
false
440
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
10
1
4
false
0
false
441
Mech Left Arm (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
5
2
false
false
1.0
false
false
false
false
442
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
10
1
5
false
0
false
443
Mech Right Leg (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
6
2
false
false
1.0
false
false
false
false
444
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
14
1
6
false
0
false
445
Mech Left Leg (Endo-Steel)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
7
2
false
false
1.0
false
false
false
false
446
Armor (Ferro-Fibrous)
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
14
1
7
false
0
false
452
Heat Sink
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
15
Heat Sink
1.0
1.0
453
Heat Sink
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
14
Heat Sink
1.0
1.0
454
Guardian ECM Suite
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
9
ISGuardianECMSuite
1.0
1.5
455
ER Medium Laser
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
19
ISERMediumLaser
1.0
1.0
456
LRM 5 Artemis-capable Ammo Bin
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
11
IS Ammo LRM-5 Artemis-capable
1.0
1.0
457
Heat Sink
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
13
Heat Sink
1.0
1.0
458
Heat Sink
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
8
Heat Sink
1.0
1.0
460
ER Medium Laser
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
16
ISERMediumLaser
1.0
1.0
461
LRM 5
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
17
LRM 5
1.0
2.0
462
Artemis IV FCS
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
18
ISArtemisIV
1.0
1.0
463
ER Medium Laser
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
10
ISERMediumLaser
1.0
1.0
464
150 Light Engine
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
5
150
0
false
465
Standard Gyro
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
0
2.0
466
Mech Life Support System
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
467
Mech Sensors
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
468
Standard Cockpit
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
0
469
Upper Arm Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
8
4
470
Upper Arm Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
8
5
471
Upper Leg Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
12
6
472
Upper Leg Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
12
7
473
Lower Leg Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
13
6
474
Lower Leg Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
13
7
475
Foot Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
14
6
476
Foot Actuator
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
14
7
477
Mech Head
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
0
0
false
false
1.0
false
false
false
false
478
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
9
0
0
false
0
false
479
Mech Center Torso
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
1
0
false
false
1.0
false
false
false
false
480
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
17
0
1
false
0
false
481
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
5
0
1
true
0
false
482
Mech Right Torso
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
2
0
false
false
1.0
false
false
false
false
483
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
12
0
2
false
0
false
484
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
4
0
2
true
0
false
485
Mech Left Torso
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
3
0
false
false
1.0
false
false
false
false
486
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
12
0
3
false
0
false
487
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
4
0
3
true
0
false
488
Mech Right Arm
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
4
0
false
false
1.0
false
false
false
false
489
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
12
0
4
false
0
false
490
Mech Left Arm
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
5
0
false
false
1.0
false
false
false
false
491
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
12
0
5
false
0
false
492
Mech Right Leg
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
6
0
false
false
1.0
false
false
false
false
493
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
16
0
6
false
0
false
494
Mech Left Leg
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
7
0
false
false
1.0
false
false
false
false
495
Armor (Standard)
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
16
0
7
false
0
false
501
280 XL Engine
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
2
280
0
false
502
Standard Gyro
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
0
3.0
503
Mech Life Support System
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
504
Mech Sensors
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
505
Standard Cockpit
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
0
506
Upper Arm Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
8
4
507
Upper Arm Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
8
5
508
Upper Leg Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
12
6
509
Upper Leg Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
12
7
510
Lower Leg Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
13
6
511
Lower Leg Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
13
7
512
Foot Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
14
6
513
Foot Actuator
35
NORMAL
1
402a62d3-8e51-4a86-a2a7-8796860ca86b
1
3
14
7
514
Mech Head (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
0
2
false
false
1.0
false
false
false
false
515
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
9
1
0
false
0
false
516
Mech Center Torso (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
1
2
false
false
1.0
false
false
false
false
517
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
9
1
1
false
0
false
518
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
3
1
1
true
0
false
519
Mech Right Torso (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
2
2
false
false
1.0
false
false
false
false
520
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
8
1
2
false
0
false
521
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
2
1
2
true
0
false
522
Mech Left Torso (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
3
2
false
false
1.0
false
false
false
false
523
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
8
1
3
false
0
false
524
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
2
1
3
true
0
false
525
Mech Right Arm (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
4
2
false
false
1.0
false
false
false
false
526
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
6
1
4
false
0
false
527
Mech Left Arm (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
5
2
false
false
1.0
false
false
false
false
528
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
6
1
5
false
0
false
529
Mech Right Leg (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
6
2
false
false
1.0
false
false
false
false
530
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
8
1
6
false
0
false
531
Mech Left Leg (Endo-Steel)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
7
2
false
false
1.0
false
false
false
false
532
Armor (Ferro-Fibrous)
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
8
1
7
false
0
false
536
MASC
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
5
ISMASC
1.0
280
537
280 XL Engine
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
2
280
0
false
538
XL Gyro
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
1
1.5
539
Mech Life Support System
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
540
Mech Sensors
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
541
Small Cockpit
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
1
542
Upper Arm Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
8
4
543
Upper Arm Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
8
5
544
Upper Leg Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
12
6
545
Upper Leg Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
12
7
546
Lower Leg Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
13
6
547
Lower Leg Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
13
7
548
Foot Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
14
6
549
Foot Actuator
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
14
7
550
Jump Jet
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
3
Jump Jet
1.0
0.5
551
Jump Jet
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
2
Jump Jet
1.0
0.5
552
Jump Jet
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
1
Jump Jet
1.0
0.5
553
Jump Jet
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
0
Jump Jet
1.0
0.5
554
Heat Sink
30
NORMAL
1
911f2f13-6cba-4c46-8e9e-bed92f5f2c26
1
3
7
Heat Sink
1.0
1.0
555
Blue Shield Particle Field Damper
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
2
Blue Shield Particle Field Damper
1.0
3.0
556
LB 10-X AC
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
3
ISLBXAC10
1.0
11.0
557
Heavy PPC
80
NORMAL
1
bd2ec814-dcf7-4401-8b78-7eeb90fd648b
1
3
4
Heavy PPC
1.0
10.0
558
ER Medium Laser
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
3
ISERMediumLaser
1.0
1.0
559
ER Medium Laser
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
1
ISERMediumLaser
1.0
1.0
560
ER Small Laser
20
NORMAL
1
4bb543a1-17a2-4e87-97e0-a0387d5342e3
1
3
4
ISERSmallLaser
1.0
0.5
561
LAC/5
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
4
Light Auto Cannon/5
1.0
5.0
562
LAC/5
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
1
Light Auto Cannon/5
1.0
5.0
563
AES
50
NORMAL
1
59b03970-9d5b-42cb-a6a5-cfaad341c37e
1
3
5
ISAES
1.0
1.5
564
Jump Jet
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
15
Jump Jet
1.0
0.5
565
Jump Jet
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
3
Jump Jet
1.0
0.5
566
Jump Jet
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
2
Jump Jet
1.0
0.5
567
Snub-Nose PPC
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
8
ISSNPPC
1.0
6.0
568
ER Medium Laser
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
5
ISERMediumLaser
1.0
1.0
569
Jump Jet
55
NORMAL
1
ef33e6a4-66e7-41e4-92a1-32f4984dd1be
1
3
1
Jump Jet
1.0
0.5
570
LRM 15
45
NORMAL
1
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ER Medium Laser
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friendly_fire
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push_off_board
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blind_drop
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bridgeCF
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canon_only
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year
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techlevel
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minefields
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paratroopers
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woods_burn_down
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woods_burn_down_amount
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no_ignite_clear
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all_have_ei_cockpit
false
extreme_temperature_survival
false
armed_mekwarriors
false
pilots_visual_range_one
false
pilots_cannot_spot
false
metal_content
false
ba_grab_bars
false
maxtech_movement_mods
false
alternate_masc
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alternate_masc_enhanced
false
geometric_mean_bv
false
reduced_overheat_modifier_bv
false
alternate_pilot_bv_mod
false
tacops_ams
false
tacops_manual_ams
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floating_crits
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tacops_crit_roll
false
tacops_engine_explosions
false
tacops_called_shots
false
tacops_prone_fire
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tacops_start_fire
false
tacops_range
false
tacops_los_range
false
tacops_dead_zones
false
tacops_LOS1
false
tacops_altdmg
false
tacops_clusterhitpen
false
tacops_ppc_inhibitors
false
tacops_charge_damage
false
tacops_glancing_blows
false
tacops_direct_blow
false
tacops_burst
false
tacops_heat
false
tacops_partial_cover
false
tacops_ba_criticals
false
tacops_hotload
false
tacops_rapid_ac
false
kind_rapid_ac
false
tacops_grappling
false
tacops_jump_jet_attack
false
tacops_trip_attack
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tacops_energy_weapons
false
tacops_gauss_weapons
false
tacops_retractable_blades
false
tacops_ammunition
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tacops_woods_cover
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tacops_vehicle_effective
false
tacops_vehicle_arcs
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tacops_vtol_attacks
false
tacops_advanced_mek_hit_locations
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tacops_coolant_failure
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tacops_ba_vs_ba
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no_tac
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vehicles_threshold
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vehicles_threshold_variable
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vehicles_threshold_divisor
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vtol_strafing
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vehicles_safe_from_infernos
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protos_safe_from_infernos
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indirect_always_possible
false
increased_ac_dmg
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increased_iserll_range
false
unjam_uac
false
uac_tworolls
false
clubs_punch
false
on_map_predesignate
false
num_hexes_predesignate
5
map_area_predesignate
1088
max_external_heat
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case_pilot_damage
false
no_forced_primary_targets
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full_rotor_hits
false
forest_fires_no_smoke
false
hotload_in_game
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multiuse_ams
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tacops_standing_still
false
tacops_evade
false
tacops_skilled_evasion
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tacops_leaping
false
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false
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false
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stratops_waypoint_launch
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at2_nukes
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aa_move_mod
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expanded_kf_drive_damage
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inf_proto_move_multi
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simultaneous_deployment
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simultaneous_movement
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simultaneous_targeting
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simultaneous_firing
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front_load_initiative
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initiative_streak_compensation
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pilot_advantages
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edge
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manei_domini
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individual_initiative
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command_init
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rpg_gunnery
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artillery_skill
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toughness
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conditional_ejection
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manual_shutdown
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Moneim
Sudi
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MERC
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0
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MALE
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ACTIVE
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================================================
FILE: MekHQ/campaigns/archive/Wolf and Blake/Shadow Hunters, Opacus Venatori, Fifty-second Shadow Division.cpnx
================================================
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Opacus Venatori
WOB
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Word of Blake
General
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false
true
0
0
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Word of Blake/Shadow Divisions/
52nd Shadow Division.jpg
-- General --
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Xotl,Total Warfare
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The first slot in a location is at index="1". Left Torso
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The first slot in a location is at index="1". Left Torso
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The first slot in a location is at index="1".
Right Torso
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The first slot in a location is at index="1". Right Torso
Right Arm
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The first slot in a location is at index="1". Head
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The first slot in a location is at index="1". Left Torso
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Achillius
St. John
Poltergeist
1
WOB
false
Lyran-born and raised, St. John lived the privileged life. After his father went to
prison for embezzlement and his mother committed suicide, he took the remains of the
family’s fortune to Solaris and lost it all with one bad bet.
Destitute and homeless, he finagled a job with the Skye Tigers as a hangar sweeper. Within
five years, he was fighting in the Class C circuit among the Reaches. Due to a multitude of
nearcatastrophic
accidents, St. John underwent several experimental
cybernetic operations.
During a chance encounter one evening, he discovered that his employer was heavily on the
take with the Mafia. Disgusted at being surrounded by another corrupt organization, he
willingly betrayed the stable’s secrets to a competitor, which happened to
be a Word of Blake front.
St. John’s true test came during the Word’s invasion of 3068, where he publicly declared his
allegiance to the Word’s crusade by ambushing and killing all three of the Tiger’s top
warriors. With his help and information, the Skye Tigers were gutted both in manpower and
materiel within three months. In return for his help, the Word formally inducted St. John
into their Militia as an Acolyte.
Impressed by his singular focus, photographic memory and ferocious fighting skills,
Precentor Berith invited St. John to train with the Light of Mankind in late 3068. His
willingness to push himself beyond his limits, even with second-rate cybernetics, impressed
the unit’s Manei Domini. In 3070, St. John’s hardware was replaced and augmented, and he was
inducted into the Order.
Opacus Venatori/
Achillius_St._John.jpg
0
15
MALE
33
OMEGA
POLTERGEIST
f9936e32-1953-4888-beb3-ee243fad60c3
ACTIVE
3037-01-30
Small Arms
2
0
Piloting/Mek
7
0
Gunnery/Mek
3
0
bvdni
3073-01-24
Promoted to Adept
SERVICE
468e1216-b649-440b-89e9-8f7a0b758648
Berith
Omicron
1
true
WOB
false
Originally born as “Benjamin Emory”, Berith’s first battlefield action occurred
when fighting Clan Steel Viper among the hellish landscape of Devil’s Bath on Tukkayid.
Showing incredible natural combat skills, he rapidly advanced into the Blake’s Wrath section
of ROM. Though not completely sold on ComStar’s new secular policy, he did not defect to the
Word of Blake but remained loyal to Terra.
Berith’s impressive record and superior combat skills earned him a position as one of the
lead instructors for the Light of Mankind (LoM). Until approached by Precentor Apollyon in
3068, Berith served a dual-capacity as an instructor, as well as one of LoMs most effective
small squad leaders. In the opening months of the Jihad, Berith led an impressive fourteen
sorties to various Protectorate worlds, with only two team member casualties.
A freak training accident on Circinus took Berith’s left arm. After accepting the superior
cybernetic replacement, he has become one of the Manei Domini’s leading instructors of its
more fanatical converts. Berith has also received other augmentations, including the
addition of a triple-core processor, communications implants, a new cybernetic eye, and a
second-generation VDNI system.
Precentor Berith’s greatest strength is in his diplomatic skills. Though he adheres to the
“steel fist in velvet glove” approach, he is not afraid to bring sufficient force to bear if
needed. Though many of the more fanatical Domini believe Berith’s compassion for Frails is a
weakness, they have yet to see a mission fail when led by this phenomenal, yet simple,
soldier.
Opacus Venatori/
Berith.jpg
0
15
MALE
37
OMICRON
SPECTER
349b1678-2125-4dcb-adff-83deeed05cc8
ACTIVE
3030-04-30
Piloting/Mek
6
0
Gunnery/Mek
6
0
boost_comm_implant::bvdni
3073-01-24
Promoted to Precentor
SERVICE
5afd413b-0776-4f93-8c44-e382b956fe37
Rufus
Black Bear
Ghost
1
WOB
false
Devoted to Blake’s philosophies and conversant in most of his writings, Black Bear
considers himself the Opacus Venatori’s spiritual officer. His first contact with the Order
began at the tender age of six. Brilliant in the extreme when it comes to logic and
reasoning, he struggled in the more technological arts and was
in danger of being shifted to Periphery HPG service when the Heretics rose to power in June
of 3052.
Infuriated with the false Blake documents “discovered” by Focht and espoused by Mori, Black
Bear defected with Precentor Aziz and joined the Toyama sect in their migration to Gibson.
He and his compatriots in Psi/Mu rejoiced long and loud when Terra was
expunged of the heretical taint.
During a tour on Circinus, Black Bear ran afoul of Precentor Emory during a training
assignment. Intrigued by the Precentor’s Manei Domini students and their utter devotion to
Toyama and his teachings, Black Bear requested and received reassignment into the Light of
Mankind. Tasked as a Spiritual Advisor, the Acolyte learned a great deal regarding the
Order’s newest branch and was seized strongly with the opinion that the Manei Domini way was
indeed the Path to Universal Truth.
Impressed by Black Bear’s teachings on the Circinian HPG network, the Manei Domini offered
the Acolyte a chance to receive augmentation, which he gladly accepted. He was reassigned as
the Shadow Hunter’s Advisor upon recommendation by Precentor Berith, who was more impressed
with the Acolyte’s conviction,
rather than his skills.
Opacus Venatori/
Rufus_Black_Bear.jpg
0
15
MALE
33
BETA
GHOST
32c115a5-bef8-41d4-b594-e8182e1e0ab7
ACTIVE
3021-03-15
Piloting/Mek
4
0
Gunnery/Mek
4
0
dermal_armor::vdni
3073-01-24
Promoted to Adept
SERVICE
3073-01-24
Removed from Grigori C-GRG-O (Rufus)
SERVICE
3073-01-24
Assigned to Grigori C-GRG-O (Rufus)
SERVICE
d636251e-4e78-441c-8f7c-ff151de2ab18
Portia
Thomas
Omicron Rho X
1
OMICRON
RHO
WOB
false
Originally born Portia DeLaRosa, Thomas grew up in the ’Mek bays of VEST on Solaris
VII. Progressing slowly up the Solaris ranks, she became jaded with the hypocrisy around
her. The final straw came after being thrown into prison for striking a Top Twenty
warrior who was insistent she throw her next match. Bailed out by a friend, she broke her
contract and joined up with ComStar, leaving the Game World behind.
Thomas later defected to the Word of Blake. She continued doing what she did best: serving
the Word through devotion to combat. Ascending to the rank of Adept, she became a Militia
BattleMek instructor and transferred to Sandhurst after the liberation of Terra.
She briefly joined the Venatori in 3068 as a replacement but was soon sent back to Terra to
recover from injuries taken during a savage firefight on Dieron. Though her right arm was
replaced
with a prosthetic, she was unable to re-enter active duty for over a year due to a bout with
pancreatic cancer. Impressed with her drive and determination, she was welcomed back into
the Opacus Venatori after their brutal mission in the Northwind system.
Opacus Venatori/
Portia_Thomas.jpg
0
15
FEMALE
33
10
10
29c37941-0aa5-40e3-817b-6575944e8459
ACTIVE
3015-04-09
Piloting/Mek
7
0
Gunnery/Mek
4
0
3073-01-24
Promoted to Adept Epsilon X
SERVICE
34affb3a-6a1b-4788-81d9-b1e7efbb4def
Jacqueline
Norman
Omicron Rho II
1
OMICRON
RHO
WOB
false
The newest member of the Shadow Hunters, Adept Norman was raised in the Order from
the age of two. She showed incredible aptitude during her education and was slated to enter
ROM as one of its youngest-ever agents when she was accused of beating an instructor. While
her claims of harassment were eventually proven, the black mark on her record for
insubordination kept her from entering ROM until she was twenty-two.
Her ability to manipulate complex algorithms and formulas
proved invaluable to the LoM and she was immediately reassigned to the last opening within
the Opacus Venatori after the defeat of the Ghosts of the Black Watch.
What Adept Norman lacks in combat ability she more than
makes up for as the unit’s communications specialist. She is constantly trying to decipher
thousands of bytes of code and transmissions, searching for clues and information that can
help the unit get an edge. During her downtime she spends hours writing in her ever-present
journal.
Opacus Venatori/
Jacqueline_Norman.jpg
0
15
FEMALE
33
2
10
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
ACTIVE
3048-04-20
Piloting/Mek
4
0
Gunnery/Mek
3
0
3073-01-24
Promoted to Adept Epsilon II
SERVICE
75057ad3-1c20-4258-8515-01c825f6502b
Kari
Marita
Epsilon II
1
WOB
false
A survivor of Tukayyid, Kari Marita faced the bitter truth that ComStar was
becoming nothing but a puppet for former House nobility. In 3061, she and over thirty
percent of her command defected from ComStar and wound up on Outreach. Using her charisma
and strong tactical sense, she and her Broadsword Legion managed to gain membership into the
AMC and fought against Waco’s Uprising, prepping the knife for the fateful plunge.
Her actions helped seal the Word’s victory on Outreach, eliminating one of the most famous
mercenary units in the Inner Sphere.
Or so she thought.
Precentor Marita shoulders the blame for the Legion’s destruction and the escape of the
reborn Black Widows. A broken woman, Marita was recalled to Mars fully expecting to die for
her failure. Now fueled by an insatiable desire to exact revenge on the very unit she
thought destroyed, her judgment can be clouded at times—which, in the eyes of the rest of
the Shadow Hunters, makes her a liability.
Opacus Venatori/
Kari_Marita.jpg
0
15
FEMALE
34
2
10
77047b79-b2a9-4a2c-a7df-34b44c8938a1
ACTIVE
3020-03-29
Piloting/Mek
6
0
Gunnery/Mek
4
0
3073-01-24
Promoted to Demi-Precentor Epsilon II
SERVICE
3cf3806f-eb04-4fc1-8290-3dfaafd97098
Cassius
Montague
Psi Rho XVIII
1
PSI
RHO
WOB
false
Fraternal twin to Byron Montague (now XO of the Star Seeds mercenary unit), Cassius
followed his brother’s footsteps into the Order. The two came to blows in 3055 regarding the
path the new ComStar was taking; Montague left his home and his family for the Word on
Gibson.
His complete devotion to the ideology of Toyama and the guidance of Blake caught the
attention of many in the upper echelons of ROM, which eventually opened the door for his
inclusion into the initial incarnation of the Venatori.
Montague’s natural good looks make him an excellent intelligence agent among diplomats;
armed with protocols and favors, he would then help ferret out enemy agents who became
marked for elimination by the Venatori. His looks also kept him warm at night with numerous
companions—his unofficial call sign within the LoM community became Casanova.
Fearful of aging, Montague underwent cosmetic augmentation in 3072. Though not considered a
Manei Domini—he has not received an invitation to join that Order—he believes that formality
is only a matter of time. Whether other Manei Domini agree or not
is beside the point.
Opacus Venatori/
Cassius_Montague.jpg
0
15
MALE
33
18
10
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
ACTIVE
3024-01-21
Piloting/Mek
5
0
Gunnery/Mek
3
0
3073-01-24
Promoted to Adept Epsilon XVIII
SERVICE
8bbc8205-4809-4649-9ef9-779909f9b32d
Elizabeth
Rodriguez
Psi/Mu II
1
PSI
MU
WOB
false
Abused, raised in a brothel and cursed with looks only a blind man could love,
Rodriguez feared for her life after murdering a Hegemony soldier at the age of ten. Finding
refuge and compassion within a Word of Blake HPG compound, the local administrator whisked
her off-planet and she disappeared into the Order.
She began training on her own time with the LoM forces on Circinus in basic calisthenics and
other mundane exercises. Impressed by her drive and determination, she was offered a spot as
part of the opposition in a training exercise, where she racked up three kills in a
decidedly unorthodox manner. Though she had violated her mission parameters, her ingenious
response impressed the instructors, and she was transferred into the LoM.
Diagnosed with a rare spinal disease in 3071, Rodriguez has resigned herself to the fact
that she can never qualify for augmentation. This resignation has produced a tremendous
surge of recklessness and risk-taking, which Precentor Berith uses to the unit’s advantage
whenever possible.
Opacus Venatori/
Elizabeth_Rodriguez.jpg
0
15
FEMALE
33
2
10
f6790aa4-c393-4af6-bdeb-2185c4b5711f
ACTIVE
3047-07-13
Piloting/Mek
6
0
Gunnery/Mek
3
0
3073-01-24
Promoted to Adept Epsilon II
SERVICE
4002e95b-a3a6-4ab6-b3bd-5659acbe8c6e
Bryn
Rivenschild
Omicron Rho IX
1
OMICRON
RHO
WOB
false
Bryn Rivenschild entered ComStar service after his application to the famed
Highlanders was rejected. Happily, he aced the initial tests and was trained with the Com
Guards as an infantry soldier. On the day of his first posting, he also received his first
tattoo—an
elaborate Celtic design that was also part of his family’s crest.
Horrified with the secularized changes occurring within the Order, he and the entire ComStar
garrison overwhelmed and seized control of the local HPG on Saiph. In a short shadow war,
the garrison maintained control of the station against two Com- Star-aligned ROM teams until
help arrived.
Adept Rivenschild was one of the first LoM members selected for the Venatori. Utilizing his
computer skills to great effect, he was invaluable to the Hunter’s missions in eliminating
Wolfnet across the Chaos March. Known for stealing nine BattleMeks, due to his own custom
code-cracking programs, Rivenschild was often loaned out to assist other LoM operations
against corporate entities.
For every successful operation, Rivenschild adds to his Celtic knot; nearly eighty percent
of his body is now covered with the continuous tattoo.
Opacus Venatori/
Bryn_Rivenschild.jpg
0
15
MALE
33
9
10
d257aeeb-e278-4e31-9980-9f054c513e91
ACTIVE
3028-12-16
Piloting/Mek
5
0
Gunnery/Mek
5
0
3073-01-24
Promoted to Adept Epsilon IX
SERVICE
95b2a383-8ffe-4184-9289-2e38a2fbacb3
Mi
Tomitaki
Phantom
1
WOB
false
Orphaned during the Ronin War of 3034, Tomitaki grew up in a ComStar-sponsored
orphanage until her sixteenth birthday. On that day, she formally joined the Order and
served first in Rho/ Gamma before passing the tests to enter the Com Guards.
One of the few survivors from the 138th Division—decimated by the Clan Wolf counterattack at
Skupo—her path to eventual command seemed assured. Those dreams were shattered when Tomitaki
suffered acute Post-Traumatic Stress Disorder and was“rehabilitated” on Terra.
Liberated along with other “detainees” from the psychiatric ward during Operation Odysseus,
Tomitaki led a volunteer unit into the fray in the urban jungles of Lower Geneva. Impressed
with her fanatical zeal and utter hatred for the heretical ComStar, ROM re-inducted Tomitaki
into the Word of Blake Militia.
Tomitaki was elevated into the Light of Mankind after salvaging an operation gone sour.
Though the mission on Procyon is still highly classified, her devotion to the Word’s
objectives and outstanding performance was obvious by the immediate fasttracking of her
career.
A ROM operative who voluntarily underwent augmentation, she was also one of the first Manei
Domini in the Shadows. The only obvious mark of her induction into that terrifying order is
her multi-model cybernetic eye. She is rumored to have much
more internal work done; her survival of a ten-story fall during an Opacus mission on Thorin
lends much truth to those stories.
Opacus Venatori/
Mi_Tomitaki.jpg
0
15
FEMALE
33
TAU
PHANTOM
c1b16001-6600-46c9-9c35-97c965a3a107
ACTIVE
3026-01-17
Piloting/Mek
6
0
Gunnery/Mek
4
0
dermal_armor::vdni
3073-01-24
Promoted to Adept
SERVICE
1133a093-b3cc-45f7-8ef0-83e6976fef41
Kandali
Morris
Zombie
1
WOB
false
One of the few remaining pure-blooded Zulu warrior-citizens of Africa, Kendali
Morris was considered one of the Light of Mankind’s deadliest operatives until a fateful
explosion on Muphrid cost her nearly half of her face and jaw. At that time, she was offered
and accepted severe augmentation, and joined the ranks of the Manei Domini.
Her LoM service record is heavily shrouded in sealed operations occurring deep in the Free
Rasalhague Republic and the Dominion. Excelling in solo or dual-team missions, one of her
key contributions can be seen in the recent development of the heavy gyroscopic system now
in use with the Protectorate.
Known for her keen eyesight—rivaling many augmented Manei Domini inductees—and her berserker
fury in her Preta, Precentor Morris recently underwent further augmentation to her jaw and
teeth. Two one-inch steel incisors were implanted with a unique venom-delivery system,
coupled with a myomer-enhanced jaw that exerts enough pressure to crack large bones in half.
Coupled with her myomer-enhanced legs, Morris is a deadly in-fighter.
Morris is legendary among her native Zulu as the only female warrior to capture and kill one
of the genetically enhanced liions of the Serengeti. According to the tribal tales, she
stalked the predator for three days before ambushing and wrestling it to the ground, tearing
its throat out. When queried about the incident, Morris refuses comment; the myth may indeed
have some truth to it, as Morris is rarely without a bone bracelet strung with liion claws.
Opacus Venatori/
Kendali_Morris.jpg
0
15
FEMALE
34
DELTA
ZOMBIE
86e8442a-bc36-438a-87b3-df8a41e1a6e9
ACTIVE
3045-04-08
Piloting/Mek
5
0
Gunnery/Mek
4
0
boost_comm_implant::bvdni::pl_masc
3073-01-24
Promoted to Demi-Precentor
SERVICE
4c9f3722-7bc1-4ef0-964c-b05c91f882ea
Havalah
Cazer
Wraith
1
WOB
false
Growing up in a rebel cell environment showed Adept Cazer early on that authority
was a necessary tenet of life. Resenting her parents and extended family for their constant
guerilla war against the Free Rasalhague government—they were Combine supporters abandoned
by the DCMS in 3034—she took a monumental step at the tender age of fourteen: she turned the
entire cell in to MIMR.
After living on the streets for four years, she joined ComStar in 3058 and excelled in her
basic training. Still desperate for direction, she joined a covert Word of Blake sect within
the HPG garrison, finding for the first time a sense of purpose and direction. When ComStar
ROM operatives flushed out the small group, she fled into the Orestes wilderness.
After several months of crossing the main continent, she managed to smuggle herself
off-world and made her way to Terra, where she was accepted by the Word with open arms.
Impressed by her resilience and dedication to the Word’s ideals, she was promoted to the
Light of Mankind and caught the eye of Precentor Emory.
The only Opacus Venatori warrior who does not sport a VDNI implant, Cazer is important to
the unit as its chief infiltration agent. Already blessed with “knockout” looks, she opted
for some smaller cosmetic enhancements, including a pheromone effuser (hidden as an
elaborate tattoo). Her infiltration skills are unsurpassed; Berith often uses her as the
unit’s lead scout to gather intelligence before forming an operational plan.
It is likely that Adept Cazer may be a future choice for Ascension.
Opacus Venatori/
Havalah_Cazer.jpg
0
15
FEMALE
33
BETA
WRAITH
52249633-3534-4be5-a983-55e18d74655c
ACTIVE
3040-10-16
Piloting/Mek
5
0
Gunnery/Mek
4
0
3073-01-24
Promoted to Adept
SERVICE
Tempest Rising
Find and Destroy the Black Widow Company
Terra
0
Fortress Alamo
Terra, Word of Blake Protectorate
13 January 3073
Final loading of the Oblivion proceeds apace. Our orders are very clear at this point:
eliminate the threat the Black Widows pose to the security and safety of the Protectorate.
Though these orders came countersigned by the Precentor Martial, it is obvious who the true
originator is.
We are but extensions of His Hands. We will do this, and move on. Truth be told, I am
excited. Finally, an adversary worthy of our attention. Lately all we do is procedural
mop-up work. A true hunt like this is something we were born for.
Destined for.
Designed for.
And for some of us, created for.
While our Hunter companions are Frails, they are as close to being Domini as they can be,
which makes them worthy of our respect and cooperation. They will not fail us. And of
course, we won’t fail them.
Or Him.
So to the stars we go, to eliminate these spawn of Clan rejects. Though they are not true
Clan, they are as close to it as our Hunters are to the Shadows. It is enough.
As Clans do, these shall bleed just as easily.
We are Manei Domini.
We are the Master’s Hands.
—From the personal journal of Precentor Berith
1
Touchpoint:Liberty
Not two weeks out and we’re directed to Liberty to provide “assistance.” Only when
we land do I find out that the ragged
remains of the AMC has come calling— according to ROM, anyway. Though I’m sure the
Protectorate Militia can handle
such down-and-out mercenaries, this is the perfect time to test Demi-Precentor Marita’s
battle acumen.
While I appreciate her burning desire to avenge the loss of her men and women to these
Dragoon upstarts, I cannot know if she is to be trusted except in the crucible of
battle. I am responsible for the entire unit—and failure by one part of our machine will
not be tolerated. Thus, I must find out now if this new piece is flawed…or can handle
the incredible stress we normally deal with. Best to find out now if I have to kill her.
Assets can be replaced.
Loyalty cannot.
—From the personal journal of Precentor Berith
SITUATION
Womac Village
Liberty, WOB Protectorate
24 January 3073
Battered and bruised, the AMC has reverted from a viable coalition opposed to the Word
of Blake’s efforts in the Protectorate to an ad-hoc amalgamation of commands executing
raids and guerilla actions on several worlds. The sorely damaged Battle Corps, in
desperate need of repair and refit, have decided to come to Liberty and ground with the
local rebel forces.
Thanks to a ROM agent within the unit, their arrival is anticipated.
0
2
Opacus Venatori
This is the Opacus Venatori as per the start of the campaign in the Starter Book: Wolf
vs. Blake by Catalyst Game Labs.
All meks and personal are set up exactly like the book. Anyone that wants to use these will
need to add the additional support personal and equipment and will need to define what MHQ
and MM rules they want to use with the Campaign.
It should be noted that this starter book did not included skills beyond piloting and
gunnery and those will need set.
Enjoy.
Conversion by Hammer
Thanks to pfarland for the Camo for the Opacus Venatori
true
Units/
Opacus_Venatori.jpg
-1
Opacus Level II
true
Mek/
hmek.png
-1
Venatori Level II
true
Mek/
mmek.png
2
0
Terra
0.0
200.0
true
Piloting/Mek
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Mek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aerospace
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aerospace
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Ground Vehicle
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/VTOL
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Piloting/Naval
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Vehicle
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Aircraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Aircraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Piloting/Spacecraft
8
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Gunnery/Spacecraft
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Artillery
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/Battlesuit
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Gunnery/ProtoMek
7
false
2
3
4
5
16,8,8,8,8,8,8,8,-1,-1,-1
Small Arms
7
false
2
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Anti-Mek
8
false
2
3
4
5
12,6,6,6,6,6,6,6,6,-1,-1
Tech/Mek
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Mechanic
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Aero
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/BA
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Tech/Vessel
10
false
1
3
4
5
12,6,0,6,6,6,-1,-1,-1,-1,-1
Astech
10
false
1
3
4
5
12,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Doctor
11
false
1
3
4
5
16,8,0,8,8,8,-1,-1,-1,-1,-1
Medtech
11
false
1
3
4
5
16,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
Hyperspace Navigation
8
false
1
3
4
5
8,4,4,4,4,4,4,4,4,-1,-1
Administration
10
false
1
3
4
5
8,4,0,4,4,4,-1,-1,-1,-1,-1
Tactics
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Strategy
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Negotiation
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Leadership
0
true
1
3
4
5
12,6,6,6,6,6,6,6,6,6,6
Scrounge
10
false
1
3
4
5
8,4,4,4,4,4,4,4,4,4,4
Jumping Jack (aToW)
jumping_jack
Unit only suffers a +1 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
6
hopping_jack
hopping_jack
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Multi-Tasker (aToW)
multi_tasker
Secondary target modifiers are reduced by one.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Sandblaster (AToW)
sandblaster
A pilot with this ability gets a +4, +3, or +2 to the cluster table
at short, medium, or long/extended range, respectively, but only with a specialized weapon.
6
3
cluster_hitter::cluster_master
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Tactical Genius (aToW)
tactical_genius
A pilot who has a Tactical Genius may reroll their initiative once per turn.
The second roll must be accepted.
Note: Only one Tactical Genius may be utilized per team.
8
1
Tactics::Veteran
Dodge (MaxTech)
dodge_maneuver
Enables the unit to make a dodge maneuver instead of a physical attack.
This maneuver adds +2 to the BTH to physical attacks against the unit.
NOTE: The dodge maneuver is declared during the weapons phase.
Note: This ability is only used for BattleMeks.
2
1
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Sniper (aToW)
sniper
Range penalties are halved.
12
1
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Weapon Specialist (aToW)
weapon_specialist
A pilot who specializes in a particular weapon receives a -2 to hit modifier on all
attacks with that weapon.
12
2
specialist
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Natural Aptitude, Gunnery (aToW)
aptitude_gunnery
Roll 3d6 and take the best two for gunnery checks
40
0
Gunnery/Battlesuit
Gunnery/Aircraft
Gunnery/Spacecraft
Gunnery/Aerospace
Gunnery/Vehicle
Gunnery/Mek
Gunnery/ProtoMek
Cluster Hitter (AToW)
cluster_hitter
A pilot with this ability gets a +1 to the cluster hit table
6
3
cluster_master
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Weathered (Unofficial)
weathered
A pilot with this ability does not suffer the initial -1 to hit due to weather
conditions.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Some Like It Hot (Unofficial)
some_like_it_hot
A pilot with this ability does not suffer the initial -1 to hit due to heat.
6
2
Gunnery/Aerospace::Regular
Gunnery/Mek::Regular
Sensor Geek (Unofficial)
sensor_geek
A pilot with this ability gets a -2 bonus on sensor checks.
Note that this is really only a bonus, if inclusive sensor ranges are in use.
3
2
Piloting/Aerospace::Green
Piloting/Naval::Green
Piloting/Ground Vehicle::Green
Gunnery/Battlesuit::Green
Piloting/VTOL::Green
Piloting/Aircraft::Green
Gunnery/ProtoMek::Green
Piloting/Mek::Green
Oblique Attacker (aToW)
oblique_attacker
The penalty for indirect fire is reduced by one.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Maneuvering Ace (aToW)
maneuvering_ace
Enables the unit to move laterally like a Quad.
Quads can move laterally for 1 less MP.
Aerospace units can perform maneuvers for 1 less thrust point.
Units also receive a -1 BTH to rolls against skidding, sideslipping, and going out of
control.
4
3
Piloting/Aerospace::Regular
Piloting/Naval::Regular
Piloting/Ground Vehicle::Regular
Piloting/VTOL::Regular
Piloting/Aircraft::Regular
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Melee Master (aToW)
melee_master
Enables the unit to do one additional kick, punch, or club attack on the same opponent.
4
6
melee_specialist
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Cluster Master (AToW)
cluster_master
A pilot with this ability gets a +2 to the cluster hit table
6
6
cluster_hitter
cluster_hitter
Gunnery/Battlesuit::Veteran
Gunnery/Aircraft::Veteran
Gunnery/Spacecraft::Veteran
Gunnery/Aerospace::Veteran
Gunnery/Vehicle::Veteran
Gunnery/Mek::Veteran
Gunnery/ProtoMek::Veteran
Melee Specialist (aToW)
melee_specialist
Enables the unit to do 1 additional point of damage with physical attacks and applies a
-1 to-hit modifier to physical attacks.
Note: This ability is only used for BattleMeks.
4
3
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Gunnery Specialization (aToW)
specialist
A pilot who specializes in a type of weapon receives a -1 to-hit modifier when using
weapons of that type and a
+1 to-hit modifier when using other types of weapons.
6
4
weapon_specialist
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Spacecraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Pain Resistance (MaxTech)
pain_resistance
When making consciousness rolls,
1 is added to all rolls.
Also,
damage received from ammo explosions is reduced to 1.
Note: This ability is only used for BattleMeks.
4
2
All Weather (Unofficial)
allweather
A pilot with this ability does not suffer the PSR penalties due to weather.
2
2
Piloting/Aerospace::Regular
Piloting/Naval::Regular
Piloting/Ground Vehicle::Regular
Piloting/VTOL::Regular
Piloting/Aircraft::Regular
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
Hot Dog (aToW)
hot_dog
Reduce heat-related target rolls (e.g ammo, damage, shutdown) by 1.
2
2
Piloting/Aerospace::Regular
Piloting/Mek::Regular
Blind Fighter (Unofficial)
blind_fighter
A pilot with this ability does not suffer the initial -1 to hit due to darkness.
6
2
Gunnery/Battlesuit::Regular
Gunnery/Aircraft::Regular
Gunnery/Aerospace::Regular
Gunnery/Vehicle::Regular
Gunnery/Mek::Regular
Gunnery/ProtoMek::Regular
Hopping Jack (Unofficial)
hopping_jack
Unit only suffers a +2 to-hit penalty for jumping, rather than a +3 to-hit penalty.
6
3
jumping_jack
Gunnery/ProtoMek::Regular
Piloting/Mek::Regular
0
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
-10,-10,-2,0,1
-10,-10,-7,-4,-1
true
true
10
-3
-10
10
-2
0
-4
1
Mech Head (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
0
2
false
false
1.0
false
false
false
false
2
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
9
0
0
false
0
false
3
Mech Center Torso (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
1
2
false
false
1.0
false
false
false
false
4
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
46
0
1
false
0
false
5
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
16
0
1
true
0
false
6
Mech Right Torso (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
2
2
false
false
1.0
false
false
false
false
7
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
32
0
2
false
0
false
8
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
10
0
2
true
0
false
9
Mech Left Torso (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
3
2
false
false
1.0
false
false
false
false
10
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
32
0
3
false
0
false
11
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
10
0
3
true
0
false
12
Mech Right Arm (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
4
2
false
false
1.0
false
false
false
false
13
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
34
0
4
false
0
false
14
Mech Left Arm (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
5
2
false
false
1.0
false
false
false
false
15
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
34
0
5
false
0
false
16
Mech Right Leg (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
6
2
false
false
1.0
false
false
false
false
17
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
42
0
6
false
0
false
18
Mech Left Leg (Endo-Steel)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
7
2
false
false
1.0
false
false
false
false
19
Armor (Standard)
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
42
0
7
false
0
false
21
Double Heat Sink
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
15
ISDoubleHeatSink
1.0
1.0
23
PPC Capacitor
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
9
PPC Capacitor
1.0
1.0
26
Double Heat Sink
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
13
ISDoubleHeatSink
1.0
1.0
29
Double Heat Sink
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
12
ISDoubleHeatSink
1.0
1.0
30
Double Heat Sink
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
11
ISDoubleHeatSink
1.0
1.0
31
Double Heat Sink
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
10
ISDoubleHeatSink
1.0
1.0
33
C3i Computer
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
14
ISC3iUnit
1.0
2.5
35
Medium VSP Laser
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
16
ISMediumVSPLaser
1.0
4.0
36
Snub-Nose PPC
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
17
ISSNPPC
1.0
6.0
37
300 Compact Engine
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
6
300
0
false
38
Compact Gyro
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
2
4.5
39
Mech Life Support System
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
40
Mech Sensors
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
41
Small Cockpit
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
1
42
Upper Arm Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
8
4
43
Upper Arm Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
8
5
44
Upper Leg Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
12
6
45
Upper Leg Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
12
7
46
Lower Leg Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
13
6
47
Lower Leg Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
13
7
48
Foot Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
14
6
49
Foot Actuator
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
14
7
50
Mech Head (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
0
2
false
false
1.0
false
false
false
false
51
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
9
0
0
false
0
false
52
Mech Center Torso (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
1
2
false
false
1.0
false
false
false
false
53
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
20
0
1
false
0
false
54
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
7
0
1
true
0
false
55
Mech Right Torso (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
2
2
false
false
1.0
false
false
false
false
56
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
16
0
2
false
0
false
57
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
5
0
2
true
0
false
58
Mech Left Torso (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
3
2
false
false
1.0
false
false
false
false
59
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
16
0
3
false
0
false
60
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
5
0
3
true
0
false
61
Mech Right Arm (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
4
2
false
false
1.0
false
false
false
false
62
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
13
0
4
false
0
false
63
Mech Left Arm (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
5
2
false
false
1.0
false
false
false
false
64
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
13
0
5
false
0
false
65
Mech Right Leg (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
6
2
false
false
1.0
false
false
false
false
66
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
20
0
6
false
0
false
67
Mech Left Leg (Endo-Steel)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
7
2
false
false
1.0
false
false
false
false
68
Armor (Standard)
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
20
0
7
false
0
false
72
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
11
Improved Jump Jet
1.0
1.0
73
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
10
Improved Jump Jet
1.0
1.0
74
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
9
Improved Jump Jet
1.0
1.0
75
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
8
Improved Jump Jet
1.0
1.0
76
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
7
Improved Jump Jet
1.0
1.0
77
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
6
Improved Jump Jet
1.0
1.0
80
C3i Computer
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
12
ISC3iUnit
1.0
2.5
81
Small VSP Laser
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
13
ISSmallVSPLaser
1.0
2.0
82
TAG
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
14
ISTAG
1.0
1.0
83
270 Light Engine
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
5
270
0
false
84
Standard Gyro
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
0
3.0
85
Mech Life Support System
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
86
Mech Sensors
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
87
Small Cockpit
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
1
88
Upper Arm Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
8
4
89
Upper Arm Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
8
5
90
Lower Arm Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
9
5
91
Hand Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
10
5
92
Upper Leg Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
12
6
93
Upper Leg Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
12
7
94
Lower Leg Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
13
6
95
Lower Leg Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
13
7
96
Foot Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
14
6
97
Foot Actuator
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
14
7
98
Mech Head (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
0
2
false
false
1.0
false
false
false
false
99
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
9
5
0
false
0
false
100
Mech Center Torso (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
1
2
false
false
1.0
false
false
false
false
101
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
14
5
1
false
0
false
102
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
4
5
1
true
0
false
103
Mech Right Torso (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
2
2
false
false
1.0
false
false
false
false
104
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
11
5
2
false
0
false
105
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
3
5
2
true
0
false
106
Mech Left Torso (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
3
2
false
false
1.0
false
false
false
false
107
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
11
5
3
false
0
false
108
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
3
5
3
true
0
false
109
Mech Right Arm (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
4
2
false
false
1.0
false
false
false
false
110
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
10
5
4
false
0
false
111
Mech Left Arm (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
5
2
false
false
1.0
false
false
false
false
112
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
10
5
5
false
0
false
113
Mech Right Leg (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
6
2
false
false
1.0
false
false
false
false
114
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
13
5
6
false
0
false
115
Mech Left Leg (Endo-Steel)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
7
2
false
false
1.0
false
false
false
false
116
Armor (Light Ferro-Fibrous)
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
13
5
7
false
0
false
120
C3i Computer
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
5
ISC3iUnit
1.0
2.5
122
Supercharger
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
7
Supercharger
1.0
210
123
ER Small Laser
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
8
ISERSmallLaser
1.0
0.5
124
210 Light Engine
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
5
210
0
false
125
XL Gyro
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
1
1.5
126
Mech Life Support System
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
127
Mech Sensors
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
128
Small Cockpit
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
1
129
Upper Arm Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
8
4
130
Upper Arm Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
8
5
131
Upper Leg Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
12
6
132
Upper Leg Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
12
7
133
Lower Leg Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
13
6
134
Lower Leg Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
13
7
135
Foot Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
14
6
136
Foot Actuator
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
14
7
188
Mech Head (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
0
0
false
true
1.0
false
false
false
false
189
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
9
0
0
false
0
false
190
Mech Center Torso (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
1
0
false
true
1.0
false
false
false
false
191
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
40
0
1
false
0
false
192
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
13
0
1
true
0
false
193
Mech Right Torso (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
2
0
false
true
1.0
false
false
false
false
194
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
26
0
2
false
0
false
195
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
9
0
2
true
0
false
196
Mech Left Torso (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
3
0
false
true
1.0
false
false
false
false
197
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
26
0
3
false
0
false
198
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
9
0
3
true
0
false
199
Mech Right Arm (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
4
0
false
true
1.0
false
false
false
false
200
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
27
0
4
false
0
false
201
Mech Left Arm (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
5
0
false
true
1.0
false
false
false
false
202
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
27
0
5
false
0
false
203
Mech Right Leg (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
6
0
false
true
1.0
false
false
false
false
204
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
35
0
6
false
0
false
205
Mech Left Leg (TSM)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
7
0
false
true
1.0
false
false
false
false
206
Armor (Standard)
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
35
0
7
false
0
false
211
C3i Computer
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
5
ISC3iUnit
1.0
2.5
212
Targeting Computer
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
6
ISTargeting Computer
1.0
7.0
213
AMS
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
7
ISAntiMissileSystem
1.0
0.5
214
AMS Ammo Bin
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
8
ISAMS Ammo
1.0
1.0
215
Ultra AC/20 Ammo Bin
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
14
IS Ultra AC/20 Ammo
1.0
1.0
216
Ultra AC/20 Ammo Bin
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
13
IS Ultra AC/20 Ammo
1.0
1.0
217
Ultra AC/20 Ammo Bin
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
12
IS Ultra AC/20 Ammo
1.0
1.0
218
Ultra AC/20 Ammo Bin
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
11
IS Ultra AC/20 Ammo
1.0
1.0
219
Ultra AC/20 Ammo Bin
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
10
IS Ultra AC/20 Ammo
1.0
1.0
220
Ultra AC/20 Ammo Bin
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
9
IS Ultra AC/20 Ammo
1.0
1.0
221
Medium VSP Laser
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
16
ISMediumVSPLaser
1.0
4.0
222
255 Light Engine
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
5
255
0
false
223
Standard Gyro
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
0
3.0
224
Mech Life Support System
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
225
Mech Sensors
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
226
Small Cockpit
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
1
227
Upper Arm Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
8
4
228
Upper Arm Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
8
5
229
Upper Leg Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
12
6
230
Upper Leg Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
12
7
231
Lower Leg Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
13
6
232
Lower Leg Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
13
7
233
Foot Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
14
6
234
Foot Actuator
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
14
7
235
Mech Head (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
0
2
false
false
1.0
false
false
false
false
236
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
9
0
0
false
0
false
237
Mech Center Torso (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
1
2
false
false
1.0
false
false
false
false
238
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
33
0
1
false
0
false
239
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
10
0
1
true
0
false
240
Mech Right Torso (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
2
2
false
false
1.0
false
false
false
false
241
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
20
0
2
false
0
false
242
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
10
0
2
true
0
false
243
Mech Left Torso (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
3
2
false
false
1.0
false
false
false
false
244
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
20
0
3
false
0
false
245
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
10
0
3
true
0
false
246
Mech Right Arm (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
4
2
false
false
1.0
false
false
false
false
247
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
22
0
4
false
0
false
248
Mech Left Arm (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
5
2
false
false
1.0
false
false
false
false
249
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
22
0
5
false
0
false
250
Mech Right Leg (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
6
2
false
false
1.0
false
false
false
false
251
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
30
0
6
false
0
false
252
Mech Left Leg (Endo-Steel)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
7
2
false
false
1.0
false
false
false
false
253
Armor (Standard)
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
30
0
7
false
0
false
259
Supercharger
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
6
Supercharger
1.5
280
260
Targeting Computer
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
7
ISTargeting Computer
1.0
5.0
261
C3i Computer
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
8
ISC3iUnit
1.0
2.5
263
ER Medium Laser
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
11
ISERMediumLaser
1.0
1.0
264
ER Medium Laser
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
10
ISERMediumLaser
1.0
1.0
265
280 Light Engine
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
5
280
0
false
266
Heavy Duty Gyro
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
3
6.0
267
Mech Life Support System
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
268
Mech Sensors
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
269
Small Cockpit
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
1
270
Upper Arm Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
8
4
271
Upper Arm Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
8
5
272
Upper Leg Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
12
6
273
Upper Leg Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
12
7
274
Lower Leg Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
13
6
275
Lower Leg Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
13
7
276
Foot Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
14
6
277
Foot Actuator
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
14
7
278
Mech Head (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
0
2
false
false
1.0
false
false
false
false
279
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
9
0
0
false
0
false
280
Mech Center Torso (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
1
2
false
false
1.0
false
false
false
false
281
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
46
0
1
false
0
false
282
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
16
0
1
true
0
false
283
Mech Right Torso (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
2
2
false
false
1.0
false
false
false
false
284
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
32
0
2
false
0
false
285
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
10
0
2
true
0
false
286
Mech Left Torso (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
3
2
false
false
1.0
false
false
false
false
287
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
32
0
3
false
0
false
288
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
10
0
3
true
0
false
289
Mech Right Arm (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
4
2
false
false
1.0
false
false
false
false
290
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
34
0
4
false
0
false
291
Mech Left Arm (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
5
2
false
false
1.0
false
false
false
false
292
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
34
0
5
false
0
false
293
Mech Right Leg (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
6
2
false
false
1.0
false
false
false
false
294
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
42
0
6
false
0
false
295
Mech Left Leg (Endo-Steel)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
7
2
false
false
1.0
false
false
false
false
296
Armor (Standard)
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
42
0
7
false
0
false
302
Heavy PPC
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
9
Heavy PPC
1.0
10.0
305
Heavy PPC
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
6
Heavy PPC
1.0
10.0
307
LAC/2
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
14
Light Auto Cannon/2
1.0
4.0
308
LAC/2 Ammo Bin
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
12
IS Ammo LAC/2
1.0
1.0
309
LAC/2
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
11
Light Auto Cannon/2
1.0
4.0
310
C3i Computer
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
15
ISC3iUnit
1.0
2.5
311
Guardian ECM Suite
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
16
ISGuardianECMSuite
1.0
1.5
313
ER Medium Laser
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
19
ISERMediumLaser
1.0
1.0
314
ER Medium Laser
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
18
ISERMediumLaser
1.0
1.0
315
300 Fusion Engine
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
1
300
0
false
316
Heavy Duty Gyro
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
3
6.0
317
Mech Life Support System
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
318
Mech Sensors
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
319
Small Cockpit
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
1
320
Upper Arm Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
8
4
321
Upper Arm Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
8
5
322
Upper Leg Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
12
6
323
Upper Leg Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
12
7
324
Lower Leg Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
13
6
325
Lower Leg Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
13
7
326
Foot Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
14
6
327
Foot Actuator
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
14
7
328
Mech Head (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
0
2
false
false
1.0
false
false
false
false
329
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
9
1
0
false
0
false
330
Mech Center Torso (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
1
2
false
false
1.0
false
false
false
false
331
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
26
1
1
false
0
false
332
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
10
1
1
true
0
false
333
Mech Right Torso (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
2
2
false
false
1.0
false
false
false
false
334
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
19
1
2
false
0
false
335
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
7
1
2
true
0
false
336
Mech Left Torso (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
3
2
false
false
1.0
false
false
false
false
337
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
19
1
3
false
0
false
338
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
7
1
3
true
0
false
339
Mech Right Arm (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
4
2
false
false
1.0
false
false
false
false
340
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
18
1
4
false
0
false
341
Mech Left Arm (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
5
2
false
false
1.0
false
false
false
false
342
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
18
1
5
false
0
false
343
Mech Right Leg (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
6
2
false
false
1.0
false
false
false
false
344
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
26
1
6
false
0
false
345
Mech Left Leg (Endo-Steel)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
7
2
false
false
1.0
false
false
false
false
346
Armor (Ferro-Fibrous)
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
26
1
7
false
0
false
350
C3i Computer
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
5
ISC3iUnit
1.0
2.5
352
385 XL Engine
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
2
385
0
false
353
Standard Gyro
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
0
4.0
354
Mech Life Support System
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
355
Mech Sensors
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
356
Standard Cockpit
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
0
357
Upper Arm Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
8
4
358
Upper Arm Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
8
5
359
Lower Arm Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
9
4
360
Lower Arm Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
9
5
361
Hand Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
10
4
362
Hand Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
10
5
363
Upper Leg Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
12
6
364
Upper Leg Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
12
7
365
Lower Leg Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
13
6
366
Lower Leg Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
13
7
367
Foot Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
14
6
368
Foot Actuator
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
14
7
369
Mech Head (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
0
2
false
false
1.0
false
false
false
false
370
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
9
0
0
false
0
false
371
Mech Center Torso (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
1
2
false
false
1.0
false
false
false
false
372
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
15
0
1
false
0
false
373
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
7
0
1
true
0
false
374
Mech Right Torso (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
2
2
false
false
1.0
false
false
false
false
375
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
11
0
2
false
0
false
376
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
5
0
2
true
0
false
377
Mech Left Torso (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
3
2
false
false
1.0
false
false
false
false
378
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
11
0
3
false
0
false
379
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
5
0
3
true
0
false
380
Mech Right Arm (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
4
2
false
false
1.0
false
false
false
false
381
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
12
0
4
false
0
false
382
Mech Left Arm (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
5
2
false
false
1.0
false
false
false
false
383
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
12
0
5
false
0
false
384
Mech Right Leg (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
6
2
false
false
1.0
false
false
false
false
385
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
16
0
6
false
0
false
386
Mech Left Leg (Endo-Steel)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
7
2
false
false
1.0
false
false
false
false
387
Armor (Standard)
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
16
0
7
false
0
false
393
Sword
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
6
Sword
1.0
2.0
394
Double Heat Sink
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
7
ISDoubleHeatSink
1.0
1.0
395
ER PPC
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
8
ISERPPC
1.0
7.0
396
C3i Computer
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
9
ISC3iUnit
1.0
2.5
397
245 XL Engine
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
2
245
0
false
398
Standard Gyro
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
0
3.0
399
Mech Life Support System
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
400
Mech Sensors
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
401
Standard Cockpit
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
0
402
Upper Arm Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
8
4
403
Upper Arm Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
8
5
404
Lower Arm Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
9
4
405
Lower Arm Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
9
5
406
Hand Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
10
4
407
Hand Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
10
5
408
Upper Leg Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
12
6
409
Upper Leg Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
12
7
410
Lower Leg Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
13
6
411
Lower Leg Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
13
7
412
Foot Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
14
6
413
Foot Actuator
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
14
7
414
Mech Head (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
0
2
false
false
1.0
false
false
false
false
415
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
5
1
0
false
0
false
416
Mech Center Torso (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
1
2
false
false
1.0
false
false
false
false
417
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
6
1
1
false
0
false
418
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
4
1
1
true
0
false
419
Mech Right Torso (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
2
2
false
false
1.0
false
false
false
false
420
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
6
1
2
false
0
false
421
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
2
1
2
true
0
false
422
Mech Left Torso (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
3
2
false
false
1.0
false
false
false
false
423
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
6
1
3
false
0
false
424
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
2
1
3
true
0
false
425
Mech Right Arm (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
4
2
false
false
1.0
false
false
false
false
426
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
5
1
4
false
0
false
427
Mech Left Arm (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
5
2
false
false
1.0
false
false
false
false
428
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
5
1
5
false
0
false
429
Mech Right Leg (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
6
2
false
false
1.0
false
false
false
false
430
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
6
1
6
false
0
false
431
Mech Left Leg (Endo-Steel)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
7
2
false
false
1.0
false
false
false
false
432
Armor (Ferro-Fibrous)
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
6
1
7
false
0
false
437
ER Medium Laser
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
5
ISERMediumLaser
1.0
1.0
438
C3i Computer
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
6
ISC3iUnit
1.0
2.5
439
MASC
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
8
ISMASC
1.0
160
440
ER Small Laser
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
9
ISERSmallLaser
1.0
0.5
441
160 Fusion Engine
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
1
160
0
false
442
Standard Gyro
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
0
2.0
443
Mech Life Support System
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
444
Mech Sensors
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
445
Standard Cockpit
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
0
446
Upper Arm Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
8
4
447
Upper Arm Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
8
5
448
Lower Arm Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
9
4
449
Lower Arm Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
9
5
450
Hand Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
10
4
451
Hand Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
10
5
452
Upper Leg Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
12
6
453
Upper Leg Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
12
7
454
Lower Leg Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
13
6
455
Lower Leg Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
13
7
456
Foot Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
14
6
457
Foot Actuator
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
14
7
458
Mech Head
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
0
0
false
false
1.0
false
false
false
false
459
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
9
5
0
false
0
false
460
Mech Center Torso
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
1
0
false
false
1.0
false
false
false
false
461
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
24
5
1
false
0
false
462
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
8
5
1
true
0
false
463
Mech Right Torso
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
2
0
false
false
1.0
false
false
false
false
464
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
18
5
2
false
0
false
465
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
6
5
2
true
0
false
466
Mech Left Torso
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
3
0
false
false
1.0
false
false
false
false
467
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
18
5
3
false
0
false
468
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
6
5
3
true
0
false
469
Mech Right Arm
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
4
0
false
false
1.0
false
false
false
false
470
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
17
5
4
false
0
false
471
Mech Left Arm
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
5
0
false
false
1.0
false
false
false
false
472
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
17
5
5
false
0
false
473
Mech Right Leg
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
6
0
false
false
1.0
false
false
false
false
474
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
23
5
6
false
0
false
475
Mech Left Leg
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
7
0
false
false
1.0
false
false
false
false
476
Armor (Light Ferro-Fibrous)
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
23
5
7
false
0
false
478
Improved Jump Jet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
18
Improved Jump Jet
1.0
1.0
479
Improved Jump Jet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
12
Improved Jump Jet
1.0
1.0
481
Plasma Rifle
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
5
ISPlasmaRifle
1.0
6.0
482
Plasma Rifle Ammo Bin
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
7
ISPlasmaRifleAmmo
1.0
1.0
483
Plasma Rifle Ammo Bin
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
6
ISPlasmaRifleAmmo
1.0
1.0
484
Improved Jump Jet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
11
Improved Jump Jet
1.0
1.0
486
C3i Computer
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
10
ISC3iUnit
1.0
2.5
489
Heavy Machine Gun
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
15
Heavy Machine Gun
1.0
1.0
490
Heavy Machine Gun
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
14
Heavy Machine Gun
1.0
1.0
491
Heavy Machine Gun
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
13
Heavy Machine Gun
1.0
1.0
492
Heavy Machine Gun Array
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
16
ISHMGA
1.0
0.5
493
Half Heavy Machine Gun Ammo Bin
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
17
IS Heavy Machine Gun Ammo - Half
1.0
0.5
495
275 XL Engine
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
2
275
0
false
496
Standard Gyro
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
0
3.0
497
Mech Life Support System
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
498
Mech Sensors
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
499
Standard Cockpit
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
0
500
Upper Arm Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
8
4
501
Upper Arm Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
8
5
502
Lower Arm Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
9
4
503
Lower Arm Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
9
5
504
Hand Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
10
5
505
Upper Leg Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
12
6
506
Upper Leg Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
12
7
507
Lower Leg Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
13
6
508
Lower Leg Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
13
7
509
Foot Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
14
6
510
Foot Actuator
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
14
7
511
Mech Head (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
0
2
false
true
1.0
false
false
false
false
512
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
9
0
0
false
0
false
513
Mech Center Torso (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
1
2
false
true
1.0
false
false
false
false
514
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
24
0
1
false
0
false
515
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
8
0
1
true
0
false
516
Mech Right Torso (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
2
2
false
true
1.0
false
false
false
false
517
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
18
0
2
false
0
false
518
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
6
0
2
true
0
false
519
Mech Left Torso (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
3
2
false
true
1.0
false
false
false
false
520
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
18
0
3
false
0
false
521
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
6
0
3
true
0
false
522
Mech Right Arm (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
4
2
false
true
1.0
false
false
false
false
523
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
16
0
4
false
0
false
524
Mech Left Arm (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
5
2
false
true
1.0
false
false
false
false
525
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
16
0
5
false
0
false
526
Mech Right Leg (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
6
2
false
true
1.0
false
false
false
false
527
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
24
0
6
false
0
false
528
Mech Left Leg (Endo-Steel) (TSM)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
7
2
false
true
1.0
false
false
false
false
529
Armor (Standard)
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
24
0
7
false
0
false
533
Jump Jet
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
13
Jump Jet
1.0
0.5
534
Jump Jet
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
12
Jump Jet
1.0
0.5
535
Jump Jet
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
11
Jump Jet
1.0
0.5
536
Streak SRM 4
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
8
ISStreakSRM4
1.0
3.0
537
Streak SRM 4 Ammo Bin
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
9
IS Streak SRM 4 Ammo
1.0
1.0
538
Jump Jet
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
7
Jump Jet
1.0
0.5
539
Jump Jet
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
6
Jump Jet
1.0
0.5
540
Jump Jet
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
5
Jump Jet
1.0
0.5
541
ER PPC
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
14
ISERPPC
1.0
7.0
542
C3i Computer
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
15
ISC3iUnit
1.0
2.5
544
300 XL Engine
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
2
300
0
false
545
Standard Gyro
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
0
3.0
546
Mech Life Support System
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
547
Mech Sensors
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
548
Standard Cockpit
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
0
549
Upper Arm Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
8
4
550
Upper Arm Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
8
5
551
Upper Leg Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
12
6
552
Upper Leg Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
12
7
553
Lower Leg Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
13
6
554
Lower Leg Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
13
7
555
Foot Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
14
6
556
Foot Actuator
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
14
7
557
Medium VSP Laser
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
3
ISMediumVSPLaser
1.0
4.0
558
Medium VSP Laser
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
2
ISMediumVSPLaser
1.0
4.0
559
Double Heat Sink
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
6
ISDoubleHeatSink
1.0
1.0
560
Jump Jet
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
17
Jump Jet
1.0
2.0
561
Double Heat Sink
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
10
ISDoubleHeatSink
1.0
1.0
562
Double Heat Sink
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
8
ISDoubleHeatSink
1.0
1.0
563
Jump Jet
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
3
Jump Jet
1.0
2.0
567
ER PPC
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
2
ISERPPC
1.0
7.0
568
ER Medium Laser
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
6
ISERMediumLaser
1.0
1.0
569
ER Medium Laser
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
4
ISERMediumLaser
1.0
1.0
570
Double Heat Sink
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
9
ISDoubleHeatSink
1.0
1.0
571
Large VSP Laser
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
5
ISLargeVSPLaser
1.0
9.0
572
Double Heat Sink
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
4
ISDoubleHeatSink
1.0
1.0
573
ER Medium Laser
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
16
ISERMediumLaser
1.0
1.0
574
ER Medium Laser
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
4
ISERMediumLaser
1.0
1.0
575
Large VSP Laser
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
3
ISLargeVSPLaser
1.0
9.0
576
Ultra AC/20
85
NORMAL
1
52249633-3534-4be5-a983-55e18d74655c
1
3
4
ISUltraAC20
1.0
15.0
577
ER Small Laser
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
5
ISERSmallLaser
1.0
0.5
578
ER Small Laser
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
4
ISERSmallLaser
1.0
0.5
579
ER Small Laser
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
3
ISERSmallLaser
1.0
0.5
580
Light PPC
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
2
Light PPC
1.0
3.0
581
PPC Capacitor
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
3
PPC Capacitor
1.0
1.0
582
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
5
Improved Jump Jet
1.0
1.0
583
Hatchet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
3
Hatchet
1.0
4.0
584
Improved Jump Jet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
9
Improved Jump Jet
1.0
1.0
585
Improved Jump Jet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
8
Improved Jump Jet
1.0
1.0
586
Light PPC
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
5
Light PPC
1.0
3.0
587
Heavy PPC
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
8
Heavy PPC
1.0
10.0
588
PPC Capacitor
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
6
PPC Capacitor
1.0
1.0
589
Double Heat Sink
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
7
ISDoubleHeatSink
1.0
1.0
590
Heat Sink
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
3
Heat Sink
1.0
1.0
591
Heat Sink
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
2
Heat Sink
1.0
1.0
592
Heat Sink
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
1
Heat Sink
1.0
1.0
593
Heat Sink
20
NORMAL
1
248f5ac6-ecbe-434a-bf6b-8d3ad9133f5c
1
3
0
Heat Sink
1.0
1.0
594
Double Heat Sink
30
NORMAL
1
c1b16001-6600-46c9-9c35-97c965a3a107
1
3
1
ISDoubleHeatSink
1.0
1.0
595
Double Heat Sink
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
7
ISDoubleHeatSink
1.0
1.0
596
Jump Jet
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
1
Jump Jet
1.0
2.0
599
ER Medium Laser
55
NORMAL
1
d257aeeb-e278-4e31-9980-9f054c513e91
1
3
3
ISERMediumLaser
1.0
1.0
600
Large VSP Laser
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
3
ISLargeVSPLaser
1.0
9.0
601
Double Heat Sink
70
NORMAL
1
f9936e32-1953-4888-beb3-ee243fad60c3
1
3
2
ISDoubleHeatSink
1.0
1.0
602
ER Medium Laser
50
NORMAL
1
3a0c56b6-a97e-4cbf-8c03-e2b99668e205
1
3
2
ISERMediumLaser
1.0
1.0
603
ER Small Laser
35
NORMAL
1
f6790aa4-c393-4af6-bdeb-2185c4b5711f
1
3
2
ISERSmallLaser
1.0
0.5
604
Improved Jump Jet
45
NORMAL
1
86e8442a-bc36-438a-87b3-df8a41e1a6e9
1
3
4
Improved Jump Jet
1.0
1.0
605
Improved Jump Jet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
2
Improved Jump Jet
1.0
1.0
606
Improved Jump Jet
55
NORMAL
1
29c37941-0aa5-40e3-817b-6575944e8459
1
3
1
Improved Jump Jet
1.0
1.0
607
Light PPC
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
3
Light PPC
1.0
3.0
608
PPC Capacitor
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
4
PPC Capacitor
1.0
1.0
609
Double Heat Sink
100
NORMAL
1
349b1678-2125-4dcb-adff-83deeed05cc8
1
3
2
ISDoubleHeatSink
1.0
1.0
610
Double Heat Sink
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
5
ISDoubleHeatSink
1.0
1.0
611
Double Heat Sink
100
NORMAL
1
77047b79-b2a9-4a2c-a7df-34b44c8938a1
1
3
4
ISDoubleHeatSink
1.0
1.0
613
Mech Head
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
0
0
false
false
1.0
false
false
false
false
614
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
9
5
0
false
0
false
615
Mech Center Torso
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
1
0
false
false
1.0
false
false
false
false
616
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
26
5
1
false
0
false
617
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
9
5
1
true
0
false
618
Mech Right Torso
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
2
0
false
false
1.0
false
false
false
false
619
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
20
5
2
false
0
false
620
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
6
5
2
true
0
false
621
Mech Left Torso
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
3
0
false
false
1.0
false
false
false
false
622
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
20
5
3
false
0
false
623
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
6
5
3
true
0
false
624
Mech Right Arm
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
4
0
false
false
1.0
false
false
false
false
625
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
19
5
4
false
0
false
626
Mech Left Arm
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
5
0
false
false
1.0
false
false
false
false
627
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
19
5
5
false
0
false
628
Mech Right Leg
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
6
0
false
false
1.0
false
false
false
false
629
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
26
5
6
false
0
false
630
Mech Left Leg
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
7
0
false
false
1.0
false
false
false
false
631
Armor (Light Ferro-Fibrous)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
26
5
7
false
0
false
632
Double Heat Sink
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
2
ISDoubleHeatSink
1.0
1.0
633
MML 7
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
3
ISMML7
1.0
4.5
634
Artemis IV FCS
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
4
ISArtemisIV
1.0
1.0
635
MML 7
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
5
ISMML7
1.0
4.5
636
Artemis IV FCS
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
6
ISArtemisIV
1.0
1.0
637
Improved C3 Computer (C3I)
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
7
ISC3iUnit
1.0
2.5
638
Jump Jet
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
8
Jump Jet
1.0
1.0
639
Jump Jet
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
9
Jump Jet
1.0
1.0
640
MML 7 SRM Artemis-capable Ammo Bin
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
10
IS Ammo MML-7 SRM Artemis-capable
1.0
1.0
641
MML 7 LRM Artemis-capable Ammo Bin
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
11
IS Ammo MML-7 LRM Artemis-capable
1.0
1.0
642
MML 7 LRM Artemis-capable Ammo Bin
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
12
IS Ammo MML-7 LRM Artemis-capable
1.0
1.0
643
Jump Jet
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
14
Jump Jet
1.0
1.0
644
Jump Jet
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
15
Jump Jet
1.0
1.0
645
Supercharger
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
16
Supercharger
1.0
240
646
Light PPC
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
17
Light PPC
1.0
3.0
647
PPC Capacitor
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
18
PPC Capacitor
1.0
1.0
648
Medium VSP Laser
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
19
ISMediumVSPLaser
1.0
4.0
649
240 Light Engine
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
5
240
0
false
650
XL Gyro
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
1
1.5
651
Mech Life Support System
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
652
Mech Sensors
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
653
Small Cockpit
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
1
654
Upper Arm Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
8
4
655
Upper Arm Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
8
5
656
Upper Leg Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
12
6
657
Upper Leg Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
12
7
658
Lower Leg Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
13
6
659
Lower Leg Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
13
7
660
Foot Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
14
6
661
Foot Actuator
60
NORMAL
1
32c115a5-bef8-41d4-b594-e8182e1e0ab7
1
3
14
7
friendly_fire
false
skip_ineligable_movement
false
skip_ineligable_firing
false
skip_ineligable_physical
true
push_off_board
true
team_initiative
true
autosave_msg
true
paranoid_autosave
false
exclusive_db_deployment
true
deep_deployment
false
blind_drop
false
real_blind_drop
false
lobby_ammo_dump
false
dumping_from_round
1
set_arty_player_homeedge
false
restrict_game_commands
false
disable_local_save
false
bridgeCF
0
show_bay_detail
false
rng_type
1
rng_log
false
flamer_heat
true
indirect_fire
true
breeze
false
random_basements
true
auto_ams
true
turn_timer
0
skip_forced_victory
false
check_victory
true
achieve_conditions
1
use_bv_destroyed
false
bv_destroyed_percent
100
use_bv_ratio
false
bv_ratio_percent
300
use_game_turn_limit
false
game_turn_limit
10
use_kill_count
false
game_kill_count
4
commander_killed
false
canon_only
false
year
3071
techlevel
Standard
era_based
false
allow_illegal_units
false
clan_ignore_eq_limits
false
no_clan_physical
false
allow_nukes
false
really_allow_nukes
false
minefields
false
hidden_units
false
double_blind
false
tacops_sensors
false
supress_all_double_blind_messages
false
suppress_double_blind_bv
false
team_vision
true
tacops_bap
false
tacops_eccm
false
tacops_ghost_target
false
ghost_target_max
5
tacops_dig_in
false
tacops_ba_weight
false
tacops_take_cover
false
tacops_angel_ecm
false
tacops_battle_wreck
false
tacops_skin_of_the_teeth_ejection
false
tacops_mobile_hqs
false
tacops_fatigue
false
tacops_fumbles
false
tacops_self_destruct
false
tacops_tank_crews
false
stratops_quirks
true
stratops_partialrepairs
false
assault_drop
false
paratroopers
false
inclusive_sensor_range
false
sensors_detect_all
false
magscan_nohills
false
woods_burn_down
false
woods_burn_down_amount
5
no_ignite_clear
false
all_have_ei_cockpit
false
extreme_temperature_survival
false
armed_mekwarriors
false
pilots_visual_range_one
false
pilots_cannot_spot
false
metal_content
false
ba_grab_bars
false
maxtech_movement_mods
false
alternate_masc
false
alternate_masc_enhanced
false
geometric_mean_bv
false
reduced_overheat_modifier_bv
false
alternate_pilot_bv_mod
false
tacops_ams
false
tacops_manual_ams
false
floating_crits
false
tacops_crit_roll
false
tacops_engine_explosions
false
tacops_called_shots
false
tacops_prone_fire
false
tacops_start_fire
false
tacops_range
false
tacops_los_range
false
tacops_dead_zones
false
tacops_LOS1
false
tacops_altdmg
false
tacops_clusterhitpen
false
tacops_ppc_inhibitors
false
tacops_charge_damage
false
tacops_glancing_blows
false
tacops_direct_blow
false
tacops_burst
false
tacops_heat
false
tacops_partial_cover
false
tacops_ba_criticals
false
tacops_hotload
false
tacops_rapid_ac
false
kind_rapid_ac
false
tacops_grappling
false
tacops_jump_jet_attack
false
tacops_trip_attack
false
tacops_energy_weapons
false
tacops_gauss_weapons
false
tacops_retractable_blades
false
tacops_ammunition
false
tacops_woods_cover
false
tacops_vehicle_effective
false
tacops_vehicle_arcs
false
tacops_vtol_attacks
false
tacops_advanced_mek_hit_locations
false
tacops_coolant_failure
false
tacops_ba_vs_ba
false
no_tac
false
vehicles_threshold
false
vehicles_threshold_variable
false
vehicles_threshold_divisor
10
vtol_strafing
false
vehicles_safe_from_infernos
false
protos_safe_from_infernos
false
indirect_always_possible
false
increased_ac_dmg
false
increased_iserll_range
false
unjam_uac
false
uac_tworolls
false
clubs_punch
false
on_map_predesignate
false
num_hexes_predesignate
5
map_area_predesignate
1088
max_external_heat
15
case_pilot_damage
false
no_forced_primary_targets
false
full_rotor_hits
false
forest_fires_no_smoke
false
hotload_in_game
false
multiuse_ams
false
tacops_sprint
false
tacops_standing_still
false
tacops_evade
false
tacops_skilled_evasion
false
tacops_leaping
false
tacops_physical_psr
false
tacops_attack_physical_psr
false
tacops_taking_damage
false
tacops_leg_damage
false
tacops_walk_backwards
false
tacops_fast_infantry_move
false
vehicle_lance_movement
false
vehicle_lance_movement_number
4
vehicle_acceleration
false
reverse_gear
false
vehicle_turn_mode
false
vehicle_advanced_maneuvers
false
tacops_hull_down
false
tacops_falling_expanded
false
tacops_attempting_stand
false
tacops_careful_stand
false
tacops_ziplines
false
mek_lance_movement
false
mek_lance_movement_number
4
no_immobile_vehicles
false
vehicles_can_eject
false
ejected_pilots_flee
false
auto_abandon_unit
false
no_hover_charge
false
no_premove_vibra
false
falls_end_movement
false
psr_jump_heavy_woods
false
no_night_move_pen
false
aero_ground_move
true
stratops_capital_fighter
false
fuel_consumption
false
stratops_conv_fusion_bonus
false
stratops_harjel
false
stratops_grav_effects
false
advanced_movement
false
heat_by_bay
false
atmospheric_control
false
ammo_explosions
false
stratops_aa_fire
false
stratops_aaa_laser
false
stratops_adv_pointdef
false
stratops_bracket_fire
false
stratops_ecm
false
stratops_sensor_shadow
false
stratops_over_penetrate
false
stratops_space_bomb
false
stratops_bearings_only
false
stratops_bearings_only_velocity
50
stratops_waypoint_launch
false
stratops_advanced_sensors
false
variable_damage_thresh
false
at2_nukes
false
aero_sanity
false
return_flyover
false
aa_move_mod
false
allow_large_squadrons
false
single_no_cap
false
aero_artillery_munitions
false
expanded_kf_drive_damage
false
inf_move_even
false
inf_deploy_even
false
inf_move_later
false
inf_move_multi
false
protos_move_even
false
protos_move_later
false
protos_move_multi
false
inf_proto_move_multi
3
simultaneous_deployment
false
simultaneous_movement
false
simultaneous_targeting
false
simultaneous_firing
false
simultaneous_physical
false
front_load_initiative
false
initiative_streak_compensation
false
pilot_advantages
true
edge
true
manei_domini
true
individual_initiative
false
command_init
true
rpg_gunnery
false
artillery_skill
false
toughness
true
conditional_ejection
false
manual_shutdown
false
begin_shutdown
false
80cb1c4a-b5f8-489c-b186-95df7957dac7
Zyunko
Ine
0
WOB
false
0
15
FEMALE
0
ACTIVE
3042-11-22
Tactics
1
0
Small Arms
2
0
0
1
================================================
FILE: MekHQ/config/checkstyle/checkstyle.xml
================================================
================================================
FILE: MekHQ/config/checkstyle/suppressions.xml
================================================
================================================
FILE: MekHQ/docs/SarnaCartographyImport.md
================================================
# How to import planet data from the Sarna Cartography excel files.
1. Take the "Systems" tab of the "Systems by Era"spreadsheet, and save it as a tab-separated file. Make sure to set the
encoding to unicode, otherwise planet names won't match up very well.
2. Remove the top two rows of the document. It should be a "era names" row and a "percentage coverage" row.
3. Remove the "status" column
4. Remove the "distance (LY)" column
5. Scroll all the way to the bottom and remove the rows containing systems without coordinates.
Save the file again.
Now, you can import it into MekHQ to update your planet list, by opening up any campaign, clicking
File → Import → Import Planets from a TSV file, and picking your file. It'll display a short report, with a much longer
report in the mekhq log file.
The expected format is as follows:
- The top row contains three empty "cells," followed by a list of all the years in which faction change events can occur
for planets.
- Each row thereafter contains the following cells:
- System Name
- X coordinate
- Y coordinate (with Terra as the "origin")
- faction codes for each of the years defined in the top row. An empty value in one of these cells is treated as
"undiscovered".
This will update your in-memory list of planets, although it will not update the GUI fully (you'll be able to search for
any new planets, but they won't show up).
To export the current state of the in-memory list of planets, click File → Export → Export Planets to XML File... and
pick a file name. You should be able to then use the resulting file as your planets.xml.
================================================
FILE: MekHQ/docs/Scenario Template Editor.html
================================================
Scenario Template Editor
Scenario Template Editor
The Scenario Template Editor allows the user to configure scenario templates, which allow a user to create
randomly generated scenarios.
Scenario Parameters:
- Scenario Name—the scenario name which will display in the briefing tab. Try to keep it short to avoid
display issues.
- Short Briefing—currently unused, but intended to be shown after the scenario is initialized but before
the player has committed forces and triggered op for generation and other such processes.
- Detailed Briefing—a detailed briefing for the scenario, which should state any scenario objectives, and
will show in the scenario details section of the briefing tab.
Force Generation Parameters (Participating Forces):
These are parameters regarding the generation of a specific force.
- Force Alignment—this controls whether the force is to be player-controlled, bot-controlled and allied to
the player, bot-controlled and hostile to the player or bot-controlled and on a "third team".
- Generation Method—this controls how the force is generated. Player Supplied means that the player
will need to assign units to the scenario. BV Scaled means that the force will be generated using a BV
budget based on the BV of all forces that have been generated or supplied so far that contribute to BV. Unit
Count Scaled means that the force will be generating based on how many units have been generated or
supplied that contribute to unit count. Fixed Unit Count means that the force will have a fixed number of
units. Fixed Mul allows you to use a fixed Master Unit List file, which must be located in
data/scenariotemplates/fixedmuls
- Scaling Multiplier—For scaled generation methods, this will apply a multiplier to the unit count or BV
budget before generating the force.
- Destination Zone—The edge towards which this particular force will attempt to move after deployment. Random
is just what it sounds like, while Opposite Deployment Edge will cause the force to attempt to move to
the opposite edge from which it is deployed. For non-cardinal edges, this behavior is poorly defined.
- Retreat Threshold—Currently unused, but will define, in the future, the point at which this force will
declare a retreat and run for the nearest board edge.
- Reinforce Subsequent Scenarios—Whether this force is able to reinforce scenarios linked to this one.
Currently unused.
- Contributes to BV—Whether this force contributes to the BV budget when generating later forces using the
BV Scaled generation method. Note that, when using AtB, player supplied units also have a difficulty
multiplier applied to them.
- Contributes to Unit Count—As Contributes to BV except for forces using the Unit Count
Scaled generation method.
- Force ID—A unique identifier for the force. Used for synchronized deployment and (in the future) force
objectives. Note that this is used to drive synchronized deployment, so changing a force's ID may lead to
unexpected behavior for other forces that synchronize deployment to this one.
- Synchronized Deployment—Whether and how to synchronize deployment of this force with another force. Pick
a synchronization method (same/opposite edge/arc) and the force with which to synchronize (which must have
already been defined). This may form arbitrarily long chains, but it is required that the force at the beginning
of the chain have an actual deployment zone selected.
- Possible Deployment Zones—Lists the possible deployment zones. Multiple zones can be selected, and then
the actual deployment zone will be picked randomly from the choices selected. Narrow Edge is a special
case and will pick one of the narrower edges of the map (behavior picks arbitrary edge in case of square maps).
- Unit Type—The unit type of which this force consists. Standard AtB Mix uses the AtB mek/vehicle
table to generate the actual unit types, while AtB Civilians uses the AtB Civilian RATs. AtB Aircraft
Mix will generate either conventional or aerospace fighters depending on whether the opfor owns the
current planet and a random die roll. Infantry has a 33% chance of generating field gunners.
- Arrival Turn—The turn on which this force will deploy. Special cases (unimplemented): -1 is
"staggered by lance", while "-2" is "staggered individual".
- Fixed Unit Count—How many units to generate for forces using the fixed unit count generation method.
- Max Weight—For those unit types that support standard weight classes, this is the maximum weight class of
the units generated.
- Contributes to Map Size—Whether this force contributes to the size of the map when the map size has a
scaling component to it.
- Generation Order—Governs when the force will be generated. When actually generating forces, the code will
sort the forces into "buckets" based on the order number. Those forces with a lower number will be generated
first, with forces having the same number generated without taking into account other forces with that number.
Forces with higher numbers will be generated taking into account other forces with lower numbers that were
previously generated.
The general convention for built-in scenarios and events is as follows:
- These are pre-generated forces that should not depend on the other forces for their
generation parameters.
- These are primary allied forces, which depend upon player forces for dynamic generation.
- These are primary player-controlled or attached units, such as liaisons, which do not depend
upon player forces for generation.
- These are allied "objective" forces which depend upon the unit count or BV of all primary
forces.
- These are primary enemy forces, which depend upon unit count or BV of all primary and
objective forces.
- These are secondary enemy forces, which may or may not depend upon any properties of
preceding forces.
- These are "third party" forces.
- Allow Aero Bombs—If the force being generated is aerospace or conventional fighters, some of them will
be loaded out with a random selection of bombs.
- Start Altitude—On a ground or low-atmospheric map, this is the starting altitude for units in this
force. It may be used to simulate hot drops for ground units or start air units on the ground.
- Is Artillery—Attempt to generate tube (Thumper, Sniper, etc.) artillery units, rather than standard
ones. Likely to fail to generate anything if the unit type isn't tank or infantry.
- Deploy Offboard—Useful in combination with the "Is Artillery" flag to allow artillery units to deploy
off-board.
Map Parameters:
- Base Width/Height - The base x/y dimensions of the map, prior to any map size scaling.
- Scaled Width/Height Increment—How much to increase the corresponding dimension of the map, based on
approximate number of "lances" generated by the force generation process.
- Allow 90 degree rotation—Allow the map dimensions to be randomly rotated by 90 degrees. Useful for
allowing "long" or "wide" maps for chase scenarios.
- Use AtB Base Dimensions—Generate the base width/heigh using the AtB Map Size table.
- Allowed Map Types
- Allow All - randomly picks from the AtB Terrain Types table.
- Use Space Map—just what it says.
- Use Low Atmo Map—low atmospheric map.
- Specific Map Types—A subset of map types. More than one may be selected, and is randomly picked
from among the ones selected.
How to use this:
- Open up any campaign.
- Go to Manage Campaign → Scenario Template Editor. Define a scenario and some forces. Save.
- In the briefing tab (make sure you're on an AtB contract), click Add Scenario → Generate From Template and pick
the template you saved. Assign as many forces as you defined player-supplied forces. Right-click on the
scenario, edit → finalize. There is also a new dropdown that has a set of scenario modifiers. Those that are
marked "(pre)" should be applied before clicking "finalize." Those that are marked "(post)" can be applied
after clicking "finalize." Set the date to "today." Enjoy.
================================================
FILE: MekHQ/docs/StratCon/Custom RATs.txt
================================================
In order for the Against the Bot campaign system to be able to use custom random assignment tables (RATs), you will need
to provide data to MekHQ detailing the contents of each RAT file. The RAT files themselves must be in the data/rat directory. The metadata, which describes to MekHQ how to use the custom files, must be in the data/universe/ratdata directory and end with ".xml". Each file is considered a separate collection, and its contents will appear as a listing in the RAT configuration section on the Against the Bot tab in Campaign Options in MekHQ.
The name of the file has no requirements beyond the .xml suffix, but should be descriptive of the contents. Note that xml is case sensitive.
The overall structure of the file is as follows, with values enclosed in brackets replaced with data about your custom RATs:
[list of faction keys]
[list of unit types]
[list of weight class abbreviations]
[list of equipment ratings]
...
...
Explanation of fields:
[source name]: How this collection will appear in the list of available RATs in Campaign Options. Must be unique; if more than one file in data/universe/ratdata has the same value, only the last one loaded will be used.
[earliest year for RAT]: The game year that the RAT should be considered available. The RATs contained a section dated after the game year will be passed over. Those dated within the game year or earlier will be checked earliest first, and moving back to the oldest until a matching RAT is found or all are checked.
[RAT name]: This is the internal name of the RAT file (the first non-comment line). There must be one entry for each file in the RAT collection that is to be used. Including the same file multiple times will not break anything, but should be avoided because it is unnecessary and is more likely to create confusion.
[list of factions]: faction keys should be the same as what is found in the data/universe/factions.xml file, in the node. In addition to those factions, the values "Periphery", "Clan", and "General" are also acceptable; they will match any periphery faction, and Clan faction, or any non-Clan faction respectively.
[list of unit types]: one or more of the following unit type values: Mek, Tank, BattleArmor, Infantry, ProtoMek, VTOL, Naval, ConventionalFighter, Aero, Small Craft, Dropship, Jumpship, Warship.
[list of weight class abbreviations]: Normally L, M, H, or A, but UL and SH are acceptable for ultra-light and superheavy as well. C is understood as Colossal and is treated as a synonym of SH.
[list of equipment ratings]: Usually one of the following: A, B, C, D, F. Clan ratings can be used instead, some of which have multiple possible values: Keshik/K, FL, SL/2L, Solahma/Sol, PG/PGC. It is also possible to give an A* value, but most RATs do not use this.
When multiple values are provided as a list, they must be separated by commas with no space between. Any list value can be omitted, in which case it will match any value. When more than one RAT can match the search criteria, only the first will be returned.
================================================
FILE: MekHQ/docs/StratCon/Stratcon_Tips.md
================================================
# StartCon Tips
1) Leadership lets you bring extra auxiliary units for free (where an "auxiliary unit" is any unit of a different type
than the majority of the lance and of lower BV than the lowest-BV unit in the lance)
So: give your lance leaders
leadership points, and keep some lower-BV units (tanks, aerospace fighters, whatever) around so you can bring extra
stuff to a fight
2) Keep some lances in the "fight" role or keep some Support/Campaign Victory Points. That way, if a fight seems unfair,
you can bring an extra lance in Or two.
3) On Independent and Liaison command rights, you're expected to complete the strategic objectives. On Liaison+
command, you're expected to maintain a positive campaign VP.
4) If you have a lance on 'defend' role, keep some extra infantry/battle armor around, you can deploy those "for free"
if that lance gets into a scenario. (number is dependent on lance leader tactics skill)
5) Take out or capture hostile facilities (especially "[unit type] base") ASAP, as they will add extra guaranteed
lances of hostile reinforcements into a fight on that track. But if you can capture and hold them, then you get
allied buddies coming in to help you instead.
6) Pay attention to scenario objectives—some scenarios you'll have an easier time with if you don't try to destroy
everything. For example, the "pursuit" or "breakthrough" scenarios are best done at night with fast, jump-capable
units (or hell, VTOLs). For facilities, you're trying to take out, you can destroy the turrets and bug out if you
can't take the garrison.
## Coming Soon™
You can convert Campaign Victory Points to support points and support points to "bonus parts" if
you're having trouble getting that replacement mobile hyper pulse generator or other ridiculously rare/extinct part.
================================================
FILE: MekHQ/docs/StratCon/stratcon-faq-2.6.md
================================================
# StratCon reference and FAQ (v2.6 - September 1, 2024).
## BASICS AND SETUP
**Double-check your Java version!** You need 17 to play MHQ! This is a common source of issues. Check the discord for
detailed Java install instructions and general questions about the suite. https://discord.gg/megamek
**If you don't have them, buy at least BattleMech Manual, or Total Warfare and Campaign Operations. PDF versions are
available online if you don't have the physical books.**
**Before you start StratCon, you should read the Official AtB TT Rules Excel spreadsheet "Campaign System" Tab and
CampaignAnon's Against the Bot Starter Guide PDF.** They are located in the docs' folder. StratCon is a an extra layer
on top of the AtB rules, and by learning those you will be learning the foundations of StratCon.
## Summary
StratCon is a system that simulates different theaters of operation on a planetary scale, broken down into "tracks"
that
each have a different size and, perhaps, biomes, temperatures, and allied or enemy facilities. In practice, it generates
more random and less predictable circumstances that lead to a more dynamic, (and replayable) experience.
Different contract types have different scenario types. Different contract clauses have different command rights and
will greatly influence how allies and enemies are generated. Allies and Enemies can have different Skill and Equipment
Quality levels. Allied and Enemy Facilities can contribute certain positive and negative modifiers to each battle.
Random Positive and Negative modifiers can also be rolled for each battle. Most difficulty settings, including BV
percentage and number of Modifiers, are customizable on the AtB tab in Campaign Options.
### Note
These are the StratCon rules and they are often enforced by MHQ. However, there is a GM mode you can enable (top right
of the main screen) that allows you to cheat. You are your own GM and you can and should make edits to things you don't
like. Particularly, when you are learning. Good luck!
* To activate StratCon, go to the AtB tab in Campaign Options and check "Use StratCon" at the very bottom. You may have
to scroll down some.
* At the same time on the same tab, you should change battle intensity. The StratCon version of MekHQ is meant to be
played with battle intensity set to 0. Go to the Against the Bot tab in the campaign options and do this change. You
can leave it as is, but you'll have all the regular AtB random battles spawning besides the StratCon ones.
* BV percentage and number of Modifiers are customizable here and will have an influence on difficulty.
* Most AtB scenario options in the Campaign Options have no longer have any effect when StratCon is enabled (namely:
Chance of battle by role, double enemy vehicles, Allow enemy VTOL/aeros/turrets, Attached allied units control,
DropShip use. You may ignore them).
## DIFFICULTY
StratCon will throw many curveballs at you and it can be challenging if you are just learning. However, you can adjust
the BV% difficulty and number of Modifiers allowed. If you want to tinker with difficulty, on the Against the Bot Tab:
### Skill Level
At regular ("classic") skill level you will the default 100% of enemy BV. You can change the OpFor base BV% by changing
the skill level. Anything above Veteran will be extremely hard:
| Skill | % of BV |
|-------------|---------|
| Ultra-Green | 80% |
| Green | 90% |
| Regular | 100% |
| Veteran | 110% |
| Elite | 120% |
| Heroic | 130% |
| Legendary | 140% |
### Modifiers
The default ("classic") modifier # is 3. That means you can randomly roll up to three modifiers per battle (in addition
to any added by facilities). Some modifiers are helpful to the player and some are adverse. They introduce variability
in the encounters, but some can be challenging if you happen to roll 3 adverse modifiers. You can change the maximum
number of modifiers to a number between 1-10 (in addition to facility modifiers). Less modifiers will reduce variety but
also should make it easier.
## QUICKSTART STEPS
- Start New Campaign
- Select a Preset (One of the StratCon presets).
- Select a Date
- Generate a Company (Manage Campaign, Company Generator, Generate)
- Find a Contract and accept it. (Marketplace, Contract Market)
- Travel to Contract (Briefing Tab, Click on Contract Planet, It will jump to Star Map, hit Calculate Jump Path, Begin
Transit).
- Advance days while you travel to contract. Should hire spare personal and buy spare parts.
- When you land on a planet, go to the briefing tab, assign roles to your lances.
- Advance Days, Scout StratCon map on AtB Campaign State tab, complete Objectives, and fight.
- Try not to embarrass yourself.
## CONTRACT COMMAND RIGHTS & NOTES
### NOTE
Despite what is mentioned below, Relief-Duty, Garrison, and Cadre-Duty contracts always need to go their entire
duration.
### Integrated
You need to keep your VP count positive. Every time you win a scenario, that's +1 VP. Every time you lose a scenario, -1
VP. Your employer chooses and deploys your lance on missions. You cannot scout the map. You must complete the entire
duration of the contract. Allied officer(s) in a mek/ASF will go with you in scenarios. Try to keep them alive.
### House
You need to keep your VP count positive. Every time you win a scenario which you didn't initiate, that's +1 VP. Every
time you lose a scenario you didn't initiate, that's -1 VP. You choose which lance to deploy. You must complete the
entire duration of the contract. A House officer in a mek/ASF will go with you in scenarios. Try to keep them alive.
### Liaison
You need to keep your VP count positive, AND you're responsible for completing the given number of strategic objectives,
VPs are only affected by scenarios in which a liaison participates. You choose which lance to deploy. You must scout the
map to find objectives. Once all of your objectives are complete, you may end the contract early. A Liaison officer in a
mek/ASF will go with you in some scenarios. Try to keep them alive.
### Independent
only responsible for completing strategic objectives. Where, when, and who you deploy is up to you. Your final VP score
doesn't matter. You must scout the map to find objectives. Once all of your objectives are complete, you may end the
contract early.
## SCENARIOS IN STRATCON MODE
StratCon can now generate a substantially greater variety of terrain. A few highlights:
- Each track has an average temperature (based on average planetary temperature +/- 35)
- The track's temperature determines the available biomes (a cold track will have cold biomes, a hot track will have hot
biomes)
- The biome of a hex on a track determines the map generator preset used to generate maps for that hex
- For the first time, map themes are used to give a distinct visual look to many of the maps
- Expect to see jungles, deserts, frozen wastelands, and many others
- Facilities can now spawn with reinforced buildings that are tough to destroy, so you might need to bring the big guns.
StratCon will generate scenarios based on the Contract. If such a scenario happens, it will be displayed in the Briefing
room AND the "AtB Campaign State" tab (as a red icon).
There are some "legacy" scenarios that are optional that dont appear on the StratCon map. Deploy to those from your
TO&E. Examples include Star League Cache, Civilian Help, Officer Duel, and Big Battle.
If a scenario appears only in the Briefing tab, then it's a legacy or special scenario (e.g. cache, big battle), and you
can ignore it if you wish (you would need to GM-remove it).
StratCon has "Tracks" that are basically map pages. When you are small, you will have one track (Track 0). As you grow,
your contract may involve multiple tracks. You switch tracks on the right side of the StratCon map in the track
dropdown.
Some scenarios and objectives may be on Track 0 and some on Track 1, etc. You need to make sure you check and scout all
the Tracks, as necessary.
You can also trigger scenario by scouting out the Track. See below.
StratCon scenarios can spawn Meks, vehicles, VTOLs, conventional infantry, battle armor, conventional fighters (with
bombs or missiles), AeroSpace Fighters (with even MORE bombs or missiles), Dropships (and hot drops), on and off-board
Artillery, and even wet navy units. Be prepared.
If you have even just a couple of Aerospace units, the game will spawn Aerospace or DropShip scenarios.
On most contracts, random VP-giving scenarios might pop-up, so you can lose or ignore some and still end up with a
positive balance.
Some Chase/Pursuit and similar scenarios might spawn with wrong deployment edges and OpFor with forced withdrawal
active regardless of being the attacker or defender. All this can be rectified in the Mega Mek lobby.
"My non-combat lance got dragged into battle!!" — The game sometimes ignores the non-combat flag (even for DropShips).
Just don't use non-combat flag with StratCon, as it'll cause issues.
"The Enemy has 80 units and I have 4!!" — StratCon normally pulls a lance/star unit from your TO&E to form as the seed
unit for a new scenario. BUT if you have units in your Main TO&E tree that are freestanding, it can pull those units as
seed, or it will use your whole TO&E BV as a seed. Common offenders are Dropships and Jumpships, etc. Make sure
everything under your TO&E is in a sub force. It might be best just to remove Dropships and Jumpships completely.
"The Enemy has 80 units and I have 4, again!!" If you ever feel outnumbered or outmatched, assign your force to the
scenario, right click on it in the briefing tab, edit, and regenerate bot forces. It will tailor the new force to the
BV of your assigned force. You may still be outmatched (as sometimes that is intentional and it will require
reinforcements)—but it should be better.
Evacuate Scenario during a Garrison contract: If you lose the facility, it will be under enemy control. You can try to
attack and recapture it. If you dont, you will fail the contract. If there is a bug with this, you can right-click on
hex and GM add it again. If it's a contract objective, you have to restore it in the same hex.
Skipping scenarios.
Under integrated or house command, or if the liaison is coming along for the ride, you will lose a VP. Additionally, if
there's an allied facility on the track, the scenario will move towards the nearest allied facility. Sometimes, you need
to keep those intact as part of the contract. And if they get captured without a fight, the enemy will put them to use,
making later scenarios more difficult. Some scenarios might draw a bunch of modifiers and be challenging. There is no
shame in skipping a scenario if it is too hard. Make sure you win your other ones.
Don't delete a scenario with a deployed force. Many bugs involved. The best solution is to eat the VP loss, and add the
Victory Point through GM mode, if needed. Or, you can resolve it manually in MHQ, without a MUL file.
## YOUR MISSION AND GOALS IN STRATCON MODE
Your Contract Score is no longer the sole metric of your success.
Under Integrated and House command, you need to keep your VP count positive. Every time you win a scenario which you
didn't initiate, that's +1 VP. Every time you lose a scenario you didn't initiate, that's -1 VP.
Under Liaison command, you need to keep your VP count positive AND you're responsible for completing the given number
of strategic objectives. On defensive contracts, this may include keeping allied facilities intact and under allied
control. On offensive contracts, it's usually capturing/destroying facilities or winning specific scenarios. VPs are
only affected by scenarios in which a liaison participates.
Under Independent command, you're only responsible for completing strategic objectives.
StratCon contract VP's are only awarded for "required by employer" scenarios, and will show "deployment required by
contract / -1 VP if lost/ignored; +1 VP if won" and are NOT necessarily Contract Objectives. There is a screenshot
sticky in the StratCon channel for an example.
The information about whether a scenario gives VP/SP is stated in red on the scenario description in the StratCon tab.
"Scenario Victory Points" stated in the briefing tab are internal, meant for the game to find the effect (if any)of the
battle. So, VP discussed in a post-battle resolution screen and VP on the StratCon campaign tab are different. The ones
on the campaign tab are the only ones that count toward final contract score.
Orange objectives mean completed, but on-going objectives. Finished strategic objectives turn green.
## THE STRATCON HEX GRID
The hex grid represents the planet you're on. Each (up to) 8x8 section is a "Track."
Your "base", if you would have such a thing, is abstracted. It does not appear on the Track, though there might be
allied Strategic Objectives (places such as a supply or tank depot).
Unscouted hexes are shaded gray. Scouted hexes are light gray. If it is hard to tell, you can click on the hex and it
will say recon complete/recon incomplete.(See below how to scout)
Allied facilities are displayed as cyan icons. Hostile facilities as red icons. They provide the following Bonuses to
Allies or Enemies. Usually in the form of a modifier added to a battle. They will apply this modifier to a battle
approximately 60% of the time—EVEN IF YOU HAVE NOT FOUND THEM ON THE MAP YET. You should scout and take out hostile
bases quickly.
* Mek/Tank/Air/Arty base—Adds an allied or enemy reinforcement of the listed type to scenarios. Enemy bases of
this type should be taken out quickly.
* Supply Depot - Allied = 1SP/week. Hostile = 5% bonus to Op for BV budget in scenarios.
* Data Center - Allied = Shows the entire Map. Hostile = Increase scenario odds and adds a enemy mek scout force to
scenarios.
* Industrial Center - Allied = none. Hostile = Increases BV% and Equipment Quality of OpFor.
* Comms Center - adds a random positive modifier for the side that owns it.
* Early Warning Center - Reduces the number of turns for allied or enemy reinforcements to arrive during battle.
* Orbital Defense - Hostile = Prevents Aerospace and adds an enemy Officer mek to scenarios.
* Base of Operations - More and better defenders. Allied = losing this means a contract loss. Enemy = Adds enemy
commander mek to scenarios. Enemy loss reduces contract activity.
Your forces currently deployed to the track are cyan icons.
Pending scenarios against hostile forces are red icons.
## HOW TO SCOUT
To send a Lance to scout, right click on an unscouted (dark gray) hex and select Manage then the Lance you want to send.
Scout-role Lances can scout out all surrounding hexes at once.
You can "cheat" by using GM Mode and right-clicking to reveal it all.
If your scouts find an Objective, this will immediately create a scenario, though it may be pending for a few days. Note
that the scouting itself may also create an encounter with hostiles that wouldn't exist otherwise.
Every time you send a Lance to scout or engage a scenario, it will be unavailable (including for repairs) for a duration
equal to the "Deployment Period" that's listed in the right pane. If you click on the relevant hex, the pane will show
return dates.
In theory, this should be the same for wounded warriors and salvaged units. As of 49.0, however, they teleport back to
base immediately.
### TIP
Because of their Role, scouts will trigger a lot of scenarios. You should have other fast-but-beefy lances (something
that moves at least 5/8) or Aerospace that can reinforce them when your scouts get in over their head. Because they
totally will.
## DEPLOYMENT IN STRATCON MODE
First, as of 49.0, the "Deployment Requirements" in the Briefing tab are not implemented in StratCon. However, the Lance
count is important, as you will get multiple scenarios, up to that lance count. Also the assigned Roles are crucial in
StratCon, as you will see below.
To deploy in StratCon mode, you must right-click on the relevant Track hex with nested red squares and Manage. Then you
can choose which Lance(s) to send, and what reinforcement to send. You can multi-select, and use ctrl-click to
unselect. (The "old" TO&E deployment tool still works, but is mostly kept for GM use; use the Campaign tab one instead.)
Note that when a Lance is deployed, you can right-click on that hex and click on a Lance's checkbox to have it remain in
that hex so that you don't have to spend resources to deploy it there later. Now you have a solid reason for having
spare Lances!
Note that when a Lance is deployed, or returning from a battle, you can't repair/resupply it. It is out in the field. So
you may not see meks in your repair bay to repair. Or units might appear in your TOE, but since they are still returning
from battle, they cant be deployed.
If under Integrated command, you don't get to choose! The command will choose for you... Otherwise, a Lance is randomly
auto-selected to compute the OpFor BV, and then you can change it. The exception is when you are scouting or voluntarily
creating a battle.
### To send reinforcements, you have several choices:
- You can spend a Support Point per Lance (or a Victory Point, in a pinch). SPs are obtained by certain scenarios or
holding supply depot Objectives, and leftover Negotiation.
- If a Lance is already on the same hex as the scenario (likely because you've set it to remain there, see above), it
can deploy for free.
- A lance in a 'fight' role can be deployed for free. However, on an 8 or less on a 2d6, it will add an extra negative
modifier to the scenario. There will be feedback in the Activity Log.
- Fight role lances always consume VP/SP if available. Although game mechanics would imply a choice, it is not yet
implemented. Forcing a roll is only possible if no VP/SP available, so you would have to remove them all via GM mode
and re-add them after the roll. The bonus Parts gained cannot be removed at the moment, but if you go this route and
want to keep game balance, you can always use them on low value items.
- If your primary Lance leader has leadership, and you have "auxiliary units" available (ones that are not of the same
type as the main unit type of the primary force), you can deploy as many auxiliaries as you have leadership points.
The BV of the extra units allowed by the lance commander's Leadership are limited to have lower BV than the lowest
BV-valued unit of the deployed main force.
- If your primary lance is in a 'defend' role, you can deploy up to 2 * (x + 1) your lance leader's tactics skill in
infantry, battle armor squads, and minefields. Any "leftover" defensive points are automatically converted into
standard minefields.
- Otherwise, you can attempt to deploy a lance anyway. On a 2d6 roll, 2-5 means deployment failure, 6-8 adds extra
negative modifier, 9 or more succeeds.
## A NOTE ON OPFOR GENERATION
The primary opposing forces are usually generated via the "scaled BV" method. This takes into account the difficulty
rating and your current CamOps or FMM unit rating. The algorithm is roughly as follows:
- Your unit rating determines the BV floor. This is a percentage from 50-100, inclusive.
- Your difficulty determines the BV ceiling. This percentage between 80-120, inclusive.
Multiply the above percentages by the BV of your primary force (the lance that gets somewhat-randomly selected when
the scenario is generated). The resulting BVs are the BV floor and BV ceiling, respectively. Note that, on
non-Integrated command, the primary force is a randomly picked lance from your TO&E, and you then get to choose which
lance is actually assigned to the fight.
1. The scaled OpFor receives one lance off the appropriate RAT. If the BV is under the floor, repeat.
2. If the BV is between the floor and ceiling, we roll a 1d100 and compare it to the ratio of current opposition BV /
ceiling. If the roll is lower than the ratio, then we stop. Otherwise, go back to 1 and add another lance.
The intention here is that, as the unit gets better, it will face tougher opposition, while giving a bit of a break to
starting units. This mechanism may not produce very fair results for very low BV forces, so there is no expectation of a
balanced scenario for four squads of foot rifle infantry. For very high BV forces, you are likely to see excessive
numbers of hostile units. If you play in very early timelines (where RATs are not fully developed), or limit yourself to
certain units (like mostly tanks or mostly ASF) then you will likely find the difficulty varies wildly. Adjust
Modifiers can be randomly rolled or added to a scenario by a allied or enemy facility. Some modifiers are helpful. Some
are tough. Example 8 Pirate Aircraft or Overwhelming Enemy Ground Reinforcements can be challenging. Reinforce as
necessary, or take a loss. Pick your battles. Or if you want to cheat, start the battle and remove that force in the
MegaMek lobby. You can and will see enemy ASF, Artillery, and Infantry. You should probably invest in some of your own.
If the OpFor is too large, not present, not based on TO&E, unwinnable scenario: right-click scenario in the Briefing
Tab, "Edit", and click "Regenerate Bot Forces". The modifiers will be the same. The not-present OpFor issue might not be
solved this way. OpFor can also get higher BV, but you can always regenerate forces again.
## DESIGNING YOUR OWN SCENARIOS
Use the Scenario Template Editor to put together a scenario template. I recommend using the Briefing
Room → Add Scenario → Generate From Template mechanism to test the template out. Now, go to your
`data/scenariotemplates` directory and create (if it doesn't exist already) a file called `UserScenarioManifest.xml`. It
should be formatted exactly like `ScenarioManifest`. Make sure not to overlap with the ID numbers or file names in
`ScenarioManifest`, as that "may cause unpredictable behavior." Now that you've got your scenario in the
`UserScenarioManifest` file, it'll be added to the pool of scenarios StratCon draws from when generating battles.
If you think some scenarios are challenging and dont like them, you can delete them from the scenario manifest and they
will not spawn anymore. Make sure to save a backup copy of the scenario manifest before you change it.
## DESIGNING YOUR OWN MODIFIERS
Look in the scenario Now, go to your `data/scenariomodifiers` directory and create (if it doesn't exist already) a file
called `usermodifiermanifest.xml`. It should be formatted exactly like `modifiermanifest.xml`. Make sure not to overlap
with the ID numbers or file names in `ModifierManifest`, as that "may cause unpredictable behavior". Now that you've got
your scenario in the `UserModifierManifest` file, it'll be added to the pool of scenarios StratCon draws from when
generating battles.
### A note on Modifier Difficulty
The hardest Modifiers are Pirates Present Air & Ground and the Overwhelming Reinforcements. Each adds 8 or more enemy
units. Consider carefully before you add modifiers more challenging that these.
If you think some modifiers are challenging and dont like them, you can delete them from the modifier manifest and they
will not spawn anymore. Some modifiers are required by some scenarios. Deleting those may cause issues. Make sure to
save a backup copy of the scenario manifest before you change it.
## SPECIFIC STRATCON SCENARIO NOTES AND TRICKS
First, note that when there's several objectives listed in the second white box of a scenario write-out, it usually
means you have to complete one of those, not all. Also, they usually lead to different outcomes. This is detailed in the
post-op objective review, but not in the scenario statement.
Some scenario resolution logic is broken. A common example is needing to keep both 100% and 50% of a one-unit allied
force. One is deemed achieved, the other not, which might return the wrong results after battle. Another case is turret
status after battle. Change scenario resolution results accordingly and apply GM mode liberally if needed.
1) Leadership lets you bring extra auxiliary units for free (where an "auxiliary unit" is any unit of a different type
than the majority of the lance and of lower BV than the lowest-BV unit in the lance) So: give your lance leaders
leadership points, and keep some lower-BV units (tanks, aerospace fighters, whatever) around so you can bring extra
stuff to a fight
**NOTE:** This is bugged and your bonus unit may appear on other battles when it should not. You can save and reload
MHQ after your battle with the bonus unit, and undeploy it as necessary after that and it wont appear on new battles
after that.
2) Keep some lances on the "fight" role or keep some support/victory points. That way, if a fight seems unfair, you can
bring an extra lance or two in.
3) On Independent and Liaison command rights, you're expected to complete the strategic objectives. On Liaison +
command, you're expected to maintain a positive campaign VP.
4) If you have a lance on 'defend' role, keep some extra infantry/battle armor around, you can deploy those "for free"
if that lance gets into a scenario (the number is dependent on lance leader tactics skill).
**NOTE:** This is bugged and your bonus unit may appear on other battles when it should not. You can save and reload
MHQ after your battle with the bonus unit, and undeploy it as necessary after that and it wont appear on new battles
after that.
5) Take out or capture hostile facilities (especially "[unit type] base") ASAP, as they will add extra guaranteed lances
of hostile reinforcements into a fight on that track. But if you can capture and hold them, then you get allied
buddies coming in to help you instead.
6) Pay attention to scenario objectives—some scenarios you'll have an easier time with if you don't try to destroy
everything. For example, the "pursuit" or "breakthrough" scenarios are best done at night with fast, jump-capable
units (or hell, VTOLs). For facilities you're trying to take out, you can just destroy the turrets and bug out if you
can't take the garrison.
### There's too many enemy reinforcements!
Might be a hostile facility or three on the track. Better do some recon and take them out, or, even better, capture
them so you can use them. Or, you might just be having bad luck - each scenario can receive up to three modifiers PLUS
modifiers added by facilities. You should deal with the facilities quickly.
### Ground control
By default, you control the terrain at the end if you've met the threshold to rout the enemy ground forces. On
scenarios where you have to flee the map, you do not, UNLESS you turn and destroy x% of the enemy.
### Disabling Turrets
There is no direct sure-fire way to go about disabling turrets. You have two choices:
- Shoot at the buildings and hope to get lucky. Each shot over the damage threshold can disable the turret's crew or
weapon, which does the trick. However, your bot ally will likely keep firing at turret buildings... Also, setting
turret buildings on fire may "help."
- Eliminate the stated % of the ground enemy forces. Once that's achieved, you're considered to have routed the forces
and able to take control of the turrets.
- Some of the new facilities are built on Reinforced buildings that take a lot of damage to destroy. Make sure you pay
attention to the map type and if there are heavy buildings you should bring some big guns.
### Base/objective attacks and capture
That one's a bit tricky.
- To capture the base you need to leave 75% of the turrets intact with 75% of op for destroyed. As explained above, your
best bet is to NOT shoot at the turrets (though crew/weapon-disabled turrets count as preserved), then rout the
indicated % of forces. That's tough if you have bot allies as they love to shoot and kick buildings; a trick is to
give all allied bots all non-turret enemies as strategic targets and set their aggression level lower.
- To destroy the base, you need to destroy or disable ALL Turrets. You don't need to rout the ground forces.
- To recon the base, you need to scan all turrets. You might want to tweak allied bots as above. Jump jets are a must.
Note that if you get a base Recon scenario, you're not bound to stick to recon and can still go for a capture or
destroy. You might consider the scenario a failure, though, I guess.
### Scouting
Some scenarios ask you to spot/attack a unit to scout it out. Remember that MHQ will not keep a tally for you. So, make
sure to make a list first and check those you've so spotted.
### Fleeing units
MHQ considers all fled units as withdrawn, even if they fled when meant as part of their bot routine. In scenarios
where you must destroy a unit (e.g. assassinate or convoy attack) you should manually take note of units that have
actually fled and those that were destroyed and double-check upon scenario end.
================================================
FILE: MekHQ/docs/UserDirHelp.html
================================================
User Directory Help
How to Use the User Data Directory
Use this directory for resources you want to share between different installs or versions of MegaMek, MegaMekLab and
MekHQ. Fonts, units, camos, portraits and unit fluff images will also be loaded from this directory (in addition to
what is loaded from MegaMek's own data). The directory should be an absolute path such as D:/MyBTStuff (in other
words, not relative to your MegaMek directory).
How to place files within the user data directory:
- Fonts can be placed anywhere in the user data directory (i.e., in the directory itself or in any
subfolder)
- Units (.mtf and .blk files) can be placed anywhere in the user data directory
- Camo images must be placed in <user data directory>/data/images/camo/. In this subfolder, further
subfolders can be used (optional).
- Portrait images must be placed in <user data directory>/data/images/portraits/. In this subfolder,
further subfolders can be used (optional).
- Unit fluff images must be placed in <user data directory>/data/images/fluff/<unit type>/. To
find the exact subfolders to use, go to your megamek folder and open /data/images/fluff/.
- Force Icons images must be placed in <user data directory>/data/images/force/. The directory
structure of this folder should mirror that in your mekhq folder at /data/images/force/
- Planetary Systems Correctly formatted yaml files containing a single system can be placed in <user
data directory>/data/universe/planetary_systems/.
This is an example of a suitable directory structure with a few example files:
D:/myBTStuff
Oxanium.ttf
Exo.ttf
/campaign_units
Atlas AS8-XT.mtf
/data
Jura.ttf
/universe
/planetary_systems
mySecretPlanet.yml
/images
/camo
myForceCamo.png
/oldcamo
camo1.png
camo2.png
/portraits
myPortrait1.png
/fluff
/Mek
Atlas.png
/DropShip
Colossus.png
/force
/Units
MyUnitLogo.png
================================================
FILE: MekHQ/docs/Windchilds Guides/Windchilds_Guide_to_Force_Icons.txt
================================================
Windchild's Guide to Force Icons (Unfinished - Will Finish With the Other AbstractIcon docs)
Written 07-Nov-2021
MekHQ version 0.49.6
Warning: LayeredForceIconDialog: Selections do not hold when changing filters.
Folder System:
The origin folder is /data/images/force, which contains all potential force icons. Any folder below it, excluding /Pieces/ and /Units/, contain standard force icons (although you may select an image from any of the folders to use as a standard force icon). Finally, a file with the name empty.png must be included in the origin folder, as that is used as a default fallback image.
/Pieces/: This contains the pieces used to create the layered force icon. This is split into eight subfolders, each one a layer of the overall icon. No other folders will be loaded from for layered force icons, but all folders under them can be loaded (check how /Pieces/Types/ is organized as an example).
/Pieces/Adjustments/: This contains various adjustments to apply to the icon.
/Pieces/Alphanumerics/: This contains various alphanumerics to apply to the icon.
/Pieces/Backgrounds/: This contains various backgrounds for the icon.
/Pieces/Formations/: This contains the potential BattleTech formations.
/Pieces/Frames/: This contains frames to surround the force icon with.
/Pieces/Logos/: This contains various faction logos.
/Pieces/Special Modifiers/: This contains any special modifiers to add to the icon.
/Pieces/Types/: This contains the various types for the icon.
/Units/: This contains unit icon images, and by default has no folders below it.
How Force Icons Are Handled Internally:
StandardForceIcon:
StandardForceIconChooser:
StandardForceIconChooserTree:
StandardForceIconDialog:
UnitIcon:
UnitIconDialog:
UnitIconChooser:
ForcePieceIcon:
ForcePieceIconChooser:
ForcePieceIconChooserTree:
LayeredForceIcon:
LayeredForceIconCreationPanel:
LayeredForceIconDialog:
LayeredForceIconLayer:
LayeredForceIconOperationStatus: This enum contains the force operational statuses and their paths, and is used in determining the file name to use.
TOEMouseAdapter: This allows you to copy a force icon, and then paste it to a force or a force and its children. It also lets you create/ modify an already existing force icon.
CampaignGUI: This stores the currently copied force icon.
ForceIconOperationalStatusStyle: This enum contains the various styles of operational status icons, which is used in their automated selection.
MHQOptions: This contains an option to automate operational status updates and allows you to select the indicator's style.
Force: This contains the logic for automatically updating force icon operational statuses.
ForceIconMigrator: This handles any migration for force icons, which is primarily for the migration to the Kailan pack.
================================================
FILE: MekHQ/docs/Windchilds Guides/Windchilds_Guide_to_MekHQ_Portrait_Generation.txt
================================================
Windchild's Guide to Loading Portraits in MekHQ
Written 08-Feb-2020, Updated 05-Aug-2020, 01-Nov-2021.
MekHQ version 0.49.5
How Portrait Loading Works:
The basic structure for loading a portrait is that it first determines the gender of the person, then looks for a folder located under the gender for a folder with the exact name of the primary role (see below for a list of possible primary roles). If that folder doesn't exist, is empty, or contains only pictures which are already assigned, the system continues with the next round of checking.
The system then checks for specialist grouping folders (see below), if it applies to the role. If that folder doesn't exist, is empty, or contains only pictures which are already assigned, the system continues with the next round of checking.
Next, the system looks in the general grouping folders (see below). If that folder doesn't exist, is empty, or contains only pictures which are already assigned, the system continues with the next round of checking.
Finally, it checks the gendered folders.
If the system finds at least one eligible picture in one of the checked folders, it stops searching the folders and picks a random picture from the eligible ones in that folder. Note that this stops the search, so if you put pictures in both /Male/MekWarrior and /Male/Combat, Male MekWarriors will never be assigned one of the pictures in the combat folder unless all the Male MekWarrior-specific pictures are already assigned.
Folder Lists:
To be loaded, the portrait must be located in one of the following folders. To determine the path required, you take the Primary Folder and add the Gendered Folder, then the folder beneath it (outside of the Admin subtypes, which will require the creation of the general Admin folder followed by their specification folder)
For example, I want to load a group of portraits that are only for Male MekWarriors in version 0.49.5. The folder I would need to have to place these portraits into would therefore be mekhq-windows-0.49.5/data/images/portraits/Male/MekWarrior
As a second example, I have a portrait that can be used by Female Admin in version 0.49.5. The folder I would need to place this portrait in would be mekhq-windows-0.49.5/data/images/portraits/Female/Admin
As a third example, I have a portrait that can only be used by Female Admin/HR in version 0.49.5. The folder I would need to have to place this portrait in would be mekhq-windows-0.49.5/data/images/portraits/Female/Admin/HR
Primary Folder: All portraits are located in the portraits folder, just replace the version of mekhq with the current version.
mekhq-windows-0.49.5/data/images/portraits
The following follows the format:
Grouping /Folder Name
Gendered Folders: Note that all of the below MUST be added to one of the two gendered folders or the portraits will not load
Male Portraits: /Male
Female Portraits: /Female
Primary Role Folders: Current: Pre-0.50.10 (see compatibility section below)
MekWarrior: /MekWarrior
LAM Pilot: /LAM Pilot
Vehicle Crew/Ground: /Vehicle Crew/Ground /Vehicle Driver
Vehicle Crew/Naval: /Vehicle Crew/Naval /Naval Driver
Vehicle Crew/VTOL: /Vehicle Crew/VTOL /VTOL Pilot
Vehicle Gunner: MOVED TO /Vehicle Crew/Ground /Vehicle Gunner
None /Vehicle Crew/Generic /Vehicle Crewmember
Aerospace Pilot: /Aerospace Pilot
Conventional Aircraft Pilot: /Conventional Aircraft Crew /Conventional Aircraft Pilot
ProtoMek Pilot: /ProtoMek Pilot
Battle Armour: /Battle Armor Pilot
Battle Armour (Clan): /Elemental
Soldier: /Soldier
Vessel Pilot: /Vessel Pilot
Vessel Gunner: /Vessel Gunner
Vessel Crewmember: /Vessel Crewmember
Hyperspace Navigator: /Hyperspace Navigator
Mek Tech: /Mek Tech
Mechanic: /Mechanic
Aerospace Tech: /Aerospace Tech
Battle Armour Tech: /Battle Armor Tech
Astech: /Astech
Doctor: /Doctor
Medic: /Medic
Admin/Command: /Admin/Command
Admin/Logistical: /Admin/Logistical
Admin/Transport: /Admin/Transport
Admin/HR: /Admin/HR
Dependent: /Dependent
None: /None
Specialist Grouping Folders: (see below for what are in these groupings)
Administrators: /Admin
Techs: /Tech
Medical Staff: /Medical
Vessel Crewmembers: /Vessel Crew
General Grouping Folders:
Combat Personnel: /Combat
Support Personnel: /Support
For the Specialist Grouping Folder, the following roles are included in the groupings:
Administrators: Admin/Command, Admin/HR, Admin/Logistical, Admin/Transport
Techs: Mek Tech, Mechanic, Aerospace Tech, Battle Armour Tech
Medical Staff: Doctor, Medic
Vessel Crewmembers: Vessel Pilot, Vessel Gunner, Vessel Crewmember, Hyperspace Navigator
Post-0.50.10 Compatibility:
Following the vehicle crew update in 0.50.10 some portrait folders changed, and the Vehicle Gunner folder was removed.
For your existing campaigns you will need to rename your folders to match the new format. For Vehicle Gunners, all
portraits have been moved to the Vehicle Crew Ground folder. MekHQ will automatically know to look there, so you should
do the same.
================================================
FILE: MekHQ/docs/Windchilds Guides/Windchilds_Guide_to_Ranks.txt
================================================
Windchild's Guide to Ranks in MekHQ
Written 25-Mar-2021, updated 01-Nov-2021
MekHQ version 0.49.5
How Rank.xml Loading Works:
Ranks located within the default rank file (located at /data/universe/ranks.xml) are loaded first, followed by any player created customs from the userdata file (located at /userdata/data/universe/ranks.xml). During this load any duplicated system codes are logged as duplicates before the system is discarded. All non-default rank systems are then run against further validations to ensure they are valid. If the validator detects an infinite loop scenario or any other invalid setup, it will write errors into the log file and does not add the system to the list of systems.
The campaign file may contain a custom rank system that is not one of the rank systems loaded above. In this case the system will be written to and loaded from the campaign save file including all rank levels instead of merely writing and reading the system code.
If you want to run a campaign with entirely custom ranks, remove all rank systems EXCEPT the SSLDF-coded rank system. That system is used as a default value within the code base and removing it may cause unexpected issues. However, the specific code is all that is required, and thus you may change the system name and all ranks within it.
Professions:
Professions are used to determine the type of ranks a person has. They consist of a number of Personnel Roles that are a a part of the profession, and the profession code, which is used during alternate profession specification (explained below). The groupings of Personnel Roles cannot be customized. The professions are as followed:
MekWarrior:
Personnel Roles: MekWarrior, LAM Pilot, ProtoMek Pilot
Profession Code: "MW"
This is the default profession, and thus it may not be an empty profession (see below for more information about this term).
Aerospace:
Personnel Roles: Aerospace Pilot, Conventional Aircraft Pilot
Profession Code: "ASF"
Vehicle:
Personnel Roles: Vehicle Crew/Ground, Vehicle Crew/Naval, Vehicle Crew/VTOL
Profession Code: "VEE"
Naval:
Personnel Roles: Vessel Pilot, Vessel Crewmember, Vessel Gunner, Hyperspace Navigator
Profession Code: "NAVAL"
Infantry:
Personnel Roles: Battle Armour Pilot, Elemental, Soldier
Profession Code: "INF"
Tech:
Personnel Roles: Mek Tech, Mechanic, Aero Tech, Battle Armour Tech, Astech
Profession Code: "TECH"
Medical:
Personnel Roles: Doctor, Medic
Profession Code: "MEDICAL"
Admin:
Personnel Roles: Admin/Command, Admin/Logistical, Admin/Transport, Admin/HR
Profession Code: "ADMIN"
Civilian:
Personnel Roles: Dependent, None
Profession Code: "CIVILIAN"
How to Write a Custom Rank System:
The following clarifies some terms before I can start about how to write a custom rank system.
{ "MW", "ASF", "VEE", "NAVAL", "INF", "TECH", "MEDICAL", "ADMIN", "CIVILIAN" } are the profession codes, the columns used for each rank name, in their written and display order.
"--" followed by a profession code (capitalization required) means that the rank is designating an alternate profession to use for that rank tier (e.g. "--MW", "--INF") for that profession. This is referred to as "alternate profession".
"-" or an empty string (containing nothing, spaces, and/or tabs) means that the rank is empty for that tier for the specific profession. This is referred to as "empty".
First, you need to specify a unique system code and a system name for the rank system. These are used to track the rank system internally and in displays.
Second, each rank system requires a rank entry for every one of the E0-E20, WO1-WO10, and O1-O20 ranks. To discount an entry from internal processing, fill all professions with empty. The first tier (E0) must have a valid initial value (non-empty and not designating an alternate profession) in one or more of the professions. All others on that tier must be declared as designating an alternate profession. If a profession is completely empty (all name values are empty) outside of having an alternate profession in the first tier, is is considered to be an empty profession. It will then used the value in the first tier to determine the alternate profession to use, repeating until the final profession is determined. Following these rules, fill in each rank starting with the name, then whether the rank is to be considered to be an officer rank or not, and finally add a pay multiplier (1 for no changes).
Third, you will need to add the now complete system to the userdata rank file. Ensure the whole system is wrapped with rankSystem tags, then add it to the bottom of the file. You can then, through Campaign Options Dialog, reload the rank systems from file, or it will be automatically loaded when loading a campaign file.
Finally, you can add the optional "useROMDesignation" tag to use ROM Designations and the optional "useManeiDomini" tag to use Manei Domini Classes and Manei Domini Ranks for the specified rank system.
What NOT to do when working with Ranks:
1) Remove the SSLDF-coded rank system (although you may customize the ranks within it)
2) Add to the default rank system file without first testing the system in the userdata file.
3) Add cyclical alternate professions within a rank system (e.g. a rank with the "NAVAL" profession containing "--ASF" while the "ASF" profession contains "--NAVAL")
How Ranks Are Handled Internally:
Ranks.java: This is a static class that is used to load and store rank systems. This is not to be instatiated nor used for any other purpose.
RankSystem.java: This class contains the information for a single rank system, namely the system's code, the system's name, the system's type (transient value dependant on system load style and file location), and a list of all ranks within that system (which currently must include a rank for all possible rank tiers).
Rank.java: This class contains the information regarding a single rank level, namely the rank names, the pay multiplier, and whether that level is to be considered officers. The numeric for this rank is currently the index on the rank system's list.
RankSystemType: This enum contains the information one needs to parse through the different rank systems when working with them in Campaign Options Dialog.
RankValidator.java: This is a static class that is used to validate the rank system and each rank tier within. It is called on any load and upon setting the Campaign rank system to prevent null systems and duplication of primary keys. Non-default rank systems are further checked for infinite loop setups and other illegal rank setups. It is also used to validate and fix any rank changes for personnel when the campaign rank system changes.
RankDisplay.java: This is a display wrapper class that is used to track an individual rank for visual display (as one cannot merely override toString given the different returns on the name based on a number of factors, largely relating to the profession), and ensures that all ranks on the display are filtered properly for the profession provided.
ranks.xml: This contains all default rank systems used in MekHQ, with a required minimum content of the SSLDF-coded rank system.
User Data ranks.xml: This contains all custom user ranks, which are loaded and treated internally as equivalent to the default rank systems outside of Campaign Options Dialog.
Campaign.java: This contains the base campaign rank system, which may be a completely custom rank system that is not tracked in either of the rank files.
Person.java: Person contains the person's rank system (with a default of the campaign rank system), their rank (saved as a numeric), their rank level (if applicable), their Manei Domini classification (requires WOBM for their rank system), and ROM Designation (requiring CG or WOBM).
================================================
FILE: MekHQ/docs/advanced_medical_overview.md
================================================
# (Unofficial) Advanced Medical
Advanced Medical (AM) is intended to replace the standard BattleTech method of dealing with injuries and add a level of
realism for campaign play. Using AM, each pilot hit is assigned to a specific body location (head, left arm, right arm,
chest, abdomen, left leg or right leg). Each hit has a chance to be a critical hit that causes double damage, and
additionally, the chance for critical hits increases based on the number of hits the soldier has suffered. The number of
hits a location suffers determines the level of the injury. Injuries can range from cuts/bruises that require almost no
medical attention and do not affect combat performance, to broken bones that temporarily affect combat performance to
lost limbs that permanently affect combat skill.
Using Advanced Medical, most pilots with one hit will be back in the field the next day with no repercussions, while a
pilot with five hits will vary from the very lucky that ends up with no/almost no time out (assuming few or no critical
hits and all the hits landing on different locations) to losing a limb or suffering another long-term or permanent
injury.
For more in-depth information on the rules used for AM visit:
https://docs.google.com/spreadsheet/ccc?key=0AmnCtiMLxh_0dEl5WHJXM28tUWxOeml2MHo5cDB6Z3c#gid=0
================================================
FILE: MekHQ/docs/custom_spa.md
================================================
# Custom SPAs
MekHQ supports unofficial extensions to the SPA (special pilot abilities) system used in MegaMek. This allows
support
personnel to spend XP to gain special abilities used in their duties (though in this context SPA should probably mean
special personnel abilities) as well as allowing them to set triggers to spend edge points to reroll critical failed
skill checks in critical situations. At the time of writing, the only custom SPA is Clan tech knowledge, which allows
Inner Sphere techs to work on Clan equipment without penalty. There are also edge triggers for part breaking parts
during repair for techs, failed healing checks for doctors, and failed acquisition rolls for administrators (or
whichever role acquires parts in the campaign).
There is also a means for players to add their own custom SPAs, edge triggers, and implants. At the time of writing
there are no actual in-game effects of custom SPAs, and they are provided for book-keeping purposes. MekHQ can manage
the bookkeeping of spending XP and tracking which personnel have acquired the special ability, but it is up the player
to manage the effects. There are plans to add plugin module support to MekHQ at some point in the future, and plugins
can be designed to apply the effects of the SPA. Note that without a plugin system edge triggers have no practical
purpose and were included with the eventual availability of plugins in mind.
To add an SPA, edge trigger, or implant, an entry must be made in the `data/universe/customspa.xml` file. The
distributed file has a comment section showing one example of each type. The minimum required for the entry to work is a
unique value for the name attribute. XML entities are provided for all legal values of the group and type nodes. The
group should be set to `&L3;` for spas, `&EDGE;` for edge triggers, or `&AUGMENTATION;` for implants. If the group is
not set it defaults to `&L3;`. In most cases the type should be set to `&BOOLEAN:`, which is the default and indicates
an spa that is either set or not. The second most common is `&CHOICE;`, which is for an SPA that can be set to one of a
list of available values. The actual values will be provided in the next step.
Adding to `customspa.xml` will add the option to the hard-coded options, but just as with the hard-coded options it
still needs an entry in `defaultspa.xml` to provide XP costs, display name, and description used by MekHQ. This is done
as for any other SPA, or HQ-specific edge triggers and implants. The one addition is that custom SPAs of type CHOICE
should list all the possible settings in a `` node using two colons as a separator between values. The
`defaultspa.xml` has a comment section showing the entries corresponding to the examples in `customspa.xml` at the end.
================================================
FILE: MekHQ/docs/help/en/AutoResolve.html
================================================
Auto Resolve
Auto Resolve Behavior Settings
Introduction
The Auto Resolve feature is a way to let the PrincessBot control your units so she can quickly play out the battles
for you, its pretty straight forward to setup and use if you want to focus on your company management or just dont
want to play every single lengthy battle.
How to Use
Auto Resolve is available as a new option in the Scenario panel, the button "Auto Resolve" will setup the game scenario
on MegaMek as normal, and then it adds a Princess bot with the name following the format YourCompany:AI, it is setup
as the player is setup, same starting position, color, camouflage and team, and then all the players units change owner
to it.
To make the game faster, you can change configuration to not show the reports between phases, and select the skip
action if no available unit, with those options selected the game will not request you to press Done between those
phases.
Configuring the Auto Resolve Behavior
The configuration is accessible in the Manage Campaign menu, in the MekHQ toolbar, there is the entry
Auto Resolve Behavior Settings, it will open the Configure Princess Bot window, where you can define the
behavior for the auto resolve preset.
By default, every campaign now have an auto-resolve default preset, that is named YourCompany:AI, you can change the
configuration as you like and select whatever preset you want.
Whenever you hit the "OK" button the current configuration being shown overwrites the auto resolve preset
for your company, so if you want to experiment with different behaviors, I suggest that you create new presets and then
just select the one you want before hitting "OK" to close the configuration.
Q&A
Q: What are its current limitations?
Unfortunatelly Princess, being part of an honorable bloodline, she will abide by the Ares Convention and won's ever shoot at
retreating units, this means that any scenario to stop enemies from reaching the other side of the map will fail, and every mission
where she has to reach the other side of the map will succeed, both without firing a single shot. She is also resource heavy, so
any scenario with too many VTOLs or Hovertanks or too many units overall can be slugsh.
Q: Can I change the configuration during the game?
Sure, its a Princess Bot, so all chat commands to change behavior apply
Q: Can I change the configuration for a specific scenario?
Also yes, you can create many presets, like for example one for a scape scenario, another for a defend scenario, etc.
Just remember to change the selected preset behavior before entering the game with auto resolve. And remember to change
it back later to your "default" preset.
Q: Can I change the configuration for a specific unit?
No, you can't, you can emulate that by manually creating many bots with different configurations and then assigning
individual units or lances to them, but that is outside the current scope of the Auto Resolve.
Q: I deleted my company preset! Is everything lost?
You lost the configuration, sure, but MekHQ won't make any fuss about it, if you delete it by mistake inside MegaMek,
once you open the Auto Resolve Behavior Settings again, the default preset will be recreated for you. And if it is
missing before you enter an auto resolve game, it will use the default behavior for the Princess Bot instead.
Q: I want to share my preset with my friends, how can I do that?
It's just a preset, so you can use the same way you used to share it with your friends before.
Q: The preset is written to the campaign save?
No, the preset is saved in the MekHQ configuration folder, so it's available for all your campaigns, not just the one
that created it. So... if you create two different campaigns with the same name they would use the same preset.
Also means that if you change the preset in one save file, the preset is the same in your other campaign. Remember, it
is a preset that you are telling MekHQ to use, not a campaign specific configuration.
================================================
FILE: MekHQ/docs/history.txt
================================================
MEKHQ VERSION HISTORY:
---------------
0.50.13
0.50.12 (2026-03-28 2100 UTC)
## What's Changed
* Fix #8614: Prevent a force from being assigned as its own subforce by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8615
* RFE #3838: Personnel Simplification / Optional temporary crew for certain personnel roles by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8558
* Task: Updated Campaign Options Iconography for 50.12 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8633
* PR: Initial `BuildingEntity` support for MHQ by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8544
* Improvement: Added Elegant Failure to Academy Tooltip Fetching by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8647
* Fix transport cost display and calculation semantics by @HammerGS in https://github.com/MegaMek/mekhq/pull/8635
* Task: Updated ranks.xml for 50.12 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8632
* Feature: Added Canon Disease & Bioweapon Support; Added Disease Glossary Entry; Added Herd Immunity Mechanics; Added Ageranium's Disease & Dobrowski Depression-A Syndrome Flaws by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8476
* Improvement: Added Support for Partial XP Skill Progress by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8442
* subtype flags merged with flags by @exeea in https://github.com/MegaMek/mekhq/pull/8469
* Fix: Fix failing tests & saves being unable to load. by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8651
* Fix #8648 - Fixes to C3i in the ToE and implements Nova CEWs support in the ToE by @HammerGS in https://github.com/MegaMek/mekhq/pull/8649
* Add Color Explanation Tooltips to Tables by @HammerGS in https://github.com/MegaMek/mekhq/pull/8637
* Fix #8650: Save & Load All Temp Crew Options by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8652
* Replace invalid character with '"' by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8656
* PR: Campaign Option Badge Handling by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8643
* PR: Update `milestoneReleases.yml` to reflect 0.50.11 being a Milestone release by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8658
* Fix #8670: Fixed Units with Temp Crew Disappearing when Loading by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8671
* Fix #8665: Minor campaign option text/label errors by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8667
* Fix #8668: Fixes tanks with temp crew being prevented from deploying & background color fix on table by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8666
* Updated Gradle to 9.3.0 by @rjhancock in https://github.com/MegaMek/mekhq/pull/8687
* Fixed maneuver/auxillary reinforcement roll reporting by @heckindoc in https://github.com/MegaMek/mekhq/pull/8709
* Update learning ropes campaign 0.50.11 by @HammerGS in https://github.com/MegaMek/mekhq/pull/8716
* Fix NPE when spending XP on new skills by @HammerGS in https://github.com/MegaMek/mekhq/pull/8715
* Fix GM Edit Person dialog crash due to missing Enhanced Imaging resource (Fixes #8708) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8713
* Fix NPE when accepting contract on planet with missing temperature data by @HammerGS in https://github.com/MegaMek/mekhq/pull/8717
* Fix IndexOutOfBoundsException in Academy.getTooltip() for mismatched curriculum data (Sentry) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8719
* Fix NullPointerException when user academy file replaces base academies (Fixes #8659) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8720
* Display surgeon skill level instead of target number in prosthetic surgery dialog by @HammerGS in https://github.com/MegaMek/mekhq/pull/8721
* Fix Mapless StratCon VP scoring for Fleet in Being and Refused Engagement (Fixes #8689) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8722
* Fix daily report category tabs highlighting when empty (Fixes #8653) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8723
* Fix contract generation for factions absorbed by super-states (Fixes #8711) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8718
* Added Checkstyle GitHub Actions by @rjhancock in https://github.com/MegaMek/mekhq/pull/8703
* Adjustments to check style to ensure compliance. by @rjhancock in https://github.com/MegaMek/mekhq/pull/8734
* Fixed Eagle Eyes rolls for Advanced Scouting by @heckindoc in https://github.com/MegaMek/mekhq/pull/8751
* Gitignore update by @SJuliez in https://github.com/MegaMek/mekhq/pull/8740
* Fix StratCon completed objectives being invalidated by subsequent scenario losses (Fixes #8705) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8726
* PR: Fix warning about no armor in warehouse by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8767
* Bump actions/upload-artifact from 6 to 7 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/8770
* Fixed BotForceRandomizer throwing/generating nothing when weight class not set by @capellancitizen in https://github.com/MegaMek/mekhq/pull/8762
* Fix #8752: Check type before casting Ammo Type by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8757
* Fix #8766: Corrected Resource Bundle from `MRMSService` to `MRMS` for `MRMSService.java` by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8765
* PR: Change contract search radius minimum to 1 instead of 100 by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8748
* PR: Rename `Force` to `Formation` by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8627
* Stop Advanced Scouting from being able to scout off StraCon board by @heckindoc in https://github.com/MegaMek/mekhq/pull/8769
* Fix NPE when loading campaign with custom/unknown factions (Fixes #8626) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8733
* Fix missing "Swap ammo" menu for some units (Fixes #8714) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8727
* Fix armor location not showing when stripping in salvage mode (Fixes #8724) by @HammerGS in https://github.com/MegaMek/mekhq/pull/8728
* Fixing an issue with resolving a scenario, new pilot hits were doubled by @TenkawaBC in https://github.com/MegaMek/mekhq/pull/8784
* Fix #8795: Forces not returning from AoO Map by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8796
* Fixed Missing Resource exception when killing Commander by @capellancitizen in https://github.com/MegaMek/mekhq/pull/8763
* Fix - MASH Rentals work now by @heckindoc in https://github.com/MegaMek/mekhq/pull/8800
* Salvage Picker Confirmation Buttons Moved fixes #8806 by @heckindoc in https://github.com/MegaMek/mekhq/pull/8807
* Permanent injuries can't be replaced with temporal ones by @VicenteCartas in https://github.com/MegaMek/mekhq/pull/8803
* Fixing double scaling issue by @VicenteCartas in https://github.com/MegaMek/mekhq/pull/8798
* PR: Fix crew killed buildings not counting as crew killed in after-action by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8774
* Addressing hotkey issues by @VicenteCartas in https://github.com/MegaMek/mekhq/pull/8797
* Fix transport report for ConvFighters, Fixed-Wing Support, and ProtoMeks by @VicenteCartas in https://github.com/MegaMek/mekhq/pull/8815
* Fix: Prevent infinite MRMS loop when AmmoBin repair can't be fulfilled (#7414) by @VicenteCartas in https://github.com/MegaMek/mekhq/pull/8816
* Fix #8832: Temp BA properly fill BA suits by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8833
* Bump actions/deploy-pages from 4 to 5 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/8831
* Bump codecov/codecov-action from 5 to 6 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/8835
* Bump gradle/actions from 5 to 6 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/8826
* Fix connector system display and map rendering bugs by @HammerGS in https://github.com/MegaMek/mekhq/pull/8837
* Add planetary system data validator and integration tests by @HammerGS in https://github.com/MegaMek/mekhq/pull/8839
## New Contributors
* @heckindoc made their first contribution in https://github.com/MegaMek/mekhq/pull/8709
* @capellancitizen made their first contribution in https://github.com/MegaMek/mekhq/pull/8762
**Full Changelog**: https://github.com/MegaMek/mekhq/compare/v0.50.11...v0.50.12
0.50.11 (2025-12-30 1900 UTC)
* Fix #8387: Fixed Incorrect Reference Key for Rout Messaging by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8388
* Adding Java 25 LTS to Testing by @rjhancock in https://github.com/MegaMek/mekhq/pull/8396
* Fix #8386: Fixed Loading & Parsing of 'Any Tech' Acquisitions Method by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8391
* Improvement #8384: Added Missing Ability to Buy Off Flaws by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8392
* Improvement #8393: Added Better Handling When Academy Fails to Parse Skill by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8395
* Improvement #8354: Added Education Filter to Personnel Tab by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8394
* Fix #8404: Fixed Inability to Toggle Two Flags by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8406
* Fix #8399: Various Prosthetic Fixes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8405
* Fix #8402: Fixed Factions Appearing in Diplomacy Report Prior to Inception or Post Destruction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8403
* Fix: Fixed Trueborn Phenotypes Incorrectly Showing as Freeborn by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8401
* Fix #8389, #8390: Rewrote Campaign Upgrade Process to (Hopefully) Fix Stalling by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8397
* Improvement: Added GM Mode Option to Advanced Surgery to Allow for Bypassing of Restrictions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8407
* Improvement: Updated Injury Effects to Affect Attribute Score and Not Directly Affect Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8409
* Fix #8408: Reinforced Handling of Scenario Field Control Dialog by Converting to Immersive Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8410
* PR: Refactor `Transporter.getType()` and `InfantryTransporter.getType()` to prevent conflicts in classes that implement both `IBuilding` and `Transporter` by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8380
* Fix MM #3191: Ensure units clear their picked up MW and starting locations on reset by @Sleet01 in https://github.com/MegaMek/mekhq/pull/8432
* Fix #8417: Fixed Invalid Flaw Reference by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8418
* Improvement #8414: Quick Train Now Trains Utility Skills; Fixed Quick Train Training All Infantry Gunnery Skills When Campaign is Set to Small Arms Use Only by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8419
* Fix #8415: Fixed Orbital Shuttle Pilot Skill Use by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8420
* Fix: Removed Temporary Cargo Capacities from Total Cargo Capacity Calculations for Transport Report & Command Center by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8421
* Improvement: Changed Aging Effects to Affect Attribute Scores, Not Skills Directly by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8423
* Task: Ranks.xml Update for 50.11 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8424
* Improvement #8422: Relaxed Advanced Surgery Limitations Based on Game Date & Faction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8425
* Fix #8426: Fixed Personnel Market Not Generating Initial Applicants on Campaign Start if Campaign Not Starting on 1st of Month by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8431
* Task: Retired FM:Mr Unit Rating Code by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7764
* Feature: Added 'Report a Bug' Helper by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8433
* Feature: Rolled Out New Tabbed Daily Report Functionality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8438
* Improvement: Added Ability to Disable Tabbed Daily Report by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8444
* Improvement #8441: Allowed Multiple Brain Implants by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8446
* Fix #8443: Fixed Advanced Surgeries Not Gifting Appropriate Implant Effects in MegaMek Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8451
* Improvement: De-escalated Logger Clause for ACAR Orders by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8452
* Fix: Included Missing Switch Clause for Injury Score Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8453
* Fix: Fixed Daily Report Tabs Incorrectly 'Flashing' On New Day for Date Only Updates by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8454
* Improvement: Added Safety Net When Adding Daily Report Reports by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8456
* Fix #8458: Fixed Random Attribute Generation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8459
* Improvement: Updated Scenario Map Size Generation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8467
* Fix: Fixed Non-Player Infantry Not Swapping to Weather Appropriate Gear by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8468
* Improvement: Added Politics Daily Report Tab for Political Events by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8455
* Fix #8457: Fixed Education Module Awarding Too High Skill Levels by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8461
* Improvement: Updated Alt Advance Medical's Advanced Surgery System to Include Legality, Several New Surgeries, & to Account for Recent MegaMek Changes; Fixed Removal of SPAs & Implants When Removing AAM Implants by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8465
* Fix: Fixed 'Easy Bug' Handling of Units Stored in Archives; Added Better Error Logging by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8478
* Fix #8477, #8497: Fixed Estimated Total Profit in Contract Market Not Including Transportation Compensation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8480
* Fix #8475: Fixed Scenario Map Sizes Incorrectly Calculating Height by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8482
* Fix #8481: Fixed Multiple Bay Rental Dialog Bugs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8484
* Fix #8471: Updated Campaign Options Iconography for 50.11 Dev Cycle by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8485
* Fix #8470: Loosened Restrictions on When Contracts Will Adjust Date to Account for Player Lateness by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8486
* Fix #8466: Marriage Choices (Both Manual & Random) Now Correctly Factor in Gender Preferences of Both Partners by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8488
* Fix #8463: Fixed Glossary Typo by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8489
* Fix #8460: Fixed Transport Cost Calculations Not Correctly Tracking Fixed Wing Support Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8491
* Fix: Cleared Daily Report Tab 'Flashes' On New Day by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8494
* Fix: Campaign Upgrader Now Actually Upgrades the Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8495
* Fix #8450: Fixed Transport Cost Calculator Incorrectly Counting WarShip, JumpShip, and DropShip Crews as Passengers; Fixed Bay Personnel Capacity of Small Craft Not Being Factored into Cost Calculator by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8492
* Fix #8448: Fixed Academy Award Incorrectly Treating XP & None as a Skill by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8493
* Fix #8445: Fixed Saving of Faction Standings Accolades & Censure Events; Improved Debug Logging; Removed 'Off Contract' Requirement for 'Triumph' Accolade by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8498
* Improvement: Adjusted Legality Price Multiplier for Advance Surgeries Using Faction Restricted Tech While Campaign is Part of Faction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8499
* Improvement: Excluded Space Station Capacities from Transport Cost Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8500
* Fix #8428: It Is No Longer Possible to Jump Travel With Jump Incapable Units Such as Some Space Stations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8502
* Adds label for reinforced repair facilities to assign to force menu by @wildfire142 in https://github.com/MegaMek/mekhq/pull/8513
* PR: Cache active personnel and a person's Advanced AsTech Contribution by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8520
* Fix #8496: Fix MRMS carryover check being applied before work time modifiers by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8519
* Fix #8514: Fixed Inverted Conditional That Was Causing Contract Dates to Shift if Player Was *In* The Correct System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8517
* Issue MegaMek/mekhq#8427: Prevent array index OOB from troop size and issue with docking collar assignment in MekHQ by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8524
* Fix #8504: Fixed DropShip Force Experience Rating Contributions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8505
* Fix: Fixed Injury Severity Not Included TW-Scale Hits by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8506
* Fix #4971: Fixed Contract Market Column Sorting by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8511
* Fix: Fixed Personnel With Permanent Injuries Being Unable to Attend Education by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8515
* Fix #8512: Fixed Inability to Change Rank System in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8516
* Fix: Fixed Space Station Transport Requirements Using Wrong Getter by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8518
* Fix #8501: Fixed Disconnect Between MekHQ Considering Character Both Injured & Not Injured by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8508
* Fix: Fixed Remove All Non-Prosthetic Injuries Only Removing Prosthetic Injuries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8507
* Improvement: Added New Alternate Contract Payment Model by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8510
* Implement Obsolete quirk effects for campaign play by @HammerGS in https://github.com/MegaMek/mekhq/pull/8474
* Improvement: Minor Changes To Unit Sale Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8526
* Improvement: Added Contract Pay Diminishing Returns Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8522
* Bump actions/upload-artifact from 5 to 6 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/8530
* Fix #8525: Stopped Students From Going Berserker on Campus, Teleporting Across the Galaxy, and Beating Up Other Personnel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8528
* Fix #8531: Added Minimum Anti-Mek Target Number in CamOps Unit Rating Calculations for Infantry by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8534
* Fix: Injury Log Entry is Now Universally Applicable by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8529
* Improvement: Adjusted Minimum Map Sizes Based on Player Feedback by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8527
* Fix: Updated Unified Log Save Policy by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8538
* Improvement: Relaxed Restrictions on Multiple Tech Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8533
* Fix: Added MekHQ Client Option to Always Save Unit Definitions When Saving Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8537
* Fix: Updated 'Report a Bug' Process to Split Large Archives by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8539
* Update for new availabilityMap argument in reconfigureEntities by @Sleet01 in https://github.com/MegaMek/mekhq/pull/8553
* Have MekHQ grab the megamek/mmconf/ copy of the munitions config YAML file by @Sleet01 in https://github.com/MegaMek/mekhq/pull/8557
* Fix #8411: Fixed Tactics bonus not applying for individual initiative by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8543
* Improvement: Added Prototype VDNI Advanced Surgery by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8563
* Fix: Corrected 'Starting Attributes' Campaign Label & Description for Added Clarity by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8566
* Fix #8569: Fixes cargo bay customization on vehicles taking too long by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8570
* Improvement #7736: Added New MekHQ Client Option to Automatically Assign Techs to Unmaintained Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8532
* Improvement: Added Ability to Designate Second-in-Command by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8535
* Improvement: Deprecated 'No Commander' Nag by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8536
* Fix: Fixed Missing Default Campaign Option Value for Acquisition Type by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8549
* Fix: Fixed Campaign Upgrader Getting Stuck (For Really Real This Time) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8550
* Fix #8541: Updated Faction Standing Documentation to Clarify That Climate Modifiers Can Cause Regard to Exceed Normal Cap by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8551
* Improvement: Added Force Generation, Challenge Skulls, and Generic Battle Value Glossary Entries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8554
* Fix #8555: Advanced Scouting Now Correctly Only Uses the Unit Commander's Skills if Relevant 'Commanders Only' Option is Enabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8564
* Fix #8548: Moved Aging Effects to ATOW Tab in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8565
* Fix #8560: Fix BattleMech Turrets Stacking with Incorrect Weight Versions by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8572
* Improvement: Added Weekly Reminder Nag When Using StratCon Single Drop by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8562
* Fix #8540: Removed Faulty Compatibility Handler for Contract Early Exit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8575
* Fix #8559: Stopped StratCon Always Targeting the Same Player DropShip by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8576
* Fix #8567: Fixed Skill Override Incorrectly Generating Personnel at Wrong Experience Level by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8577
* Fix: Allowed Bulk Hiring Skill Override for Civilian Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8578
* Fix: Closed Loophole that Allowed Inner Sphere Forces to Acquire Clan-Tech Prior to Tukayyid by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8579
* Improvement: Reduced Impact of Berserker Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8580
* Fix: Removed Duplicate Information in Prosthetics Panel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8582
* Improvement: Rendered TW Hits Conversion When Using Alt Advanced Medical by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8581
* Fix: Check for Injury-Based Death on New Day by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8583
* Fix #8587: Fixed Elemental Phenotype Attribute Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8589
* Fix #8584: Prevented Deprecated Professions from Being Accessed By The Player or Personnel Markets by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8588
* Fix #8585: Removed Chance of Decapitation from Alt Advanced Medical by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8586
* Fix: Fixed 'Write All Units to Campaign Save' Incorrectly Enabled by Default by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8599
* Fix #8596: Properly clear the personnel cache for non-StratCon campaigns by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8600
* Fix #8601: Fixed Minor Grammatical Error in 'New OpFor On Approach' Dialog Message by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8603
* Fix: Fixed Book Reference in Board Scaling Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8605
* Fix: Fixed Book Reference in Person View by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8606
* Fix: Stopped AutoMaintainer Assigning Techs to Mothballed Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8602
* Fix: Expanded Alt Advanced Medical Options Change Handler to Better Handle Campaigns Upgrading With Existing TW Hits or AM Injuries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8604
* Task: Updated New Player Guide for 50.11 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8608
0.50.10 (2025-10-12 2030 UTC)
* Improvement: Made Profession Skills More Visible in Character Sheet Panel & When Spending XP by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7714
* Fix #7717: Stopped Reinforcements Checks from Auto-Succeeding if GM Mode is Disabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7718
* Fix #7715: Stopped Non-Vehicle Crew Appearing in Vehicle Crews Personnel Filter by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7716
* Fix: Fixed Advanced Scouting Movement Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7713
* Fix: Updated Tooltips for Astech and MedTech/Any Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7712
* Fix #7702: Fixed Personnel Being Incorrectly Marked as Camp Followers If Edited in Hire (GM) Dialog Prior to Hiring by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7708
* Fix #7704: Fixed Patrol Forces Deploying Scenarios to Unexplored Hexes in StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7706
* Fix #7696: Corrected Prisoner Capacity Math by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7698
* Fix: Fixed Battle Armor Skill Use by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7699
* Fix #7697: Fixed New Day Advance when Character is Illiterate But Has No Languages/Any Skill by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7701
* Fix #7720: Ensured Low Reputation (or Pirate) Campaigns Can Access New Recruits by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7721
* Fix #7723: Stopped POWs Appearing as Camp Followers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7724
* Fix #7722: Ensured Injury Panel Remains Visible When All Injuries Have Been Treated But Some Are Permanent by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7725
* Improvement: Added Support for New Skills to Education Module by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7728
* Improvement: Rebranded 'Reasoning' as 'Talent' Based on Player Feedback by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7730
* Improvement: Added Support Vehicles, DropShips, JumpShips, Infantry, and Battle Armor to the Unit Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7734
* Improvement: Disabled & Deprecated AtB Ship Search by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7735
* Improvement #7710: Separated Ex-RP Only Skills into Their Own Skill Group Category by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7732
* Fix #3846, #4206, #4383, #4540, #6196, #7160, #7507: Corrected Additional Crew Requirements when Unit is Equipped with Communications Equipment, Field Kitchen, Mobile Field Base, MASH Theaters, or Has 'Extra Seats'; Fixed Personnel Assignment to Conventional Fighters by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7738
* Improvement: Added 'Vehicle Crews' Glossary Entry; Expanded Vehicle Crew Eligibility to Include Soldier & Administrator Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7739
* Fix #7740: Fixed Sale of Items Increasing Warehouse Item Count by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7741
* Improvement: Added Additional Toggle Buttons to the Abilities Tabs in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7737
* Fix #7743: Fixed Parts in Use Order Display Error by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7744
* Fix: Fixed Atmosphere Loading for Custom Planetary Systems by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7753
* Fix: Fixed Hammer Traveling Back in Time to Release MegaMek Before MegaMek Was Invented, Thus Creating an Time Paradox That Breaches the Temporal Prime Directive by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7757
* Improvement: Added a Compatibility Handler to Resolve Issues With Academy Name Changes Between Versions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7755
* Task: Updated Campaign Options Iconography for 50.10 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7773
* Sentry: Fixed Error When Faction Standing Simulates a Mission with a Missing Start Date by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7768
* Issue #7754: If a part's location is -1, display that as the reason instead of throwing an exception by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7758
* Fix: Added Additional Cache Exclusions from Build Scripts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7786
* Issue MML#2059 by @SJuliez in https://github.com/MegaMek/mekhq/pull/7810
* Improvement #7449: Technology Cost Modifiers Applied to Unit Market by @Dark-Hobbit in https://github.com/MegaMek/mekhq/pull/7802
* Fix #7688: Stopped Parts in Use Counting Reserved Parts as In Stock by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7795
* Fix #6995: Fixed Parts Costs Being Reduced by Around 50% by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7793
* Fix #7771: Fixed Ordering from Parts in Use & autoLogistics when Two Identical Items of Differing Tech Bases Exist in Use by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7792
* Improvement: Allowed Conventional Infantry Units to be Refit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7791
* Fix #7778: Removed Colon from Display of Profession Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7781
* Fix #7779: Removed Unnecessary Recommendation & Warning from Scenario XP Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7780
* Feature: Implemented Quick Train Quality of Life System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7775
* Task: Removed FM:MR Unit Reputation Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7762
* Sentry: Fixed Error Caused by Missing Scenario Information in Personnel Table by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7761
* Fix #7774: Corrected Glossary Entry Reference for HR Strain by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7787
* Improvement: Brought Back Veterancy Awards Due To Popular Demand by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7772
* Fix #7783: Corrected Large Vessel Ammo Reloading by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7788
* Fix #7063, #7726, #7777: Added Crew Validation for Units On Load & On Refit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7790
* Improvement #6021, #7181: Acquisitions Table in Command Center Will No Longer Factor Acquisitions Personnel into Target Column by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7794
* Improvement: Allowed Players to Access MegaMek Client Settings from Within MekHQ by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7798
* Improvement #7694: Escalated Conflict Between WoB & Other Factions During Jihad by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7801
* Issue #7080: Bottom-Up TO&E by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7813
* Improvement #7745: Added Crew Needs to Unit Display in Hangar by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7806
* Improvement: Added Client Option to Hide Unit Fluff Images from Certain Views in MegaMek & MekHQ by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7797
* Improvement #7820: Added a Daily Report Message When Selling DropShip Salvage Coordinates by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7822
* Improvement #7749: Added Campaign Option to Handle to Automatic Undeployment of Fatigued Forces from StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7803
* Fix: Fixed Quick Train Failing on Unknown Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7817
* Improvement: Refactored `resetMinutesLeft` to Clean Up Code by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7818
* Improvement: Added Newness Iconography to Glossary to More Easily Show When an Entry or Document Has Been Added or Updated by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7823
* Fix #7825: Capped Turnover Desirability Modifier to Elite by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7827
* Fix #7824: Fixed Battle Armor Pilot Starting Charisma by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7828
* Fix #7842: Corrected Advanced Scouting Not Correctly Excluding Already Revealed Hexes by @Beornwulf in https://github.com/MegaMek/mekhq/pull/7841
* Fix #7831: Fixed Parts in Use Not Detecting Units; Refactored Parts in Use Out of Campaign.java by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7832
* Feature: Implemented 'Extra-Income' A Time of War Trait by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7517
* Improvement #1570, #6566: Added GM Options to Personnel Menu Allowing Users to Add/Remove Parents and Add/Remove Children by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7830
* Improvement: Updated CodeQL to (Hopefully) Analyze Using the Right Version of Java by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7846
* Improvement #1276, #7763: Introduced 'Only Commanders Matter' Option for Most Multi-Crewed Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7776
* Improvement: Added Announcements for Diplomatic State Changes Affecting the Campaign Faction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7782
* Improvement: Added Optional Tracking of MASH Theatres by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7807
* Improvement: Rewrote Morale System Based on Player Feedback by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7816
* Fix #7719: Fixed Inability to Maintain DropShips by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7819
* Feature #1569: Added the Ability to View a Character's Family Tree by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7826
* Fix: Purged Ship Search from GUI Triggers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7829
* Fix: Profession Skills for Mechanics Not Including Admin; Vehicle Crew Incorrectly Including Gunnery by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7835
* Improvement: Added More Robust Notifications for When Contracts Can Be Ended Early by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7837
* Fix #7746: Overhauled Transportation Costs to Bring Them in Line With CamOps by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7750
* Improvement: Converted Faction Hints into a Singleton by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7799
* Improvement: Rebranded 'Vehicle Crewmember' Profession as 'Combat Technician'; Combat Technicians Can Repair Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7839
* Improvement: Added Diplomacy Report to Command Center Tab by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7800
* Feature: Added Facility Renting Mechanics by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7815
* Improvement #7747: Implemented an Option to Restrict Soldiers to Small Arms Only by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7821
* Improvement: Updated Random Marriage System to Better Reflect Character Sexualities Rather Than Treating All Characters As Either Asexual or Bisexual by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7840
* Improvement: Updated Procreation Within Relationship Dice Size to Offer Better Distribution by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7843
* Improvement: Improved Randomization of Traits & Attribute Scores by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7844
* Improvement: Refactored New Day Code Out of Campaign.java by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7845
* Improvement: Relocated BodyLocation Enum into Medical Package by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7851
* Bump actions/upload-artifact from 4 to 5 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/7854
* Fix #7853: Fixed Diplomacy Report Triggering Daily by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7859
* Fix #7855: Stopped Veterancy Awards Generating Effectively Infinite Awards by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7861
* Fix #7856: Fixed New Day Error; Renamed Methods to Reduce Room for Confusion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7869
* Fix #7864: Fixed Scenario Resolution Error by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7870
* Fix: Restored Missing Clause from Availability by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7871
* Improvement: Updated AtB Contract Score Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7872
* Improvement: Restored Ability to Deploy from TO&E; Added Ability to Deploy to StratCon from Briefing Room by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7874
* Improvement: Added the Ability to Change Combat Roles in the TO&E; Forces Will Now Remember Their Last Assigned Combat Role; Contract Finances Updated to Better Account for Combat Roles by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7877
* Improvement: Updated StratCon Scenario Generation Tempo; Introduced Morale-Based Crisis Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7879
* Improvement #7862: Replaced Several Vehicle Professions. Updated Vehicle Commander Picking by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7866
* Fix: Prevented Some SPAs from Spawning Via Veterancy Awards; Fixed XP Cost of Natural Aptitude SPAs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7867
* Improvement: Updated SPA Loading to Improve Cross-Version Compatibility by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7868
* Improvement: Added Optional 'AtB Style' Mapless Mode to StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7876
* Improvement: Added 'Cadre' Combat Role to Distinguish Between Forces Assigned to Train Allied Forces & Those Assigned to Train Player Forces by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7878
* Fix: Fixed Inability to Deploy to Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7882
* Task: Refactored Skill Level Fetching to Improve Useability by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7858
* Feature: Added CamOps Salvage Rules by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7883
* Improvement: Adjusted Scenario Hex Bias by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7884
* Fix: Fixed Contracts Sending You Halfway Around the Inner Sphere Because Your Jump Captain is Scared of Empty Systems by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7885
* Task: Migrated Maintenance Code Out of Campaign & Into Its Own Class by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7886
* Fix #6781, #6789, #6876: Removed Restrictions on Maintenance Assignments by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7888
* Task: De-escalates Log Level in Medical Controller to Debug by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7892
* Task: Removed Campaign Archive from Build by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7895
* Improvement: Added Automated System to Self-Correct Maintenance Schedules by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7887
* Improvement: Expanded Advanced Medical with New Alternative Advanced Medical by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7894
* Fix #7897: Fixed Legendary MekWarriors Not Counting Towards CamOps Reputation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7898
* Fix #7896: Fixed Copy-Paste Error Breaking Artillery Skill Enabled Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7899
* Fix #7451, #7863, #7891: Fixed Edit Mission Incorrectly Reassigning Combat Teams Value by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7900
* Improvement: Reduced User Confusion by Removing Combat Teams Line from Contract Summary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7901
* Fix #4996: Fixed Mek Front Right Legs Being Incorrectly Called Mek Front Left Legs Causing the Wrong Part to Be Ordered by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7905
* Fix #7811: Fixed null GUI Being Passed Into Custom Scenario Loot Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7906
* Fix: Allowed Training Forces to Function When Using Mapless Mode by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7916
* Fix #7915: Fixed Doctor & MASH Capacity Warnings Not Displaying; Updated Glossary Entry by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7917
* Fix #7907: Fixed Race Condition When Loading Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7921
* Improvement: Changed 'Combat Technician' Profession to 'Support' by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7923
* Issue #7751: Match Destroyed Ammo Bins by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7935
* PR: Adjust Intensity Based on Variance by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7933
* Fix #7865: Fixed Unit History Appearing Over Other Panels in Unit View by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7902
* Fix #6048, #7836: Fixed Parts in Use & Warehouse & Shopping List All Using Invalid Data When Campaign Includes Biped & Quadruped (and Possibly Tripod) 'Meks of the Same Weight by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7904
* Improvement #7808: Added Hiring Fee, SPA, Flaw, and Performance Exam Columns to New Personnel Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7908
* Improvement: Posted Advanced Scouting Results Text to Daily Reports by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7909
* Improvement #7766: Added Ability to Customize XP Cost of Attribute Scores by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7910
* Improvement: Added 'Riot' Special Scenarios to Riot Duty Contracts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7913
* Improvement: Adjusted Healing Times on New Injuries to Make Them Less Oppressive by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7914
* Fix: Removed Typo from Neutrality Pact Notification by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7918
* Improvement: Increased Scroll Speed in Edit Person Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7919
* Fix: Fixed Small Conventional Fighters Being Incorrectly Detected as Overcrewed by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7922
* Improvement #7924: MASH Theater & Field Kitchen Capacities Are Now Bypassed if Campaign is Not Planetside While On Contract by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7926
* Fix #7920: Fixed Large Vessels Incorrectly Spawning with a Maintenance Multiplier Higher Than x1 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7927
* Fix: Fixed Missing Resource for 'Unable to Perform Maintenance' by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7928
* Improvement: Updated Scroll Behavior of Immersive Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7929
* Improvement: Stopped Personnel Role Profession Skills Fetcher from Returning Immutable List by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7932
* Improvement: Rewrote Tech Picker During Salvage Operations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7936
* Improvement: Salvage Picker Dialog Fixes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7937
* Fix: Fixed 'Recoverable' Toggle Always Being Disabled on Exchange Contracts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7939
* Improvement: Salvage Financials Now Always Display by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7940
* Fix #7942: Fixed Inability to Assign Vehicle Gunners from Personnel Tab by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7943
* Improvement #7941: Added Bonus to Reinforcement Speeds for LAM Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7950
* Improvement: Training Forces Always Deploy to StratCon 'Sticky' by Default by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7953
* Fix #7944: Fixed Replacement Limb Surgeon Picker Using Incorrect Method to Determine In-House Surgeon Eligibility by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7951
* Improvement: Rewrote Salvage Force Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7934
* Improvement: Adjusted Edge to Bring it More in Line With Official Rules by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7925
* Improvement: Decreased Odds a Veterancy Award Will Be Negative, From 12.5% to 2%. by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7949
* Fix #7931: Fixed Salvage & Exchange Values Not Being Properly Recorded by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7938
* RFE: Simple Cargo (Lift Hoists) by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7903
* Fix #7954: Prevented Children From Being Targeted By Berserker Mental Breaks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7956
* Improvement: Migrated The Various 'Option Changed' Dialog Prompts into a Dedicated Directory by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7958
* Improvement: Delayed Return of Salvaged Units Based on Deployment Time of Track by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7959
* Fix: Fixed Missing Table When No Techs or Salvage Forces Available by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7960
* Fix: Added Missing Dialog Size Memory for Salvage Pickers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7961
* Fix: Corrected Formatting in New Transport Cost Report by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7962
* Fix: Fixed CamOps Reputation Including Bay Personnel in Passenger Capacity by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7965
* Fix #7946: Fixed 'Fleet in Being' Status Not Correctly Applying to Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7964
* Fix #7947: Corrected Transport Costs Not Factoring in Player Passenger Capacity by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7963
* Fix #6312, #7952: Added 'Point of No Return' to StratCon Deployment Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7966
* Improvement: Adjusted Deployment Date to Equal Battle Date to Improve User Experience by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7968
* Fix: Fixed Hidden Scenarios Appearing in the TO&E Deployment Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7967
* Improvement: Updated Contract Duration Variance to Remove Manual Definitions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7969
* Improvement: Added Free MASH Truck Option for Existing Campaigns Enabling MASH Tracking for The First Time by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7957
* Support for Handheld Weapons in MHQ by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7978
* Improvement: Added Seven New Contract Types; Updated Contract Type Generation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7970
* Fix #7979: Fixed Skill Levels in Salvage Tech Picker Using Incorrect Sorter by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7980
* Fix #7977: Stopped All Followup Contracts Being Identically Named by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7981
* Fix #7976: Restored Ability to Cancel Out of Reinforcement Force Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7982
* Fix #7974: Fixed Vessel Crewmembers Being Generated For Non-Support Vehicles With Extra Crew Needs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7983
* Fix #8014: Fixed Error When Sorting Certain Columns in Personnel Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7984
* Task: Updated Portrait Guide to Include Recent Changes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7986
* Fix #7973: Fixed Inability to Assign Personnel to Vehicle Extra Crew Seats by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7987
* Fix: Fixed Loading of CamOps Reputation When Campaign is Rated as Ultra-Green by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7988
* Improvement: Made Contract-Required Scenarios More Obvious in Briefing Room; Adjusted Turning Point Status for Strategic Objectives by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7989
* Improvement: Made Professions a Character is Ineligible For Visible in Change Role Sub-Menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7991
* Fix: Fixed Display of Required Combat Elements in Briefing Room by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7993
* Fix: Stopped Techs & Doctors Having Their Work Time Replenished While Deployed by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7994
* Improvement: Added Out-of-Character Notice to Disband Events by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8018
* Fix: Stopped Claiming Bounties on Prisoners of War Negatively Affecting Personnel Loyalty by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8026
* Improvement: Adjusted Date Range for Random Start Year Button to Remove Pre-Star League Bias by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7990
* Fix: Fixed Edge Not Passing to MegaMek From MekHQ by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7997
* Fix: Fixed Edge Not Being Settable from Personnel Tab Right-Click Menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7998
* Fix: Fixed Campaign Upgrader Occasionally Hanging During Upgrade Process by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7999
* Fix #7930: Removed Several (Mostly Legacy) Unit Type Allowance Options Affecting Non-Legacy Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8001
* Improvement: Reduced StratCon Scenario Tempo When Using Alt Advanced Medical by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8004
* Improvement: Increased Recruitment Opportunities for Campaigns with Alternate Advanced Medical Enabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8005
* Fix #8002, #8020: Fixed Crew Fetching for Non-Tanks With Composite Crews by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8007
* Improvement: Added Support Vehicle Generation to Quickstart Company Generator; Added Additional Option Change 'Cathers' to Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8006
* Fix: Updated Skill Modifier Data to Exclude Injury Effects in Certain Circumstances by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8008
* Improvement: Updated Alternative Advanced Medical Based on Player Feedback by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8009
* Improvement: Removed Silent Nature of First Two Faction Standing Accolade Levels by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8019
* Fix #8015, #8021, #8022: Fixed Multiple Bugs With Jump Cost Calculations & Report; Fixed Transportation Rating Incorrectly Calculating Passenger Needs & Capacity by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8023
* Improvement: Added a Campaign Option to Obstruct Delivery of Parts and Units While in Transit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8024
* Fix #8012: Removed Unused Placeholder from Convoy Intercept Messages by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8028
* Fix #8010: Fixed Salvaged Units Using Default Repair Site by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8029
* Fix: Fixed MASH & Field Kitchen Capacity Still Not Being Bypassed While in Transit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8030
* Fix #8011: Fixed Polarity of Victory/Defeat Modifiers for Morale Checks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8027
* Improvement: Made SPAs a Character is Ineligible For Visible in Purchase SPA Sub-Menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7992
* Improvement: Expanded Alt Advanced Medical to Include Random Diseases & Inoculation System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8016
* Fix: Fixed Engineers Being Able to Be Assigned to Salvage Operations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8031
* Fix: Fixed Salvage Operations Being Successful if Exactly 0 Minutes Available by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8032
* Fix #8036: Stopped Transportation Cost Calculator Trying to Put Handheld Weapons, Space Stations, JumpShips, and WarShips into Transport Bays by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8037
* Fix #8035: Added Clamping to Contract Type Table Rolls by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8039
* Fix #8041: Fixed Missing Belligerents in Edit Mission Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8042
* Fix #8034: Fixed Visual Bug Causing Morale Victory Status to Be Reversed by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8043
* Fix: Fixed Bug in Vehicle Profession Compatibility Handler by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8044
* Fix #8038: Fixed Dark Secret Inexplicably Applying a -1 Penalty Even When Not Revealed by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8045
* Fix #8048: Fixed Impatient & Patient Traits Not Applying Modifiers to All Relevant Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8049
* Fix: Fixed Filename Errors in Two Resource Bundles by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8050
* Fix #8047: Fixed autoLogistics Stock Key Using Wrong Format in Parts in Use Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8051
* Fix: Fixed Tech Time Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8053
* Fix #8046: Fixed Error When Ordering from Parts in Use Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8054
* Improvement: Expanded Salvage Tech AutoAssignment to Include Techs Assigned to Vehicles Participating in Salvage Operation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8052
* Improvement: Expanded Training Combat Teams to Include Scouting Skills in Training Regime by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8055
* Fix #8059: Fixed a Number of Instances Where Technician Skills Were Being Unintentionally Excluded; Fixed NPE When Applying Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8060
* Improvement: Updated Tech Assignment Menus to Include Display of Maintenance Time Available & Required to Reduce Manual Menu Cross-Referencing by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8061
* Fix: Removed Unit Coloring from Personnel & Hangar Context Menus by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8062
* Improvement #8057: Excluded Civilian Roleplay Professions from Tech Time Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8063
* Fix: Fixed 'Minefield Planner' Civilian Profession Displaying as 'Minefield' Only by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8068
* Improvement: Improved 'Crew Needs' Display in Hangar In Attempt To Reduce Player Confusion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8067
* Improvement: Improved Compatibility Handling of Vehicle Crewmember -> Combat Technician Role Change to Reduce Player Confusion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8066
* Fix #8056: Fixed Inability to Conclude Salvage Operations When No Techs Assigned by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8064
* Improvement: Reworked Advanced Scouting Based on Player Feedback by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8069
* Task: Disabled AtB by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8003
* Issue #8088: Fix Teams Formation Size Override by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8094
* Fix: Fixed Location of Vehicle Profession Skill Change Message by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8065
* Sentry: Fixed Error in Briefing Room Display by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8072
* Improvement: Utilized New Alternate Advanced Medical to Expand Prosthetic & Surgery Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8077
* Improvement: Removed Scenario Odds Reduction when Alt-Advanced Medical is Enabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8078
* Fix: Added Missing 'getName' Call in Campaign Option Changed Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8079
* Improvement: Improved 'Campaign Options Changed' Dialog Text by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8080
* Improvement: Improved Salvage Tech Picker Based on Player Feedback by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8081
* Fix: Fixed Morale Yet Again By Undoing the Previous Fix; Improved Transparency of Morale Checks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8082
* Fix #8084: Fixed Placeholder Appearing in Maintenance Report Text by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8087
* Improvement #8089: Improved Visibility of Burned Connections by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8090
* Fix #8075: Fixed Personnel Tab Context Menu Showing Wrong XP Cost for Attribute Score (inc. Edge) Purchases by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8092
* Improvement: Added 'Bolster Contract Skill' Option to Optionally Increase OpFor & Ally Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8093
* Improvement: Updated Company Generator to Include Infantry for Prisoner Management; Added Campaign Options Changed Trigger for Prisoner Capacity to Give Players Free Infantry Unit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8096
* Improvement: Guerrilla-Type Contracts Will Always Have Independent Command Rights by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8099
* Fix #8100: Cleaned Up & Corrected CamOps Experience Rating by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8101
* Sentry: Fixed Out of Index Error in MRMS by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8102
* Improvement: Added Combat Challenge Scenario Inspired by AtB's 'Officer Dual' Scenario by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8083
* Fix #8085: Fixed Salvage Techs Sometimes Being Unpickable; Added More Information to Salvage Force Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8086
* Fix #8076: Fixed Contract Market Incorrectly Using Wrong Method to Fetch Connections Trait by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8091
* Fix: Fixed HR Strain Penalizing Complete Usage by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8103
* Fix for breaking error on right click of personnel, in Academy skills list by @trent1098s in https://github.com/MegaMek/mekhq/pull/8116
* Fix to HRStrainModifier calculation by @trent1098s in https://github.com/MegaMek/mekhq/pull/8113
* Improvement: Optionally Hide Mothballed Units in Hangar by @ActuallyTrent in https://github.com/MegaMek/mekhq/pull/8108
* Improvement: Adjusted Starting Attribute Scores for All Professions Based on Player Feedback (by SirChaos) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8109
* Fix: Fixed Employment of Camp Followers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8111
* Fix #8119: Fixed Reference Entry for Maximum Patients Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8112
* Improvement: Added 19 Additional Elective Prosthetic Surgeries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8124
* Fix #8125: Fixed Campaign Options Tooltip for Commanders Only Vehicle Edition by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8126
* Fix #8118: Stopped Passengers Rudely Backseat Driving Tanks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8127
* Fix #8117: Fixed Order of Operations Creating Weird TO&E Skill Levels by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8128
* Fix #8122: Fixed MASH Theater Capacity Using MASH Equipment Count Instead of MASH Theater Count by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8129
* Improvement: Added Current Minutes to Personnel Table by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8130
* Fix: Fixed AdScout Rules Applying When AdScout is Disabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8132
* Task: Removed Excess Skill Clause in Academy Skill Parser by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8133
* Fix: Fixed Combat Technicians Not Counting Towards CamOps Rating by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8134
* Improvement #8137: Updated Illiterate State Removal Based on Player Expectations; Updated Skill Display to More Clearly Display Base & Modified Skill Level by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8138
* Improvement #8115: Added Edge Trigger to Avoid Death During Salvage Accidents by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8131
* Removed logic to zero minutes out on techs assigned to vehicles deployed for salvage operations by @trent1098s in https://github.com/MegaMek/mekhq/pull/8139
* Fix: Fixed Free Field Kitchen Actually Trying (and Failing) to Gift the Player a Unit That Doesn't Exist by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8141
* Fix: Fixed Campaign Options Failing to Initialize Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8144
* Useful Permanent Astech Tweak Fixes issue #8135 by @wildfire142 in https://github.com/MegaMek/mekhq/pull/8155
* Fix #8153: Fixed Incorrect Use of getCrewState in MASH & Field Kitchen Capacity Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8156
* Fix #8151: Fixed 'hasInjuries' Check Incorrectly Counting Permanent Injuries With 'Healing Time' Remaining as Non-Permanent by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8157
* Fix #8150: Fixed Edit Person & Create Person Panels Incorrectly Using Wrong Method to Fetch Skill Target Number; Fixed the Same Panels Also Presenting Incorrect Skill Information Once Skill Level is Edited by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8159
* Fix #8158: Fixed Spacing for C3 Networks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8160
* Fix: Fixed Personnel Generation Generating Personnel at Wrong Experience Level by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8163
* Fix #8149: Fixed Stacking Modifiers Causing Personnel to Generate 1-2 Experience Levels Higher Than Intended by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8164
* Fix: Fixed Personnel Generation Failing to Properly Reconsider the Experience Level of Young Personnel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8165
* Improvement: Updated Character Starting Age Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8166
* Fix: Fixed Order of Operations Causing All Female Personnel to Generate with a Same-Sex Preference by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8167
* Fix: Fixed Player Expectation Conflict When Assigning Camp Followers to Education by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8168
* Fix #8152: Simplified Personnel Filtering in Hangar Assignment menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8171
* Fix #8147: Added Missing Parenthesis to Gyro Weight Text by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8175
* Improvement: Removed Available Minutes Profession Type Distinction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8146
* Fix #8148: Fixed Duplicate Selections in Salvage Resolution Screen; Fixed Prior Selected Salvage Forces & Techs Not Appearing Pre-selected in Salvage Force & Salvage Tech Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8161
* Fix #8162: Fixed Visibility of Transit & On Order Stock in Repair Bay by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8172
* Fix: Fixed Cadre Forces Incorrectly Being Excluded from Seed Force Consideration by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8173
* Fix #8179: Reduced Impact of Contract Breaches on Faction Standing; Added Falloff to Regard Changes from Contract Length by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8181
* Fix: Fixed Broken 'Reset all Faction Standings' Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8182
* Fix #8180: Fixed Several Injury Locations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8183
* Improvement: Solved 'Combat Technician' Identity Crisis; Improved Combat Technician Compatibility Handler; Updated Generic Crew Profession by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8169
* Fix #8177: Prevent Hard Lock When Over Salvage % in Salvage Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8178
* Improvement: Migrated Implant-Related Code out of Main Alt Advanced Medical Class into Own Class by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8192
* Improvement: Fixed Width of Selection Boxes in CamOps Salvage Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8191
* Improvement: Added Ability to Deploy Multiple Forces as Reinforcements at Same Time by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8189
* Improvement #8140: Added Ability to View Support Points in Briefing Room by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8187
* Improvement: Updated Person Medical View to Handle New Locations from Alt Advanced Medical by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8185
* Improvement: Added Ability to See Current Salvage % to CamOps Salvage Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8184
* Fix #8136: Leadership & Frontline Units Now Arrive Instantly by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8188
* Fix #8200: Fixed Crew Tooltip for Fixed-Wing Support Vehicles by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8201
* Fix #8196: Improved Academy Compatibility Handler with Added Robustness & Additional Clauses by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8202
* Fix #8195: Decreased Mechanical Complexity of Training Combat Teams; Added Glossary Entry by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8203
* Improvement: Added GUI Indicator of Skill Experience Level by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8204
* Improvement #4969: Added Tabbed Daily Report Functionality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8206
* Fix #8205: Fixed Prosthetics Being Unable to Inflict Recovery Injuries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8208
* Task: Tabbed Daily Report Corrections by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8211
* Improvement: Added Campaign Option to Disable the Use of Seed Forces in StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8174
* Fix: Fixed CamOps Reputation Treating Empty Campaigns as Legendary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8176
* Fix: Added Sanity Checks for Trailers During Salvage Operations to Stop Self-Propelled Trailers Mysteriously Carting Off Salvage All By Themselves; Fixed Salvage Teams Multiple Assignment Exploit; Fixed Uncrewed Salvage Unit Bug by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8209
* Improvement: Optimized Name Fetching by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8210
* Fix: Fixed Transportation Costs Displaying Incorrectly in Contract Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8104
* Improvement: Updated Alt Advanced Medical with New Healing Process; Fixed Glossary Entry Text Being Off-Screen by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8197
* Improvement #8194: Adjusted Required Victory Points for Early Contract End by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8198
* Task: Added Missing Legal Statement to ContractTypePicker.java by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8213
* Task: Added Missing JavaDocs to InjuryLocationService.java by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8214
* Fix: Added Missing 'Standard' Force Resource Bundle Entry by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8229
* Fix #8227: Fixed Talent Label Showing Unformatted Value by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8228
* Improvement: Removed the Combat Technician/Engineer Profession by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8225
* Fix #8218: Fixed Error When Attempting to Fetch the Prosthetics Healing Penalty for a Location That Cannot Have Prosthetics by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8224
* Fix #8221: Fixed autoInfirmary Mistakenly Unassigning Patients by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8223
* Fix #8220: Fixed Facilities Incorrectly Not Being Always Considered Within Capacity While In Transit or Off Contract by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8222
* Fix: Fixed autoInfirmary Mangling Patient Counts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8239
* Improvement: Adjusted Some Prosthetic & Cybernetics to Make Better Use of Existing Implant Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8241
* Fix: Improved Advanced Medical Tooltip Visuals; Added Missing Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8242
* Improvement: Removed Old StratCon Data at Contract Conclusion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8243
* Fix #8244: Fixed Docking Collar Requirements Incorrectly Using Count of Additional DropShips Needed by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8245
* Fix #8246: Fixed Incorrect Use of `Equals` Instead of `Compare` in Salvage Picker Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8248
* Bump actions/checkout from 5 to 6 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/8261
* Fix #8226: Prevent HHWs from being crewed by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8270
* Fix #8216: Stopped Astech Being Combined with Other Tech Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8230
* Fix #8231: Added Vehicle Crew/x to List of Eligible Roles for Vehicle Crew (Other) Seats; Updated Glossary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8234
* Improvement: Added White Space Between Skill Level & Veterancy Grade by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8236
* Fix: Fixed Units Getting Stuck in Scenarios at Contract Conclusion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8238
* Fix #8247: Removed HTML Formatting from Profession Column in Personnel Tab (Fixing Line Wrap Issue) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8249
* Improvement #8219: Adjusted Default Support Personnel Counts for Quick Start Company Generator by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8251
* Improvement: Toughness Now Reduces Injury Modifier to Healing in Alt Advanced Medical; Updated Glossary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8253
* Fix: Corrected Resource Bundle Entry for Reinforced Bones Injury Effect by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8273
* Improvement: Separated Injuries & Prosthetics in Person View by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8274
* Fix #8260: Fixed Morale Yet Again; Updated Glossary; Added Even More Tests by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8262
* Fix #8232: Hopefully Fix Text Cut Off in Glossary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8233
* Task: Removed Final References to Combat Technicians/Engineers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8235
* Fix: Corrected Margin of Success Label Retrieval by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8237
* Improvement: Added the Ability to Stop Individual Techs from Appearing in the Salvage Op Tech Picker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8250
* Improvement: Added Final Batch of Elective Surgeries to Alt Advanced Medical by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8252
* Fix: Stopped Alt Advanced Medical Injuries From Counting as More Than 1 'Hit' Per by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8254
* Improvement: Added Degrading Mental & Physical Health for Too Many Advanced Prosthetics/Implants; Updated Glossary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8255
* Improvement: Added Alt Advanced Medical Version of the Various 'Special' Injuries; Reduced Impact of Mental Breaks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8256
* Improvement: Increased Size of Information Display in Campaign Options; Stopped Panels 'Wiggling' When Displaying Lots of Information; Updated Skill Randomization Panel for Usability; Fixed Minor Bugs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8264
* Improvement: Added Ability to Suppress Confirmation Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8266
* Fix #8268: Alt Advanced Medical Will Now Unassign Medical Assignments When Fully Healing a Character; Delayed Recovery Time Now Cannot Exceed Original Length of Recovery; Fixed Fetching of Patients by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8269
* Fix #8265: Added Skip Surgery Option for GMs in Advanced Surgery Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8272
* Improvement #307, #2377, #5497, #7542, #8263: Added Ability to Manage TO&E Assignments from Within Hangar (Including Uncrewed Units) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8275
* Fix #8271: Added Ability to Assign Tech to Maintain Handheld Weapons by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8276
* Improvement #3694: Replaced Old AtB 'Generate Scenarios' Button with 'Add a StratCon Scenario' Functionality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8277
* Improvement #6433: Added Base Personnel Prisoners Following Hostile Facility Scenario by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8278
* Improvement: Pyrrhic Victories Now Count as Both Defeat & Victory for Morale; Updated Glossary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8279
* Improvement #2321: Added Campaign Option to Prevent Tornadoes From Spawning in Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8282
* Improvement #2564, #6183: Added AutoMothball Prompt When Beginning Transit - Even if Off Contract by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8284
* Improvement #3180, #4815: Added Campaign Option to Ignore Roles in Portrait Assignment; Fixed Last Resort Portrait Generation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8285
* Fix #8286: Stopped Fatigue Undeployment Notice Appearing if A Training Force is Not Deployed; Fixed Fatigue Gain from Training Forces After Contract Has Ended by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8287
* Fix #8281: Stopped Campaigns from Getting Stranded if They Are Deep in Outlawed Territory by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8288
* Improvement: Updated Required Victory Points Calculations; Added Indicator Whether Contract Can End Early to Briefing Room by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8292
* Improvement: Added Intel Breach Events When Freeing Prisoners by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8293
* Improvement: Added Remaining Daily Log Category Tabs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8295
* Improvement: Stopped New StratCon Facilities Spawning Mid-Contract by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8296
* Improvement: Updated & Optimized Scenario Placement in StratCon AO by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8297
* Fix #8258: Fixed Double Display of Armor Stocks in Repair Bay by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8298
* Improvement: Added Code Support for Skill-Specific Natural Aptitude Traits; Fixed Skill/Ability Check Utilities Burning Edge on Impossible Checks; Added 'Reason' to Skill Checks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8291
* Improvement: Added New Alternative Way to Play StratCon Aimed at Multiplayer Campaigns - Single Drop; Improved AtB Transferral Handler by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8300
* Fix: Fixed Wording of Deployment Confirmation Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8305
* Fix: Fixed Potential Null Error in Scenario Resolution by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8306
* Fix #4371, #8289: Replaced Large Vessel 'Composite Crew' Mechanics With Less Bug Prone Personnel Assignment by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8307
* Fix: Stopped Babies Being Born With Doctorates... Again by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8309
* Fix: Concurrent Modification in Injury Removal by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8310
* Fix #8304, #8308: Fixed Medical Assignment When MASH Theater Tracking Enabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8311
* Fix: Fixed Alt Advanced Medical Options Changed Dialog Incorrectly Referencing Advanced Scouting by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8312
* Fix #8303: Removed Ability to Use Currently Deployed Forces as Reinforcements by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8313
* Fix: Changed StratCon Deployment Time to 0 for Mapless Mode by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8314
* Fix #8290: Removed Restrictions from 'Give Payment' Personnel Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8315
* Fix: Fixed Ability to Deploy Salvage Forces Multiple Times by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8316
* Fix #8258: Fix oversized logs from incorrect flag comparison by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8319
* Fix #8283: Fix unable to deploy crewless trailers or HHW by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8320
* Fix #8317: Fixed Error When Loading Campaign With Non-StratCon Contracts While StratCon is Enabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8325
* Fix #8321: Stopped MekHQ's Contract Generation from Having a Vendetta Against Outreach, Galatea, and Northwind by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8326
* Fix #8323: Fixed Missing Button Label in Maintenance Bay Hiring Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8327
* Fix: Stopped the Word of Blake From Declaring War on the Word of Blake by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8328
* Improvement: Extended Bay Rentals to Include Large Craft by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8330
* Improvement: Added MASH Theater Capacities from Large Craft (inc. Space Stations) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8331
* Improvement: Added Three New Flaws & One SPA Related to the New Disease Mechanics by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8338
* Implemented: Added a Handful of New Flaws by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8337
* Fix #8318: Fixed Reinforcements Cost & Difficulty Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8335
* Fix #8324: Fixed Contract Challenge Estimates Not Appearing for Campaigns Other Than Mercenary Campaigns Without a Retainer by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8334
* Improvement: Optimized `getAllCombatEntities` by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8333
* Improvement: Removed Allied Contribution Calculation from Contract Difficulty Estimation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8332
* Improvement: Improved Mercenary Enemy Handling to Prevent Weirdness & Better Integrate With Faction Standings by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8329
* Fix #8340: Explicitly Remove Personnel From Doctor Assignment When Removing from Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8341
* Fix: Fixed Typo in Mass Repair, Mass Salvage Reporting by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8342
* Fix: Fixed Incorrect Reference in Campaign Options for Marriage Chance by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8343
* Fix: Stopped Preset Picker Extending Beyond Visible Screen Limits on Windows Systems With Tiny Screens by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8344
* Task: Updated 'Learning Ropes' Tutorial Campaign to 50.10 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8347
* Improvement: Campaign Upgrader Preset Picker Now Has Tooltips Describing Each Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8348
* Improvement: Improved Speed of Campaign Upgrader And Resolved Issue Slow-Down Was Previously Implemented to Address by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8349
* Fix #8346: Stopped Already Assigned Salvage Forces Being Marked as Ineligible For Salvage Operations If Player Exits & Reenters Scenario by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8351
* Fix #8322: Connections Usage for Contract Type Will Now Change Based on Whether Campaign Commander Has No Connections, Or Connections Are Burned by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8345
* Improvement: Stopped Campaign Upgrader Process From Changing Rank System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8350
* Fix: Stopped Early Contract Finishes via Routing OpFor On Contracts That Don't Allow Early Contract Finishes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8357
* Fix #8353: Fixed Crew Skill Fetching for Units That Are Not Always Single Crew But in This Case Are by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8360
* Fix #8339: Fixed Infantry Being Unable to Perform Repair Tasks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8361
* Fix #8355, #8356: Stopped Parts in Use Table Resetting to Prior State When Ordering Parts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8358
* Fix: Fixed Availability of Prosthetics Based on Planetary Tech Level by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8362
* Improvement #8359: Added Dialog to Alert of Rout End/New Opponent Arrival by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8363
* Sentry: Fixed Missing Resource by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8364
* Fix: Fixed Divide By Zero Error in Reinforcement Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8369
* Fix: Fixed Early Contract End Check by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8365
* Fix: Fixed Label for Dermal Armor by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8366
* Fix: Remove Trouble Shoot Log Call by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8367
* Fix: Corrected Oversights in Learning Ropes Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8368
* Improvement: Added Ability to Pay Off Bounty Hunters by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8370
* Improvement: Made Base Personnel Round Up More Obvious by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8371
* Sentry: Fixed Error When Accessing Repair Skill for Part That Has No Attached Unit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8372
* Sentry: Fixed Error When Trying to Repair Part With Tech That Lacks Skill by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8375
* Fix #8376: Fixed Convoy Raid on Independent Command Rights Not Generating Loot if Player Has No Convoys by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8377
* PR: Refactor `Transporter.getType()` and `InfantryTransporter.getType()` to prevent conflicts in classes that implement both `IBuilding` and `Transporter` by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8378
* Revert "PR: Refactor `Transporter.getType()` and `InfantryTransporter.getType()` to prevent conflicts in classes that implement both `IBuilding` and `Transporter`" by @psikomonkie in https://github.com/MegaMek/mekhq/pull/8379
* Fix #8373: Fixed Sorting of Techs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/8383
## New Contributors
* @Beornwulf made their first contribution in https://github.com/MegaMek/mekhq/pull/7841
* @trent1098s made their first contribution in https://github.com/MegaMek/mekhq/pull/8116
* @ActuallyTrent made their first contribution in https://github.com/MegaMek/mekhq/pull/8108
================PLEASE NOTE VERSION JUMP IS DUE TO GRADLE PACKAGING BUG THE WON'T ALLOW FOR VERSIONS LIKE 0.50.08 or 0.50.09================
0.50.07 (2025-10- 2130 UTC)
* Improvement: Added Support for Command Lances in TO&E by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7001
* Improvement: Added Utility Methods to ReportingUtilities to Allow for Easier Application of Core Colors by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7000
* Fix: #6955 Fixed Personnel Cleanup to be More Reliable by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6980
* Fix: Restored Access to Units Involved in Prior Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6942
* Improvement: Refactored Resource Bundle Calls to Reduce Abstraction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6897
* Improvement: Removed 'Limit Combat Teams by Commander Strategy' Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6864
* Feature: Added Monthly Food and Housing Expenses from A Time of War by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6863
* Improvement: Improved Challenge Estimate Handling; Converted Challenge Warning Dialogs into Immersive Dialogs; Restored Difficulty Contract Pay Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6856
* Improvement: Converted Most Convoy Dialogs into Immersive Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6855
* Improvement: Rewrote Gray Monday Code to Be Less Fragile; Moved Gray Monday Dialog to Immersive Simple; Added New Portrait Functionality to Immersive Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6854
* Improvement: Moved VocationalExperience Awards Dialog to Use 'Simple' Version of Immersive Dialog and not 'Full' Version by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6853
* Improvement: Moved New Bulletins to Use 'Simple' Version of Immersive Dialog and not 'Full' Version by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6851
* Improvement: Upgraded Contract Automation to Use the New Immersive Dialog Format by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6849
* Improvement: Improved Personality Generation; Added 'Interview Notes' for Use During Recruitment; Improved Personality Testing by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6848
* Improvement: Improved Speed of Log Entry Saving in Large Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6846
* Improvement: Stopped Administrators Double-Dipping Use of the Administration Skill By Taking Multiple Admin Roles; Improved Role Eligibility Handling by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6844
* Fix: #6793 Fixed Maintenance Time for Battle Armor by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6809
* Feature: Added 7 New Unofficial SPAs for Admin Characters by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6783
* Feature: Added Externally Employed Civilians by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6961
* Feature: Added Tracking of Heroic and Legendary Skill Levels by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6904
* Improvement: Upgraded Prisoner Events to Use a Generic Version of Immersive Dialog Instead of a Single Use Bespoke Versions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6850
* Updated Gradle to 8.14. by @rjhancock in https://github.com/MegaMek/mekhq/pull/6922
* Improvement: Moved Replacement Limb Dialog to Use 'Simple' Version of Immersive Dialog and not 'Full' Version by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6852
* Feature: Added 254 Civilian Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6920
* Feature: Completely Rewrote and Rebalanced Recruitment for MekHQ and Campaign Operations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6879
* Feature: Implemented Attribute Score Modifiers to all Skills and Skill Usage by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6837
* Fix: Fix Skill Fetching in Find Best in Role Comparison by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7057
* Fix Gradle warning due to a deprecation by @rjhancock in https://github.com/MegaMek/mekhq/pull/7058
* Deprecation Removal from 0.50.05 and before, and legacy code. by @rjhancock in https://github.com/MegaMek/mekhq/pull/7090
* Fix: Fixed Compatibility Handler for Removal of Scrounge by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7091
* ENUMs by @exeea in https://github.com/MegaMek/mekhq/pull/7039
* Jägers by @exeea in https://github.com/MegaMek/mekhq/pull/7094
* Fix: Ensured all properties files are UTF-8. by @rjhancock in https://github.com/MegaMek/mekhq/pull/7095
* Fix: Restored Loading of Financial Year Duration Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7093
* Improvement: Added Background Characters by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7082
* Fix: Stopped Babies Breaking Child Labor Laws by Being Born With Jobs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7079
* Improvement: Improved GUI Look & Feel of Campaign Options and Immersive Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7076
* Fix: Updated Campaign Options Iconography for 50.07 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7065
* Fix: Updated Preset Compatibility to Match Last Milestone by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7064
* Fix: Fixed Processing of Profession Salaries in the Event New Profession Added Since Campaign Last Loaded by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7059
* Improvement: Separated Reputation-Related Campaign Options Into Their Own Tab by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7062
* new rendering panel + adjusted resolution brakets by @exeea in https://github.com/MegaMek/mekhq/pull/7096
* Feature: #4838 Added Faction Standing System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7071
* Improvement: Updated Campaign UI to Use New Rounded Borders and Buttons by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7097
* Improvement: Added Faction Standing Report by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7089
* Improvement: Added Faction Standing Support for Non-StratCon Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7092
* Improvement: Changed Logic for Mass Repair Mass Salvage by @Dark-Hobbit in https://github.com/MegaMek/mekhq/pull/6973
* Feature: New Campaigns Now Start on Their Faction's Capital Planet by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7101
* Improvement: Added Faction Standing GM Tools by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7100
* Fix: Code and resource files for Mech -> Mek by @rjhancock in https://github.com/MegaMek/mekhq/pull/7099
* Improvement: Added Chance for Mercenary Campaigns to Begin in Another Playable Faction's Territory by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7102
* Refactor mek hq unit selector by @savanik in https://github.com/MegaMek/mekhq/pull/7085
* feat: add actual board for acar by @Scoppio in https://github.com/MegaMek/mekhq/pull/6938
* Legal: License update by @rjhancock in https://github.com/MegaMek/mekhq/pull/7109
* fix: fixes the error where it was unable to take hex data because the board has empty by @Scoppio in https://github.com/MegaMek/mekhq/pull/7111
* Improvement: Upgraded Batchalls to Use New Faction Standing by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7113
* chore: fixing some words, added checkstyle by @Scoppio in https://github.com/MegaMek/mekhq/pull/7104
* Retactor: group classes together in ui/dialog by @kuronekochomusuke in https://github.com/MegaMek/mekhq/pull/7110
* Adaptation for multiple boards (MM PR) by @SJuliez in https://github.com/MegaMek/mekhq/pull/7107
* Refactor: rename MinimapPanel by @kuronekochomusuke in https://github.com/MegaMek/mekhq/pull/7115
* Fix: stops the nullpointer that was being caused by missing resource in fame an infamy by @Scoppio in https://github.com/MegaMek/mekhq/pull/7120
* FIX: Documentation by @rjhancock in https://github.com/MegaMek/mekhq/pull/7118
* Finance NewDay cleanup. Variable and function condensing. by @savanik in https://github.com/MegaMek/mekhq/pull/7050
* Fix: #7081 Contracts now track required forces based on unit count by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7106
* Corrected some typos and updated skills to match current entries. by @savanik in https://github.com/MegaMek/mekhq/pull/7117
* Fix: stop checking a misc flag against equipment class by @Scoppio in https://github.com/MegaMek/mekhq/pull/7129
* RFE: Allow toggling OpFor callsigns on or off, or setting them to only apply to pilots at or above some skill level by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7123
* Add page to hanger to show what unit is assigned to each transport by @wildfire142 in https://github.com/MegaMek/mekhq/pull/7152
* Simple drop-in of the new tabs by @exeea in https://github.com/MegaMek/mekhq/pull/7135
* Quick buttons for fast marketplace by @exeea in https://github.com/MegaMek/mekhq/pull/7136
* Fix: Updated EditorConfig File by @rjhancock in https://github.com/MegaMek/mekhq/pull/7154
* Fix to prevent NPE when trimming in-memory Event Log for date range by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7150
* Fix incorrect boardsSelectedVector breaks passing scenario maps from MekHQ to MegaMek by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7155
* Refactor: Add safeties around failure points by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7153
* Update Campaign.java to use Constant for Astech Team Size by @wildfire142 in https://github.com/MegaMek/mekhq/pull/7148
* AmmoTypeEnum and BombTypeEnum by @exeea in https://github.com/MegaMek/mekhq/pull/7131
* FIX: Issue with Copy License Command. by @rjhancock in https://github.com/MegaMek/mekhq/pull/7163
* Improvement: Added Helper Method to Make Testing Real Campaign Objects Easy by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7162
* Fix: Removed
tag #7167 by @GamesByFelix in https://github.com/MegaMek/mekhq/pull/7168
* BA tech name in reputation report by @wildfire142 in https://github.com/MegaMek/mekhq/pull/7169
* Fix: Updated EC and Eclipse.XML file by @rjhancock in https://github.com/MegaMek/mekhq/pull/7176
* Improvement: #4204 #6865 Improved Accessibility of Market Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7174
* Fix/rolling logs by @Scoppio in https://github.com/MegaMek/mekhq/pull/7173
* Personnel report rework for addition of secondary roles by @wildfire142 in https://github.com/MegaMek/mekhq/pull/7170
* Fix: Adjusted to sync then copy the license files. by @rjhancock in https://github.com/MegaMek/mekhq/pull/7178
* Fix: Adjustments and fixes for CI for OOM issues by @rjhancock in https://github.com/MegaMek/mekhq/pull/7187
* View to show personnel assign transports by @wildfire142 in https://github.com/MegaMek/mekhq/pull/7175
* fix: multiple small and simple fixes, reenable planet search, fix npe… by @Scoppio in https://github.com/MegaMek/mekhq/pull/7182
* Fix: Minor tweaks and updates by @rjhancock in https://github.com/MegaMek/mekhq/pull/7188
* Fix: #7165 Fixed Typo in Faction Standing Options Label by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7192
* Fix: #7180 Fixed Tooltips for Personnel Generation in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7190
* Fix: #7179 Fixed Typo in Intra-Unit Marriage Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7191
* Fix: #7151 Fixed Typos in Convoy Escort Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7193
* Fix: #7072 Corrected Tooltip Panel Size in Finance Tab by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7206
* Fix: #7074 Corrected Typo in Briefing Room Tutorial Panel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7205
* Fix: #7077 Removed Duplicate 'Haunted' Personality Quirk by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7204
* Fix: #7127 No Longer Unassign Primary Role if Secondary is Admin, Unassign Secondary Instead by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7203
* Improvement: #7197 Added Noble & Common Criminal Civilian Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7202
* Improvement: #7199 Added Coming of Age RP Skill Generation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7201
* Improvement: #7196 Improved Civilian Generation to Include Better Control Over Random Profession Selection by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7200
* Fix: #7142 Cleaned Up Profession Assignments to Prevent Invalid Assignments by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7194
* Fix: #7185 Fixed Mothballed Units Teleporting to Already Deployed Forces by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7189
* Improvement: #7184 Updated Campaign Options Preset Picker to Improve Visual Scaling by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7207
* Fix: Fixed Typo in Recruiter Notes for Aggression Variant 1 Personality Trait by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7225
* Improvement: Adjusted Order of Campaign Management Buttons by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7233
* Improvement: Added Cancel Button to the New Player Quickstart Dialog; Allowed for Resizing of Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7230
* Fix: Fixed Formatting of General Tab in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7229
* Improvement: Added Canon-Based Mercenary Relationships to the Faction Standing System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7228
* Fix: Fixed Role Filter Not Filtering When New Personnel Market Dialog is Opened Despite the Previous Filter Being Remembered Correctly by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7227
* Fix: #7166 Fixed Displayed Applicant in New Personnel Market Lagging Behind Selection When Using Directional Keys by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7226
* Fix: Stopped Applicants in the New Personnel Market from Forgetting their Profession by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7224
* Fix: #7222 Stopped New Personnel Market from Thinking Nearly Every Profession was Extinct by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7223
* Improvement: #7220 Loosened Applicant Experience Level Clamping in New Personnel Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7221
* Improvement: #7218 Add Advance Days Button to New Personnel Market Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7219
* Faction data as yml by @SJuliez in https://github.com/MegaMek/mekhq/pull/7210
* Faction data as yaml (data) by @SJuliez in https://github.com/MegaMek/mekhq/pull/7211
* Improvement: #7216 Added Close Dialog Button to New Personnel Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7217
* Fix: #7156 Fixed Golden Hello in New Personnel Market Not Remembering Last Setting by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7215
* Improvement: Rebranded Administrative Strain as HR Strain to Reduce Confusion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7213
* Improvement: #7208 Added Glossary Entry for Overriding Combat Team Status by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7212
* Improvement: Replaced Placeholder Glossary with New Layout and Functionality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7231
* Improvement: Replaced Placeholder Faction Standing Effect Text with Final by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7234
* Fix: Fixed Failing Tests Following Faction Data Overhaul by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7236
* Improvement: New Personnel Market Dialog Will Now Remember Last Size by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7214
* Fix: Fixed Multiple Issues Following Faction Data Overhaul by @SJuliez in https://github.com/MegaMek/mekhq/pull/7247
* Improvement: Reorganized Faction Standing Packages by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7254
* Improvement: Allowed Users to Resize Immersive Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7260
* Improvement: Added Aggregate Faction Tag by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7258
* Fix FactionRecord lookup by @SJuliez in https://github.com/MegaMek/mekhq/pull/7256
* Personnel report typos by @wildfire142 in https://github.com/MegaMek/mekhq/pull/7264
* Improvement: Added Rank System Code to Faction Data by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7263
* Improvement: Depreciated BatchallFactions.java by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7240
* Improvement: Added 'Safe' Faction Standing Getters by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7235
* correct BLORD faction data by @SJuliez in https://github.com/MegaMek/mekhq/pull/7270
* Improvement: Implements Faction Standing-based Batchall Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7241
* Fix: Removed Temporary Disable Tag from Failing (Now Passing) Faction Standing Test by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7249
* Improvement: Implemented Faction Standing-based Negotiation Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7238
* Improvement: Implemented Faction Standing-based Resupply Weight Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7239
* Improvement: Implements Faction Standing-based Food & Housing Cost Modifiers; Fixed Bug with Food & Housing Costs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7242
* Improvement: Implements Faction Standing-based Contract Pay; Added Pay Modifier for Clan Campaigns Pre-Tukayyid by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7243
* Improvement: Implements Faction Standing-based Support Point Generation Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7244
* Improvement: Implements Faction Standing-based Unit Market Unit Type Rarity Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7245
* Improvement: Implements Faction Standing-based Recruitment Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7246
* Fix: Fixed a Number of Checks That Where Incorrectly Only Accounting for Dependents and Not All Civilian Roles by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7259
* Improvement: Changed Location of Pronoun Data Class for Ease of Access by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7267
* Fix: Fixed Multiple Finance Report Errors by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7268
* Fix: Fixed Recruitment Report Not Showing Rank by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7269
* Fix: Adjusted Active Faction Getter to Optionally Exclude 'Command' Factions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7265
* Improvement: Implemented Faction Standings and Contract Outlawing by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7252
* Improvement: Added Faction Standing-based Employer Liaison Greeting by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7257
* Improvement: Implemented Command Circuit Travel via GM Mode or Faction Standings by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7251
* Improvement: Maximum Faction Standing is Now Limited by Faction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7255
* Improvement: Optimized Outlaw System Access by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7277
* Improvement: Added Faction Leadership Tracking to Faction Overhaul by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7279
* Improvement: Added Improved Ability to Fetch Commander from Campaign; Added Ability to Fetch Second in Command by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7283
* Improvement: Updated Immersive Dialog to Better Handle Large Volumes of Text by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7282
* Fix: Fixed a Couple of Minor Issues With News Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7281
* Improvement: Added Faction Standing Level Descriptions for all Factions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7278
* Improvement: Added The MG, MRB, MRBC, and MBA Factions for Use in Faction Standing by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7276
* Fix: Fixed a Handful of Calls to Unsafe Faction Standing Getters by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7275
* Improvement: Numerous Faction Standing Improvements; Added Faction Standing Events by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7290
* Fix: Fixed Start Year of the Mercenary's Guild by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7291
* Improvement: Improved Faction Standing Defection with New Dialogs and the Ability for At Will Defection by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7292
* Improvement: Added Missing Unique Faction Standing Labels for the Four Mercenary Organizations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7293
* Feature: Enabled Pirates as a Now Fully Implemented Playable Faction in StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7295
* Improvement: Added Faction Standing Ultimatum Events for the Onset of the FedCom Civil War and ComStar Schism. by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7296
* Improvement: Made the Arano Restoration Faction Playable in StratCon; Added Faction Standing Ultimatum for Arano Restoration War by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7297
* Improvement: Faction Leader Data by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7298
* Fix: Fixed Double Welcome to Faction Message for Mercenary Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7299
* Improvement: Updated Faction Icons for Mercenary Review Board, Mercenary Bonding Authority, Piracy Success Index Factions, and Scorpion Empire by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7300
* Improvement: Updated Faction Starting Location Logic for Mercenary and Pirate Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7301
* Fix: #7287 Unable to Assign Heroic+ Personnel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7305
* Improvement: Added Daily Max Tech Minutes and Max Patient Count to Personnel Tab Tech Skills Display by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7306
* Improvement: Moved Faction Standing Ultimatum Data into YAML Format by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7302
* Don't double-count beast damage divisor by @pavelbraginskiy in https://github.com/MegaMek/mekhq/pull/7308
* Fixed: #7088 #7266 Fixed Employment Status Resetting when Time in Service Tracking Disabled; Fixed Time in Service Resetting when Changing Profession by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7307
* followup: Rename variables `p` and `e` to verbose names by @Abhiram98 in https://github.com/MegaMek/mekhq/pull/7337
* Fix: #7310 Fixed Defection News Articles Showing Wrong Faction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7312
* Fix: #7309Fixed Civilian Professions Using MekWarrior Ranks Instead of Civilian by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7313
* Fix: #7285 Fixed Babies Ripping Holes in the Space Time Continuum and Being Simultaneously Born Both in the Past and Future by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7314
* Fix: #7271 Fixed Hydrogen Costs of Large and Small Craft by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7315
* Improvement: #7262 Allowed All Tech, Medical, and select Civilian Professions to be Assigned to Support Vehicles as Vehicle Crew Without Needing to Be Assigned to the Vehicle Crew Profession by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7317
* Fix: Fixed Crewmember Assignment Incorrectly Showing as Pilot Assignment by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7321
* Fix: Fixed Missing 'New Option' Icon from New Personnel Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7322
* Improvement: #7261 Expanded Age Notifications to Include Important Milestones by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7323
* Fix: Stopped 'Welcome to Faction' Dialog Appearing on Every New Year for Existing Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7324
* Improvement: #7248 Added The GM Ability to Refund Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7325
* Fix: #7112 Added Missing Heroic & Legendary Skill Milestones by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7329
* Improvement: Enabled the Display of ATOW Attribute Score Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7330
* Fix: #7103 Fixed Dates Loading Incorrectly in Campaign Options Causing Faction and Aging Effects Weirdness by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7331
* Fix: #7087 Fixed Reputation Modifiers from Aging Being Incorrectly Multiplied by 150 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7332
* Fix: #7328 Fixed Ronin and Mercenary Auction Events Incorrectly Scaling Off Required Elements, not Required Combat Teams by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7333
* Fix: #7326 #7340 Fixed Non-Clan Personnel Committing Bondsref; Fixed Bondsref & Seppuku Prisoners Being Resurrected by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7334
* Improvement: Increased Speed of Faction Standing Gain/Loss/Degradation; Increased Impact of Contract Breach by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7335
* Fix: Stopped Personnel From Entering Play with Artillery Skills if Artillery is Disabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7336
* Feature: Added ATOW Bloodmark Trait by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7341
* Fix: Fixed Skill Check Utility Not Correctly Using Reputation Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7343
* Feature: Added ATOW Compulsion and Madness Flaws (SPAs) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7345
* Improvement: Added Citizenship/Trueborn SPA by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7344
* Fix: Fixed Multiple Incorrect Cases of `getRankLevel` vs. `getRankNumeric` by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7342
* Fix: Fixed Minor Typo in Skill Check Utility Logging by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7361
* Feature: #7360 Added the Ability to Perform Single-Attribute and Double-Attribute ATOW Attribute Checks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7362
* Improvement: Implement Unpleasant Personality Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7346
* Improvement: Minor Edit to `getAdjustedReputation` by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7348
* Improvement: Added `getAdjustedLoyalty` Utility Method by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7352
* Improvement: Implement Mild Paranoia Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7347
* Improvement: Implemented Racism Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7349
* Improvement: Implemented Religious Fanaticism Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7350
* Improvement: Implemented Traumatic Past Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7351
* Improvement: Implemented Excessive Faction Pride Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7353
* Improvement: Implemented Gambling Compulsion Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7354
* Improvement: Implemented Hatred for Authority SPA by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7355
* Improvement: Implemented Excessive Faction Loyalty SPA by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7356
* Improvement: Implemented Pathologic Racism Compulsion Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7357
* Improvement: Implemented Addiction ATOW Compulsion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7363
* Improvement: Implemented Xenophobia Flaw by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7358
* Improvement: Implemented Minor Psychosis - Flashbacks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7365
* Improvement: Implemented Minor Psychosis - Split Personality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7366
* Improvement: Implemented Minor Psychosis - Confusion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7367
* Improvement: Implemented Minor Psychosis - Clinical Paranoia by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7368
* Improvement: Implemented Clinical Insanity - Regression by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7369
* Improvement: Implemented Clinical Insanity - Catatonia by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7370
* Improvement: Implemented Clinical Insanity - Berserker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7371
* Improvement: Implemented Major Psychosis - Hysteria by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7372
* Improvement: Added A Time of War Tab to Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7382
* Fix: #7387 Fixed St. Ive's Compact Alliance Data by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7388
* Improvement: Reduced Faction Clutter in Faction Standing Report Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7374
* Fix: Fixed a Pair of Instances Where the Player Could Gain Regard with Aggregate Factions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7376
* Improvement: Tightened Up FactionStanding Faction Fetching Logic for Manual Mission Resolution by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7377
* Fix: Fixed Soft-Lock in Faction Standings When Both Employer and Enemy Are Untracked Factions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7378
* Improvement: Added Unique 'Go Rogue' Dialog for Pirate Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7379
* Improvement: Added Unique Faction Greeting for Pirate Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7380
* Feature: Added Dark Secret SPA (ATOW) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7381
* Fix: #7386 Removed the Ability to Deploy to StratCon Contracts when Not In the Target System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7389
* Improvement: #7385 Added the Ability to Pay Additional SP for Instant Reinforcement Arrival Times; Fixed Reinforcement Target Numbers Being Too High by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7390
* Fix: #7161 Stopped Resupply from Supplying BAR 0 Armor by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7391
* Fix: Fixed GM and Overtime Buttons Not Being Selected on Load by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7392
* Fix: #7338 Fixed Numerous Instances Where We Were Requesting all Units & Only Retrieving Those Units in Combat Forces by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7394
* Fix: Fixed NPE When Exporting Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7396
* Fix: #7172 Fixed NPE When Importing Married Personnel While Simulated Relationship Histories is Enabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7397
* Improvement: Added the Ability to Only Consider the SPAs of a Unit's Commander, When Determining What SPAs a Multi-Crewed Unit Has by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7398
* Improvement: Allowed Multiple Ultimatums Per Faction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7400
* Improvement: Added Faction Standing Ultimatum for Amaris Coup by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7303
* Improvement: Added Notice to Faction Standings Report for When Faction Standings is Disabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7375
* Improvement: Expanded Functionality of the Connections Trait Based on ATOW by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7383
* Improvement: Added Faction Standing Speed Campaign Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7402
* Improvement: Implemented Illiterate & Scrounge SPAs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7403
* Feature: #7316 Removed Mid-Contract Version Change Restrictions; Added Automated Campaign Version Upgrader by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7395
* Improvement: Added Faction Standing Ultimatum for Kerensky's Exodus by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7401
* Fix: Fixed Moving Forces Around in TO&E Creating Illegal States by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7393
* Fix: Fixed Faction Standing Missing Flavor Text by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7404
* Fix: Fixed Faction Standing Command Circuit Access Not Granting Command Circuit Access by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7412
* Improvement: Reduced How Much Clan Factions Hate Pirates by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7411
* Improvement: Reduced How Much Clan Factions Hate Mercenaries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7410
* Improvement: Faction Standing Changes Now Increase Based on Contract Duration by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7409
* Fix: Stopped CamOps Reputation from Factoring Burger Flippers into Force Reputation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7408
* Fix: #6787 Fixed Techs Have Administration Not Working for Large Vessels by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7407
* Improvement: Updated Stock Presets for 50.07 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7406
* Improvement: Added Personnel Market Documentation and Made Final Adjustments by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7405
* Improvement: Moved Two Large Campaign Options Utility Methods Out of Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7423
* Feature: Added Dialog That Triggers on Campaign Load to Inform the Player of What Milestones the Campaign Needs to be Saved in Before it Can Be Upgraded to the Current Version by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7425
* Improvement: Further Optimized Campaign Options Loading by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7424
* Improvement: Added Documentation for Factions Standings & Made Final Adjustments by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7415
* Improvement: Decreased Support Point Cost of Mercenary Auctions by 50% by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7416
* Improvement: Decreased Support Point Cost of Ronin Hires by 50% by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7417
* Fix: Stopped Rare Personnel in Market Alert Occurring if The Character is Removed from the Pool by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7418
* Improvement: #7413 Added the Ability to GM-Add Applicants to the Personnel Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7419
* Fix: Added Missing Label for Coming of Age Options in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7421
* Fix: Restored Missing Anniversaries Options in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7422
* Improvement: Added Version History to Campaign Save by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7426
* Fix: Fixed Minor Bug Where Clan Faction Welcome Events Were Being Given by Merchants and Not MekWarriors by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7427
* Fix: Removed the Ability to Skip Paying for Golden Hello in Personnel Market if Golden Hello is Disabled After New Applicants Are Generated by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7420
* Improvement: Minor Adjustment to Preset Incompatibility Checker by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7429
* Improvement: Expanded 'Personnel Market Updated' Report Message to Include Experience Level Report by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7428
* Improvement: Expanded Faction Standings GM Tools to Include Manually Triggering Censures & Accolades by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7431
* Fix: #7430 Fixed Incorrect Morale Messages While on Garrison Contracts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7432
* Fix: Fixed Resupplies Not Triggering Smuggler Events for Pirate Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7433
* Improvement: Moved Resupplies to the End of the 1st of Each Month, Rather Than End of Month by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7435
* Improvement: Converted StratCon Reinforcement Dialog to the Immersive Format by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7436
* Fix: Fixed Clans Incorrectly Being Considered Honor:None by Default by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7439
* Fix: Stopped the Clans Cheating at Batchalls (Yet Again) and Other Critical Force Generation Fixes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7440
* Improvement: Adjusted the Force Generation Budget for 18 Scenario Types by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7441
* Improvement: Updated Learning Ropes Campaign for 50.07 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7442
* Improvement: Updated Support Point Generation to be By-Weekly, Not Weekly by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7443
* Fix: Fixed Using Campaign Updater Causing all Personnel to be Treated as 'Ancients' for the Purposes of Aging Effects by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7447
* MM#7342 Entity Readout adaptations by @SJuliez in https://github.com/MegaMek/mekhq/pull/7446
* Improvement: Replaced Resupply Convoy Picker Dialog with Immersive Dialog by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7434
* Improvement: Loosened Change Faction Restrictions Based on Accolade & Censure Status by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7445
* Removed Data. by @rjhancock in https://github.com/MegaMek/mekhq/pull/7459
* Copyright Header Updates - MHQ by @rjhancock in https://github.com/MegaMek/mekhq/pull/7465
* Updated Actions for master -> main by @rjhancock in https://github.com/MegaMek/mekhq/pull/7466
* Gradle and Dependency Updates by @rjhancock in https://github.com/MegaMek/mekhq/pull/7467
* Integrate mm data with repos by @rjhancock in https://github.com/MegaMek/mekhq/pull/7481
* Fix for Application Run by @rjhancock in https://github.com/MegaMek/mekhq/pull/7506
* Fixes for Build. by @rjhancock in https://github.com/MegaMek/mekhq/pull/7509
* Data Overhaul: Fixed Failing MekHQ Tests by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7510
* Fix: Fixed Minor Bug in Bondsref Logic by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7505
* Fix: #7474 Fixed Tutorial Panel Scaling in the Briefing Room by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7504
* Fix: #7475 Fixed Fatigue Gain From Training Combat Team Deployments by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7503
* Fix: #7476 Fixed Fatigue Recovery from Field Kitchens by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7502
* Fix: #7484 Fixed Faction Standings Error When Manually Creating Contract by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7501
* Fix: Fixed Error in Reinforcement Dialog When User Has 0 Support Points by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7500
* Fix: Fixed StratCon Scenarios Generating Without Seed Force by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7499
* Fix: Fixed New Day Command Center 'Flash' Appearing on Wrong Tab by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7498
* Improvement: Improved Resupply Contents by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7497
* Improvement: Significantly Improved The GUI for Ronin Recruitment Events by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7496
* Fix: Fixed Arrangement of End of Contract Ransom Response Buttons by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7495
* Fix: Fixed Scaling of Mercenary Auction Bids by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7494
* Fix: Stopped Characters With Incorrect Professions Crewing Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7493
* Fix: #7477 Stopped Faulty Gunner References from Obstructing Campaign Load by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7479
* Fix: Fixed Story Arcs Character Creation XP Calculator by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7492
* Improvement: Adjusted Personality Generation to be Less Verbose; Removed Reasoning; Allowed Users to Pick Description Variant by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7491
* Fix: Fixed Jumping to New Personnel Market During Campaign Creation Causing Crash by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7485
* Improvement: Adjusted Person View Width in Multiple Places by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7490
* Fix: Added Ability to Change to Pirate Faction In Response to Ultimatums; Fixed Ultimatums Incorrectly Triggering 'Welcome' and 'Departure' Message Spam by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7486
* Improvement: Changed Advance Multiple Days Log Display to Default to Oldest Not Newest Entry by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7489
* Improvement: Improved Display of HR Capacity Penalties to Make Them Easier to Spot by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7488
* Fix: Fixed Display of SPAs (inc. Flaws) to No Longer Display 'None' when They Have no Prerequisites by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7487
* Fix: Fixed Scaling of Regard in Faction Standing to Cover All Possible Values of Regard by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7478
* Class rename codeql copyrights by @rjhancock in https://github.com/MegaMek/mekhq/pull/7511
* Fix: Fixed Failing Faction Standing Test by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7513
* Improvement: Advanced Character Builder Life Path Storage by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7514
* Class rename codeql copyrights by @rjhancock in https://github.com/MegaMek/mekhq/pull/7521
* MM Root, Moved Events to Common Event by @rjhancock in https://github.com/MegaMek/mekhq/pull/7527
* MM Utils by @rjhancock in https://github.com/MegaMek/mekhq/pull/7528
* Copyright and codeql updates by @rjhancock in https://github.com/MegaMek/mekhq/pull/7531
* Final Pass through MML by @rjhancock in https://github.com/MegaMek/mekhq/pull/7532
* Graphql and copyright checks by @rjhancock in https://github.com/MegaMek/mekhq/pull/7533
* Codeql and copyright checks by @rjhancock in https://github.com/MegaMek/mekhq/pull/7538
* Finish MekHQ by @rjhancock in https://github.com/MegaMek/mekhq/pull/7540
* Action fixes by @rjhancock in https://github.com/MegaMek/mekhq/pull/7541
* Fix Mount> issues by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7543
* Fix: Removed Duplicate EraFlag.java Class by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7549
* Fix 50.07 MHQ tests part 3 by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7544
* Add handling for new exception type "InvalidPacketDataException" from MM #7420 by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7545
* Fix #7546: Multi-Level Combat Teams Can Now Deploy Leadership Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7547
* Fix: Default Rank File Now Correctly Resaves with Legal Statement by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7550
* Fix #7552: Fixed Contract Generation on New Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7554
* Fix #7551: Restored Ability to Advance Campaign Day by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7555
* Fix #7553: Fixed Loading of Parts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7556
* Fix: Fixed Random Death Test by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7557
* Fix: Temporarily Addressed Failing Tests Causing Test Process Crash During Build by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7561
* Fixes missing strings in Campaign Options dialog and broken Army Creator by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7564
* Fix: Addressed Rank System Loading Failure by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7569
* Fix #7570: Fixed Failing Tests Following Data Overhaul (MekHQ Edition) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7588
* Improvement: Updated Faction Standing Notification Text Formatting by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7589
* Fix #7592: Corrected Sorting of Personality Quirks in Edit Person Dialog So That 'None' is Always First in the List by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7593
* Fix #7591: Dynamically Renamed 'Reset Roleplay Attributes' and 'Reset Roleplay Traits' GM Options to Better Reflect Their Functionality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7595
* Fix #7594: Added Missing Event Call When Removing All Roleplay Skills So That Character Changes Are Logged Correctly by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7596
* Fix #7590: Corrected Errant 'XP' Label in Education Academy Curriculum Tooltips by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7597
* Fix #7562: Corrected Missing Option Text by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7598
* Fix #7548, #7605: Multi-Level Training Combat Teams Now Educate Properly; Training Skill Now Has a Use by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7602
* Fix #7535: Fixed Scenario Resolution Unit Tracking Causing Scenario Resolution Dialog to Not Trigger by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7604
* Fix #7529: Fixed Education Sorting in Personnel Tab to Order Based on Education Level and Not Alphabetically. by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7606
* Fix #7524: Fixed Campaign Options Not Saving Edge Cost Changes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7608
* Fix #7607: Purchase Edge Option Will Now Remain Visible Even if Character Has Insufficient XP by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7609
* Improvement #7520 #7522: Updated 'Not Employed by Unit' System by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7610
* Fix #7483: Allowed Mass Training Dialog to Give Characters New Skills, Not Just Improve Existing Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7611
* Fix #7472: Fixed Execute Prisoners Message by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7612
* Fix #7471: Fixed NPE When GM Adding Applicant to Empty Personnel Market by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7613
* Improvement #7468: Updated Prisoner Capacity Contributions for Non-Infantry Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7614
* Fix #7461: Corrected Morale Modifiers in Morale Doc by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7615
* Improvement #7460: Improved Display of Possible Hires to Display Civilians Separately to Other Applicants by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7617
* Fix #7616: Corrected Golden Hello Hiring to Account for Rank 0 Salary Multipliers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7618
* Fix #7456: Corrected Math for Free Prisoners Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7619
* Fix #7448: Corrected New Resupply Text to Show Right Values by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7620
* Improvement: Graduated Training Skill from RP Only to Support by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7603
* Fixed Personnel Market Not Generating Civilian Professions Instead of Generic Dependents by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7621
* Fix #7518: Fixed Unit Assignments Being Placed in the Wrong Personnel Log by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7623
* Improvement #7622: Added Skill Improvement Log Entries For Training Combat Teams & Education by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7624
* Fix 2948: Keep ordered part numbers consistent across dialogs by @Raugharr in https://github.com/MegaMek/mekhq/pull/7463
* Fix #7462: Removed Residual Static RAT Code by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7626
* Make Campaign more testable with dependency injections by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7566
* Bump gradle/actions from 4 to 5 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/7628
* Fix 7634: Add backwards-compatibility class name handler for BaArmor -> BAArmor by @Sleet01 in https://github.com/MegaMek/mekhq/pull/7635
* Bump github/codeql-action from 3 to 4 by @dependabot[bot] in https://github.com/MegaMek/mekhq/pull/7662
* Fix #7640: Obfuscated Bloodmark Bounties for Children; Removed Bloodhunts for Child Characters; Updated Bloodmark Glossary Entry to Include Mechanical Information by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7642
* Improvement: Added Letter Headers to Glossary Entries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7644
* Improvement #7643: Improved Personnel Tab Filters to Include Missing or Mislabeled Information & Ease of Use by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7645
* Improvement #7641: Added the Ability to Pick a Random Date When Starting Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7646
* Improvement #7639: Deescalated Unexpected Options from Error to Warn by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7647
* Fix #7627: Stopped Players from Deploying More Leadership Unit BV Than Budget Allows in StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7648
* Improvement: Added Consequences for Breaching Terms of a Batchall by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7649
* Fix #7650: Restored Ability to View Permanent Injuries in Personnel Tab Character Sheet; Improved Visual Clarity of Injuries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7651
* Fix: Refactored Post-Scenario Unit Resetting Potentially Fixing the Infamous 'Ghost Meks' Bug by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7654
* Improvement: Added ATOW Mechanical Effects to Zero-G Operations Skill by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7656
* Improvement #7536: Added Option to Hide Monthly Climate Regard Report; Obfuscated Certain Factions from Faction Standing Report Prior to Clan Invasion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7657
* Improvement #7519: Added Patient Log by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7659
* Fix #7637: Added Missing 's' to /logs in Build Directory Construction by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7660
* Fix #7652: Updated Camp Follower Mechanic for More Consistent Functionality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7655
* Improvement: Added Optional Mechanical Effects to Appraisal Skill; Appraisal is No Longer Classified as 'RP Only' by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7661
* Improvement: Restored & Updated Reasoning; Minor Personality Description Update by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7663
* Improvement: Improved the Usefulness of Permanent AsTechs and Medics by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7629
* Fix: Updated Glossary Entries to No Longer Claim Attribute Score Effects Are Coming in 50.07... 'Cause They're Already Here! by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7665
* Improvement: Expanded POW Functionality to Allow Player-Owned Characters to Escape from Enemy Prisons Using the Acting, Disguise, Escape Artist, and Forgery Skills; These Skills Are No Longer RP Only by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7666
* Fix: Restored Performance Log Entry Adding by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7664
* Improvement: Displayed Total Skill Level For Those Skills Where Skill Level is Important by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7631
* Improvement: Introduced the Abstract Tracking of Infantry Gunnery Skills; Those Skills are No Longer 'RP Only' by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7667
* Fix: battle loss compensation is payed to the player for units damaged before the battle by @Raugharr in https://github.com/MegaMek/mekhq/pull/7458
* Fix: Camp Followers Announcing Unemployment Upon Arrival by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7668
* Fix: Corrected Iconography for Functional Appraisal in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7669
* Fix: TO&E Catching Incorrect Error by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7670
* Improvement: Updated Learning Ropes Quickstart Campaign for 50.07 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7671
* Fix #7673: Updated Out-of-Date Princess Behavior File by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7674
* Improvement: Added the Ability to Randomize Faction When Starting a Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7677
* Improvement: Allowed AsTechs to Be Visible In Personnel Table when Filtering for Techs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7675
* Fix: Fixed Estimated Arrival Time Displaying 1 Day Short by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7679
* Improvement: Command Center Uses Campaign Faction Icon if No Custom Icon Set by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7676
* Improvement: Introduced Advanced Scouting to StratCon to Encourage Use of Light Units in Patrol Forces by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7672
* Fix: Clan Forces Now Factor in Campaign Difficulty When Bidding Away Units by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7680
* Improvement: Added Sorting to Skills in Mass Training; Owned Skills in Edit Person Dialog Now Pinned to the Top by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7681
* Improvement: Adds 'Sleight of Hand' to List of Skills Useable in Prison Escape Attempts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7682
* Fix #7678: Fixed Inability to Order Certain Gyro Weights When Multiple Units Have Same Gyro Type But Different Weight by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7685
* Improvement #7683: Added Campaign Option to Display All Attribute Scores on a Character Sheet, Not Just Those With Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7684
* Improvement: Improved Results Information for Functional Appraisal by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7687
* Fix: New Player Quick Start No Longer Uses Illiani's Personal MegaMek Settings (Whoops) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7691
* Fix #7689: Fixed Broken Key Binds by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7690
* Improvement: Updated Contract Generation To Include Mercenary & Bandit Caste Enemies, ComStar as an Employer, and to Boost Anti-Clan Contracts During Invasion by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7686
* Improvement: Updated XP Gains Based on Extensive Player Feedback by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7692
* Improvement: Factored Unit Speed into Advanced Scouting Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7693
## New Contributors
* @exeea made their first contribution in https://github.com/MegaMek/mekhq/pull/7039
* @wildfire142 made their first contribution in https://github.com/MegaMek/mekhq/pull/7152
* @GamesByFelix made their first contribution in https://github.com/MegaMek/mekhq/pull/7168
* @Abhiram98 made their first contribution in https://github.com/MegaMek/mekhq/pull/7337
* @Raugharr made their first contribution in https://github.com/MegaMek/mekhq/pull/7463
**Full Changelog**: https://github.com/MegaMek/mekhq/compare/v0.50.06...v0.50.07
0.50.06 (2025-05-19 1830 UTC) (MILESTONE RELEASE) - DEV NOTE - Starting with this release the History file is built on release rather than on going.
DEV NOTE - Starting with this release the History file is built on release rather than on going.
* Updated Rank System XML Version to 0.50.06 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6767
* 0.50.06 Deprecation Removal and Clean up by @rjhancock in https://github.com/MegaMek/mekhq/pull/6768
* Restored Event Handlers for Campaign State Management by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6772
* Fix #3111: Added Heroic and Legendary Skill Levels by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6623
* Fix #4551: Added Double-Click Functionality to the Infirmary Tab to Jump to Patients in Personnel Tab by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6644
* Made Injuries Appear More Serious By Changing Terms by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6670
* Implement RFE #6058 display cost of orderd parts by @goron111 in https://github.com/MegaMek/mekhq/pull/6674
* Updated Command Skills to Match RAW Values by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6708
* Refactored Medical Systems by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6707
* Fixed Advanced Medical Fracture Injuries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6776
* Refactor StratCon Reinforcement Logic and Improve Skill Checks by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6709
* Fixed Birth Announcement Dialog Suppression Behavior by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6773
* Fix #6771: Loosened Government Force Command Rights Re-Roll Restrictions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6774
* Fix #6778: Prisoners Are Now Correctly Released When Enemy Routs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6779
* Fix #6785: Fixed NPE on New Contract when Negotiator Lacks Negotiation Skill by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6786
* Revert "Fix #3111: Added Heroic and Legendary Skill Levels" by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6802
* Fix: Fixed Dynamic Difficulty Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6777
* Fix: Stopped Certain Personal Log Entries being Deleted on Load by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6803
* Fix: Stopped Mercenary Auctions Gifting a Hundred Support Points (No Really) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6784
* Fix: Fixed Error When Attempting to Fetch Bloodname for Characters Without a Bloodname by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6792
* Fix: Fixed Error when Adopting Child With Existing Parents by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6804
* Fix: Fixed Visual Bug Causing Next Maintenance to Always be Displayed in the Hangar by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6805
* Fix: Significantly Improved TO&E Reading Speed by Removing C3 Calculations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6807
* Issue #6790: Prevent NPE from C3 when Refitting by @psikomonkie in https://github.com/MegaMek/mekhq/pull/6808
* PR: Added 'Advanced Multiple Days' & 'Mass Personnel Training' Buttons by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6811
* Fix: Fixed Arrival Time in Several Scenario Templates by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6814
* Fix: Added Missing Exceptional Attribute Charisma SPA by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6818
* PR: Moved SPA Info in Preparation for Future Changes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6820
* Fix: Reset Initial Delay of Tooltips to Pre-50.05 Values by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6824
* PR: Added Categorization of Skills to Right-Click Personnel Menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6823
* Fix: #6782 Fixed Campaign Summary Displays of Kitchen Capacity and Injured Personnel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6795
* Improvement: Improved Robustness of Automatic Unmothballing in Contract Automation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6810
* Fix: Fixed Exception When Viewing Past-Scenarios While Blind Drop or True Blind Drop is Enabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6806
* Fix: #6780 `Armor::changeArmorAmount` and `Armor::getArmorAmount` consider all parts so more than one armor part is considered for repairs by @psikomonkie in https://github.com/MegaMek/mekhq/pull/6836
* Improvement: Reduced Winter Holiday Message Spam by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6812
* Fix: Fixed Ammo Not Stacking in the Warehouse by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6816
* Improvement: Added Categorization of SPAs to Right-Click Personnel Menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6822
* Improvement: Switched Medical Daily Notices from Reports to Log Entries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6825
* Improvement: Adjusted Wealth Reinvestment Message when Zero C-Bills Are Being Reinvested by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6826
* Improvement: Made Planetary Acquisition Verbose Mode Even More Verbose by @savanik in https://github.com/MegaMek/mekhq/pull/6840
* Improvement: Updated the Default Colors for Negative, Positive, and Warning Events to Display Better in Dark Themes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6842
* Fix: #6821 Fixed Drill Instructor Awards Being Issued While Not on a Mission by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6827
* Improvement: Updated Campaign Options Iconography for 50.06 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6847
* Fix: #6828 Removed Difficulty Estimate From Briefing Room to Significantly Improve New Day Process Speed by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6845
* Fix: Fixed Default Attribute Scores; Fixed Attribute Score Randomness; Reworked Attribute Score Randomness Option; Added Starting Attribute Score Documentation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6843
* Fix: #6775 AutoLogistics properly considers `AmmoStorage` as ammo and not other by @psikomonkie in https://github.com/MegaMek/mekhq/pull/6859
* Improvement: Switched Faction Logos to Use Same Logos as Campaign Options IIC by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6857
* Fix for Unit Sale Costs being generally incorrect - Mekhq part by @savanik in https://github.com/MegaMek/mekhq/pull/6868
* Fix: Fixed Abtakha Availability by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6874
* Fix: Fixed Placement of GM Prisoner Ransom Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6869
* Improvement: Added Faction Icons to Briefing Room by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6858
* Fixed: Corrected Formatting of Bondsref Messaging by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6886
* Fix: Fixed Exception When Sorting Scenario List by Status While There is a Mix of Refused and Fought Engagements by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6881
* Fix: Fixed Astech & Medic Skill Generation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6875
* Improvement: Renamed Several Skills to Better Match ATOW by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6888
* Improvement: Added In-Game Tutorial Documentation to the Briefing Room for AtB and StratCon Contracts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6862
* Improvement: Deprecated Climbing by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6887
* fix: Armor will now show in its name if its Clan or IS, allowing for warehouse automation to work properly by @Scoppio in https://github.com/MegaMek/mekhq/pull/6893
* Improvement: Added Alphabetical Sorting of Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6892
* Fix/acar npe on resolution by @Scoppio in https://github.com/MegaMek/mekhq/pull/6883
* Improvement: Added Additional Testing for Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6896
* calculateCostPerJump variable cleanup, reformatting, logic corrections. by @savanik in https://github.com/MegaMek/mekhq/pull/6885
* Improvement: Added Career/Any, Running, Swimming, Melee Weapons, Thrown Weapons, Support Weapons and Zero-G Operations skills; Added Additional Science, Art & Interest Specializations by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6891
* Fix: Fixed Missing Interest/Sports & Training Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6898
* Fix: Fixed Exception During Campaign Preset Saving Caused by Two Wrongly Setup Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6901
* Improvement: Updated New Player Quick Start Save for 50.06 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6903
* Improvement: Updated Stock Presets for 50.06 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6902
* Improvement: Improved Person View to Include a Larger Portrait & Upgraded Several Components; Moved Medical Record Button to Personnel Right-Click Menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6894
* Fix: Fixed New Option Iconography Appearing on Separate Line in Campaign Options by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6905
* Improvement: Added GM Option to Remove All Roleplay Skills From A Character by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6900
* Improvement: Added Tooltips that Explain the Skill When Viewing a Person in the Personnel Tab or Purchasing/Improving Skills by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6839
* Improvement: Updated Roleplay Skills Generation Tooltip in Campaign Options to Show Recommended Value by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6899
* Improvement: When Selecting Change Profession Categorize Professions Based on SubType by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6915
* Fix: Removed Duplicate Resource Bundle Entry by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6913
* Improvement: Introduced Profession SubTypes for Easier Categorization by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6914
* Improvement: Moved Remove All Roleplay Skills into Person; Expanded Functionality by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6912
* Improvement: Added Categorization Sorting to Edit & Create Person Dialogs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6909
* Improvement: Updated tooltip in MRMS dialog and JUnit Tests for `MRMSService.java` by @psikomonkie in https://github.com/MegaMek/mekhq/pull/6889
* Improvement: Adjusted the Rate of Captured Clan Personnel Committing Bondsref; Added the Ability for Captured Combine Personnel to Commit Seppuku by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6907
* Improvement: Expanded Briefing Room Tutorial to Include Support Points & Reinforcing Scenarios; Fixed Formatting by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6911
* Fix: #6880 Added GUI Scaling to Repair Bay Job Listings by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6908
* Fix: Minor Fix to Profession Categorization by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6925
* Improvement: #6867 Added Weapons as a separate autologistics category by @psikomonkie in https://github.com/MegaMek/mekhq/pull/6943
* Improvement: Added Tooltips to Professions Showing Associated Skills and Their Linked Attributes by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6946
* Fix: #6944 Fixed Wealth Unintentionally Capping at 5 Instead of 10 by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6945
* Fix: Fixed Academy Curriculum Tooltips Displaying 'Doctor' Skill Instead of 'Surgery/Any' by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6939
* Fix: #6882 Fixed NPC Resupply Convoys Getting Lost On Their Way To Interception Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6936
* Fix: Enforced Rules for Profession Requirements when Editing Person by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6933
* Improvement: Improved Display of Long Named Professions in Personnel Tab by Moving Salary to Biographies Filter by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6932
* Improvement: Removed Multi-Crew Admin Strain Reductions, Simplifying the Calculation of Admin Strain by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6931
* Fix: Stopped Personnel From Skipping Their Paycheck by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6930
* Improvement: Updated Campaign Options to Use Civilian Instead of Dependent Terminology by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6928
* Improvement: Changed Dependent Joining or Leaving Messaging to use Civilian Terminology and State Profession by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6927
* Improvement: Changed 'Role' to 'Profession'; Changed Mentions of a 'Dependent' Profession to 'Civilian' by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6924
* Improvement: Improved Display of Civilian Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6923
* Improvement: Added a Centralized Handler for What Skills are Tied to What Professions by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6918
* Improvement: Added Interest/Law; Fixed Incorrect Name of Constant by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6917
* Improvement: Categorized Professions When Hiring Via Toolbar by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6916
* Fix: #6937 Fixed Display of Implants in New Person View Panel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6940
* Fix: Stopped Characters Resigning While Campaign is In Transit (Again) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6947
* Improvement: Updated Personnel Breakdown Report to Include the Number of Civilian Students, Children, and Child Students; Added Civilian Salary Amount by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6929
* Fix: Fixed Mac Displaying Profession Descriptions Incorrectly in Taskbar by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6949
* Fix: Fixed Calculation of Required Forces to Better Account for Non-Standard Combat Teams by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6941
* Fix: Added Missing Art/Cooking Skill as Potential Skill for the Vehicle Crewmember Role by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6950
* Improvement: Changed Default Acquisitions Skill from Negotiation to Administration in Stock Presets and New Player Quickstart Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6966
* Fix: Added Clan Labels and Descriptions to Profession Descriptions and Labels by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6960
* Fix: Fixed Unclear Wording in Procurement when Out of Acquisition Attempts by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6951
* Improvement: Added a Hint Display to Campaign Options IIC by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6958
* Fix: Dependents and Doctors Now Correctly Contribute to Administration Requirements when Calculating Unit Reputation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6962
* Improvement: Rolled Back Renaming of 'Dependent' Role to 'Unemployed' by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6963
* Fix for Capital Ship Armor Repair Time by @savanik in https://github.com/MegaMek/mekhq/pull/6964
* Improvement: Added Hint Panel to TO&E Tab; Updated Glossary With New TO&E-Related Entries by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6968
* Improvement: Added Scenario Briefing Dialog to Briefing Room on Scenario Start by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6969
* Fix: Added Missing Commander Address from Convoy Roleplay Events by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6974
* Fix: #6972 Added 'Patrol' Combat Role to the Briefing Room Tutorial Panel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6975
* Fix: #6971 Fixed SPA Subtypes Not Being Visible in Person View Panel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6976
* Fix: #6957 Fixed Description of Facility Assault Standard Scenario to Make Clear That the Facility Must Be Destroyed by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6977
* Fix: #6788, #6979 Fixed Naming of MekTech Portrait Folders & Portraits by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6981
* Fix: Stopped New Civilians Spawning While Not On Planet via Marriage; #6954 Fixed Inability to Disable New Civilians via Marriage by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6982
* Fix: Corrected Command Paralysis description by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6983
* Improvement: Updated Life Events Options to More Clearly Indicate That the Options are for RP Only; Updated Ronin Events to More Clearly Show Results of Each Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6984
* Fix: Prevented Forces from Being Locked in a Permanently Deployed State Following Mission Completion or Removal by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6985
* Fix: #6967 Crew can be assigned to dual cockpits by @psikomonkie in https://github.com/MegaMek/mekhq/pull/6986
* Improvement: #6921 Added Report Message to Alert Player to the Delivery of a Unit by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6987
* Fix: #6952 Fixed Copy-Paste Errors in Skill Tooltips; Fixed Closing Braces in Skill Tooltips; Stopped Empty Skill SubType Menus Appearing in Personnel Right-Click Menu by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6988
* Fix: #6948 Fixed Artillery Skill Only Being Factored into a Character's Experience Level when Use Artillery Skill is Disabled by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6989
* Fix: #6978 Updated Command Rights Tooltips to Display an Overview More Correct for the Current State of StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6990
* Improvement: #6878 Added the Ability to Hide Personalities on Individual Characters by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6991
* Fix: Restored Missing Character Profession in Person View by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6992
* Fix: Added Missing Campaign Options Iconography to New Weapons Restock Percentage Option; Changed Color of Iconography to Stand Out by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6994
* Fix: #6998 Fixed Tactics Bonus to No Longer Use the Tactic Number as a Bonus by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6999
* Improvement: Reworked Integrated Command Rights to No Longer AutoAssign Forces and to Allow Interactions with StratCon by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6813
* Feature: Added Glossary Button to Campaign GUI to Allow Users to Quickly Access the Glossary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/6993
* Fix: #6996 Fixed Sorting of Next Maintenance Column in Hangar by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7002
* Fix: #6997 Fixed Perform Immediate Maintenance Not Immediately Performing Maintenance Defeating the Purpose of Having a 'Perform Immediate Maintenance' Option by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7003
* Fix: Fixed Age Modifiers Applying Incorrectly for Ages 31-40; Added Unit Tests for Age Modifiers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7013
* Fix: #7012 Properly update capacities when changing Transporters via refit by @psikomonkie in https://github.com/MegaMek/mekhq/pull/7021
* Improvement: Updated MekHQ New Player Guide by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7020
* Fixes for issue #7004 - Purchase Unit Dialog Button Behavior by @savanik in https://github.com/MegaMek/mekhq/pull/7005
* Fix: Fixed Positive SPAs & Traits Applying Penalty to Skills not Benefit (And Negative SPAs & Traits Applying Bonus not Penalty) by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7008
* Fix: #7007 Fixed Cancel Deployment Producing Scenario with 0 BV Budget by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7009
* Fix: Prevented Unscrupulous from Performing Extreme Expenditure on Prisoners to Rob Them of Their Wealth Trait by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7010
* Fix: Fixed Formatting Error in Title of Some Campaign Options Tabs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7011
* Fix: Fixed Skill Modifiers Not Being Factored into Profession Experience Level by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7014
* Fix: Fixed Weight Calculation Visual Bug in StratCon Campaigns by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7015
* Fix: Fixed Missing Wordwrap from Command Rights Tooltips by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7016
* Fix: #7017 Fixed Mass Repair Dialog Throwing Error in Warehouse by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7018
* Fix: #7006 Fixed Label for Implants & Abilities Section of Person View by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7019
* Improvement: Princess No Longer Gets Crazy Buffed Tactics by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7022
* Improvement: Added Art for Factions Missing Logos in the New Style by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7023
* Improvement: Center Aligned Belligerents Panel by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7024
* Fix: #7025 Fixed Mass Repair Dialog Throwing Exception When Run From Warehouse by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7027
* Adjusted default JVM options by @rjhancock in https://github.com/MegaMek/mekhq/pull/7032
* Fix: (Sentry) Fixed Exception When Processing Education Tagalongs if Tagalong Has Exited the Campaign by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7029
* Fix: #7026 Fixed 'XP' Appearing Twice in Academy Tooltips by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7028
* Finishing TODO: Remove inline file path by @savanik in https://github.com/MegaMek/mekhq/pull/7038
* Finishing TODO: Conventional Fighter avionics parts cost fix by @savanik in https://github.com/MegaMek/mekhq/pull/7037
* Improvement: Extended Tutorialization Links & Glossary to Cover Most Tabs by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7041
* Fix: Fixed Commander's Day Suppression by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7042
* Fix: Stopped Random Death Not Randomly Causing People to Die by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7044
* Improvement: Added Random Callsigns to Units Generated Randomly for Scenarios by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7046
* Fixed: Fixed Exception During Avionics Evaluation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7051
* Fix: Final Grammar Pass on Glossary by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7052
* Fix: Stopped Higher Administration Skill Making Reinforcement Attempts Harder by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7053
* Fix: Updated Reinforcement Documentation by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7054
* Improvement: Improved Spacing of Immersive Dialogs to Better Display Text When Missing 1+ Speakers by @IllianiBird in https://github.com/MegaMek/mekhq/pull/7055nearly 1
## New Contributors
* @savanik made their first contribution in https://github.com/MegaMek/mekhq/pull/6840
0.50.05 (2025-04-25 1800 UTC)
+ PR #6284: Fixed Unique Interaction when Loading Player Campaigns with Custom Rank Systems
+ PR #6285: Added Mercenary Auction Events
+ Fix #910, #3644, #4762, #6179: Added Auto-Optimize Medical Assignments Feature
+ Fix #1159: Added Right Click Display Medical History to Infirmary
+ PR #6293: Added Level Attribute To Intelligence Enum
+ PR #6295: Updated 'Immersive Dialog' System
+ PR #6335: Updated Rank Systems Version for 50.05
+ PR #6168: Improved the Distinguishing of Brand New Parts Handling
+ Fix #6265: Refactored Fatigue and Addressed Fatigue Use of Vessel Crews
+ PR #6277: Enhanced Ronin Event
+ Fix #6324: Added Status-Based Tinted Personnel Portraits
+ Fix #6316: Refactored Injury Description Logic In Patient Table Model
+ Fix #6336: Fixed Prisoners Check Logic in NagController
+ Fix #6337: Deploying to an Allied Facility No Longer Blocks Scanning
+ Fix #6343: Updated Allied Air Garrison Spawn Location
+ PR #6347: Allow Jump Jets and Mek Mechanical Boosters
+ PR #6348: Allow setting MekHQ Options from splash screen
+ Fix #6333: Stopped Factions from Traveling Back in Time to Invade the Inner Sphere Before Their Inception
+ PR #6371: Removed Player Deployment Zone "ANY" From Scenario Templates
+ PR #6370: Sorted Personality Quirks Alphabetically in Quirk Picker
+ PR #6369: Fixed Logic Error In Prisoners Nag Yet Again
+ PR #6368: Updated Date and Faction Handling in Campaign Options IIC
+ PR #6366: Updated BV Display in TO&E to Account for C3
+ PR #6365: Added Tooltips to SPA Purchase Dropdown
+ PR #6364: Updated Untreated Injuries Nag Dialog to Account for AutoInfirmary
+ PR #6363: Changed Default Value for Advance Day Selection
+ PR #6361: Improved Immersive Dialog Behavior
+ PR #6360: Fixed Force Type Changing Being Unavailable in Non-StratCon, Non-AtB Campaigns
+ PR #6359: Fixed Missing Scenarios
+ PR #6358: Fixed Fatigue Status Report Update Messages
+ PR #6372: Enabled MekHQ Prisoner Capture Style for Non-AtB, Non-StratCon Campaigns
+ PR #6375: Moved and Renamed Immersive Dialog Base Classes
+ Updated Admin Strain Nag to Use Immersive Dialog #6376
+ PR #6377: Fixed Scroll Pane Starting Position In Immersive Dialogs
+ PR #6378: Fixed MekHQ Lockup Caused by Consecutive Glossary Dialogs; Fixed Scroll Pane Start Position in Glossary Dialogs
+ PR #6382: Updated Deployment Shortfall Nag To Use Immersive Dialog
+ PR #6383: Updated Contract End Nag To Use Immersive Dialog
+ PR #6384: Updated Insufficient Astechs Nag To Use Immersive Dialog
+ PR #6385: Updated Insufficient Astech Time Nag To Use Immersive Dialog
+ PR #6386: Adjusted Glossary Dialog Dimensions
+ fix #6388: Removed Deprecated methods from MMLogger and updated impacted calls
+ PR #6389: Updated Insufficient Medics Nag To Use Immersive Dialog
+ PR #6398: Updated Invalid Faction Nag To Use Immersive Dialog
+ Fix #6373: Increase random off-board distance range
+ PR #6379: Added New Glossary Entries for Nag Terms
+ Fix #6391: Fixed Error in Retirement Defection Checker if 'Use Commander Leadership Only' is Selected But No Campaign Commander Has Been Chosen
+ PR #6393: Expanded Prisoner End of Contract Events to Missions
+ PR #6395: Updated Prisoner Capacity Event OOC Text
+ Fix #6396: Adjusted Prisoner Event Chances; Updated Prisoner Documentation
+ PR #6401: Created ImmersiveDialogNag Base Class; Rolled Out Base Class to Previously Edited Nags
+ PR #6402, #6403, #6405, #6406, #6407, #6408, #6410, #6411, #6413, #6414: Refactored Nag Dialogs To Use Immersive Dialog Framework
+ PR #6404: Marked AbstractMHQNagDialog as Deprecated
+ PR #6415: Post-Nag Upgrade Adjustments
+ PR #6426: Removed Turnover Checks While in Transit
+ PR #6427: Restored Campaign Options to Apply Skill Level Modifiers When Creating Characters
+ PR #6430: Added Skill Deprecation Tool For Managing Deprecated Skills; Deprecated the 'Scrounge' Skill
+ PR #6431: Replaced Scrounge With Negotiation or Removed It Across Academy Curricula
+ Fix #6434: Corrected Briefing Room Combat Team Counter
+ PR #6442: Added Additional Error Tracking to Scenario Resolution in Attempt to Identify Bug Root Cause
+ Fix #6399: Load Entity in Specific Transporter when Recalculating Free Space
+ Fix #4353: Improved StratCon Fog of War Clarity
+ Fix #4506: Added Optional Autosave at Mission/Contract End
+ Fix #6424: Refactored Command Rights Calculation For Contracts
+ Fix #6380: Fixed Infirmary Assign/Unassign Interactions
+ PR #6441: Added Administration Curriculum to Various Tech Qualifications
+ PR #6445: Fixed "Every Monday is a Gray Monday" Bug
+ PR #6447: Updated Scenario and Deployment Labels in StratCon
+ PR #6448: Disabled StratCon Debug Mouse-Click Visualization
+ PR #6450: Added Dynamic Contract Difficulty Option; Fixed Clan OpFor Skill Level Generation
+ PR #6452: Company Generator & Contract Market Now Trigger On New Campaign; Adjusted StratCon Promo Trigger
+ PR #6453: Increased the Number of Contracts Generated for New Campaigns
+ PR #6456: Fixed Daily Medical Optimization Option
+ PR #6457: Added the GM Ability to Inflict Random Advanced Medical Injuries
+ PR #6458: Enforced Blind Drop Settings in Briefing Room
+ PR #6461: Added Early Arrival Dialog for Contracts
+ PR #6462: Updated Campaign Options UI with New Option Indicators
+ PR #6464: Enhanced Deprecation Skill Handling
+ PR #6467: Fixed Skill Value Out-Of-Range Errors in Dialogs
+ PR #6468: Refactored Intelligence XP Costs and Skill Calculations; Blocked Illegal Skill Progression
+ PR #6471: Updated Combat Team Training Duration and Documentation
+ PR #6472: Added Helper Methods to PersonnelTableMouseAdapter for Cleaner Campaign and Frame Access
+ PR #6474: Removed Pending Scenario Check When Completing Missions/Contracts
+ PR #6480: Make planetary acquisitions even slower to be in line with RAW
+ PR #6484: Correct SUCS id on a few planets
+ PR #6417: Removed Unused Nag Dialog Strings From GUI Properties
+ PR #6418: Updated Nag Dialog Descriptions
+ PR #6419: Fixed Incorrect Duplicate Display of Scenarios in Outstanding Scenario Nag
+ PR #6420: Added Invalid Faction Validation During Day Advancement
+ PR #6421: Updated Overdue Loan Payment Nag to Use Immersive Dialog
+ PR #6423: Removed the Ability for Ignored StratCon Scenarios to 'Wander' if Friendly Facility is Present
+ PR #6425: Added Strategic Target Weighting for StratCon Scenario Generation
+ PR #6436: Added Administrative Skill Integration for Doctors; Fixed Medical Assignment Optimization
+ PR #6437: Updated Doctor Academy Curricula To Include Administration
+ PR #6438: Added Administrative Skill Integration for Techs
+ PR #6440: Refactored Experience Level Calculation for Personnel
+ PR #6444: Added the Ability to Specific Admin/Logistics Only Procurement
+ PR #6477: Removed Redundant 'Add 1 XP' Option
+ PR #6478: Added GM Option to Assign Specific Highest Education to Selected Personnel at Will
+ PR #6482: Added Birth Announcements
+ PR #6483: Added Postpartum Recovery Injury Type And Effects
+ PR #6486: Removed Redundant Artillery Role Entries in Scenario Templates
+ PR #6487: Updated Technician List Refresh Logic in RepairTab
+ PR #6488: Updated RepairTab to Improve Handling of null States in getSelectedTech
+ PR #6489: Simplified Campaign Options Access In RepairTab
+ PR #6491: Added "Coming of Age" Life Event Dialog
+ PR #6493: Added Support for Optional Image Icons in Immersive Dialogs
+ PR #6494: Replaced Old Image Scaling Method with New
+ PR #6498: Added Annual Inner Sphere Celebration Events
+ PR #6499: Updated Glossary Documentation Reference for Prisoner Capacity
+ PR #6500: Fixed Minimum Bid Calculation in Mercenary Auction
+ PR #6501: Added 'Upgrading Version' Instructional On-Campaign Load Nag
+ PR #6502: Fixed Skill Deprecator Refund & Refund All Options
+ PR #6503: Removed Company Generator on Start Up
+ PR #6504: Removed Unofficial Multiplier From Contract Pay Calculation
+ PR #6506: Celebration Event Fixes
+ PR #6283: Added Blood Group Tracking For Personnel
+ Fix #2368: Added GM Methods to Warehouse: remove x parts and toggle newness
+ Fix #6507: Fixed Missing Dates from Past Scenarios
+ Fix #6510: Fixed NPE In Armor Repair
+ Fix #6515, #6516: Allow Dynamically Priced Parts to be Replaced in Repair Bay
+ PR #6542: Fixes Compatibility for AC Ammo in MHQ
+ PR #6509: Corrected Tech Sort Direction for Minutes Comparison
+ PR #6513: Fixed Support Points Update in AtBContract
+ PR #6519: Fixed Aero Heat Sink Appearing in Parts Store Multiplie Times
+ PR #6520: Changed Campaign Preset Directory Paths To "Data"; Added Campaign Presets to the custom User Directory
+ PR #6521: Prisoners will No Longer Be Executed when Security is Told to 'Free' Them
+ PR #6523: Renamed "Personnel" Tab To "Barracks"
+ Fix #6481: Personnel that are both the tech and crew for a unit will now be properly removed from both
+ PR #6525: Added Spare View Filter & "In Use" Column to Parts Table in Warehouse Tab
+ Fix 6178: [RFE] Add warehouse stock level when salvaging
+ PR #6529: Added Award Icons to the custom User Directory
+ PR #6530: Removed Redundant Fatigue Check in Facility Report Update
+ PR #6531: Added Status Self-Validation; Prevented Assignment of Invalid Statuses to PoWs; Updated Status Change Menu
+ PR #6532: Added null Protection for getAcademy
+ PR #6533: Prisoners Stage Escapes when Transferred to Academies
+ PR #6536: Deprecated Unused Method And Adjusted Formatting
+ PR #6538: Added Character Flaws as a New SPA Category
+ PR #6549: Improved Image Scaling Utility; Improved Portrait Display in Immersive Dialogs
+ PR #6550: Moved Skill Classes into a Discrete Package
+ PR #6534: Added ATOW Attributes to Skills; Improved Combat vs. Non-Combat Skill Handling
+ PR #6535: Implemented ATOW-lite Aging Effects
+ PR #6537: Added ATOW Skills
+ PR #6539: Added "Glass Jaw" SPA
+ PR #6505: Refactored Advanced Medical Edit Injury Dialog To Improve Error Handling
+ PR #6540: Added AToW Wealth, Connections, Unlucky*, and Reputation Traits; Combat Sense, and Combat Paralysis SPAs; Integrated These Into CamOps Reputation
+ PR #6552: Added ATOW Attribute Tracking and Utility Methods
+ PR #6551: Fixed Inability to GM Activate Self-Crewed Units (such as DropShips)
+ PR #6553: Rebranded "Intelligence" as "Reasoning" to Avoid Confusion with ATOW Intelligence Attribute
+ Fix #6548: Fixed Age Soerting in Personnel Table
+ PR #6554: Added the Ability to Purchase ATOW Attribute Improvements; Added the GM Ability to Mass Set Attributes
+ PR #6555: Added ATOW Attribute Columns to Personnel Table
+ PR #6557: Improved Display for in stock parts while salvaging
+ PR #6558: Show engine tonnage in parts-in-use table
+ PR #6562: Fixed Campaign Portrait Fallback; Updated Immersive Dialog Visuals
+ PR #6560: Fix for negative temporary prisoner capacity
+ PR #6561: Added Dedicated Skill Check Utility Class
+ PR #6576: Switched Autoresolve Localization to MekHQ from MegaMek
+ PR #6577: Corrected Art Skill Type Names
+ Fix #2359, #6085: Updated Refitting Status Display To Show Time Left
+ Fix #2968, #2996, #3758, #5332, #6469: Fixed Missing Part Resets when Failing or Cancelling Work Job
+ PR #6598: Fixed Refitting Units With Bays
+ PR #6863: Fixed Princess Not Acting of Their Rounds
+ Fix #305: Added Medical Log, Assignment Log, Performance Report
+ Fix #1460: Corrected Naming of the Planet Herculaneum/Marius's Tears
+ Fix #2183, #3819, #4788: Corrected Hydrogen-Based Fuel Cost Calculation
+ Fix #3799: Added Option To Avoid Empty Systems In Pathfinding
+ Fix #3964: Added Clan Tech Refit Restrictions Before Battle Of Tukayyid
+ Fix #4710: Added Ad-Hoc Maintenance Option
+ Fix #4717: Added Display Of Days Till Next Maintenance Check To Hangar Table
+ Fix #4828, #6476: Updated Maintenance Handling and Tech Assignment Display
+ Fix 6245: Moved logic for adding refit kits from to ensure it works when added via GM Commands
+ Fix #6341: Improved Name Escaping when Saving Unit in MekHQ's MekLab
+ Fix #6409: Corrected Crew Gunnery Skill Limits From 7 to 8
+ Fix #6439: Fixed Turnover Unit Assignment for Characters Breaking Contract
+ Fix #6449: Fixed Find Planet and Planet View Panel Interaction
+ Fix #6544: Restored Ability to Salvage Turrets
+ Fix #6545: Prevented Self-Crewed Unit Crew from Going on Maternity Leave Mid-Refit, Mid-Repair, or Mid-Mothballing
+ Fix #6546: Fixed Display of Misc Award Images; Upgraded Award Image Scaling
+ Fix #6563: Fixed In Transit Sorting in Warehouse Tab
+ PR #6564: Refactored Phenotype Enum; Added ATOW Attributes to Character Generation; Added 'Extra Attribute Randomization' Campaign Option
+ PR #6565: Added Discretionary Spending System Based on Wealth Trait
+ PR #6568: Fixed Facility Capacities Display Logic In Command Center Tab
+ PR #6569: Added Campaign Option To Reset Criminal Record
+ PR #6570: Added Option To Reset Temporary Prisoner Capacity
+ PR #6572: Added Randomize Traits Option For Character Creation
+ PR #6573: Refactored Edge Handling to Use Adjusted Edge Values
+ PR #6575: Updated Aging Effects to Include Clan Reputation Modifiers & Glass Jaw Gain
+ PR #6578: Added Skill Check Dialog Using New Centralized Skill Check Utility
+ PR #6579: Updated Edge Handling and GUI Support (Sentry)
+ PR #6580: Fixed Infinite Loop in getAvailableForceIDs (Sentry)
+ PR #6581: Ensured StratCon Campaigns Always Generate At Least One Track (Sentry)
+ PR #6593: Added Prisoner Capture Target Number to Logs
+ Fix #6596: Added Off-Board Deployment Validation and Improved Generation Safety
+ PR #6597: Refactored Temporary Prisoner Capacity Management
+ PR #6602: Fixed 24-hour Work Day in Refit Display
+ PR #6604: Fixed Mercenary Auction Decline Auction Option
+ PR #6607: Added 29 Brand New, Fully Implemented SPAs from A Time of War; Added 2 New Unofficial SPAs
+ PR #6608: Added Option to Award Children a Single SPA When They Turn 16
+ Fix #6609: Increased Width of Finance Summary
+ PR #6613: Added Tint To Campaign Options Tab Images
+ PR #6615: Fixed Skills Failing to Load into Campaign Options if Out-of-Date
+ Fix #6616: Fixed Convoys Not Deploying to Scenarios
+ Fix #6618: Implemented Pre-Tukayyid Clan Tech Restrictions to Force Generation
+ PR #6625: Adjusted Missing Team Fallback Logging
+ PR #6626: Implemented Graceful Failure when Loading Random Marriage Settings from Older Versions
+ PR #6627: Implemented Graceful Failure when Loading Random Procreation Settings from Older Versions
+ PR #6628: Fixed Error On Loading Campaign That Predates Combat Teams
+ PR #6634: Fixed NPE When Loading Units Without an Engine
+ PR #6635: Implemented Graceful Failure when Loading Random Divorce Settings from Older Versions
+ PR #6636: Fixed Formatting Issue in Campaign Load Prompt
+ PR #6637: Fixed Retirement Transaction Type Compatibility for Older Versions
+ PR #6638: Added Support For the "ROUT" Morale Level Used in Older Versions
+ PR #6639: Fixed Commander's Day Dialog To Scale Banner Image Properly
+ PR #6640: Fixed Incorrect Constants and Pronoun Placement in BirthAnnouncement
+ PR #6641: Fixed Null Pointer Issue in Refit Handling
+ Fix #6646: Fixed Skill XP Costs Resetting
+ PR #6650: Better differentiate transport type in TOE
+ PR #6649: Fix what units are passed to detach trailer/tractor so it only shows when needed
+ Fix #6651: Removed Partial Maintenance and fixed Shorthanded Penalty
+ Fix #6652: Fixed Use Player DropShips Always Picking the Same Unit
+ Fix #6653: Updated Doctor/Tech Uses Administration to No Longer Factor Administration into Experience Level
+ Fix #6654: Added New Player Quickstart Option
+ PR #6657: Renamed "Company Generator" to "Quick Start Company Generator"
+ PR #6661: Updated Presets to 50.05
+ PR #6662: A Couple of SPA XML Fixes
+ PR #6663: Fixed Skill Panel Layout Calculation in Campaign Options IIC
+ PR #6667: Fixed an NPE During Contract Resolution (Sentry)
+ Fix #6668: Fixed Creative Accounting for Ammunition in Resupplies
+ Fix #6672: Corrected swapped new day Optimize Medical Assignments and MRMS
+ Fix #6619: Fixed C3 Links made in MM lobby persist back into MekHQ
+ PR #6648: Tractor transport types can now be used for leadership bonus unit selections
+ PR #6675: Fixed Command Skills Counting Down not Up
+ PR #6677: Fixed NPE in updateCommander (Sentry)
+ Fix #6688: Corrected Fuel Cost Calculation for DS
+ Fix #6412, #6422: Fixed Multiple Scenario Template Issues
+ Fix #6669: acar move entity by copy and fix the problem with ammo
+ PR #6690: Fixed Sorting and Updating of Procurement Table
+ PR #6692: Improved Handling of Unit Rating Report for Older Campaigns
+ PR #6693: Improved SkillLevel Parsing from Older Campaigns
+ PR #6694: Made 'Invalid Profession' Errors More Visible With Advance for Older Campaigns
+ PR #6695: Skip Turrets / Gun Emplacements when auto-configuring NPC ammo loadouts
+ PR #6696: Updated New Player Guide for 50.05; Added Print Friendly Version
+ PR #6699: Thunderbird Battle Armor (3145/NTNU RS Upgrade versions) had no space between (Upgrade) and [Wepaon Type] in MHQ, but it did in MM.
+ Fix #6700: Fixed Company Kill Awards not awarded
+ PR #6703: Added Null Protection to ReportHyperlinkListener
+ PR #6706: Refactored Centralized Skill Check Class to Use TargetRoll; Fixed Multiple Bugs
+ PR #6705: Fixed SPA Grouping Logic in Campaign Options IIC
+ PR #6713: Fixed Two Invalid and Removable SPAs
+ PR #6714: Fixed Target Number Display in Skill Check Utility
+ PR #6715: Replaced Placeholder Art in Skill Check Dialog
+ PR #6716: Corrected Resupply Documentation; Archived Outdated Parts Procurement Documentation
+ Fix #6717: Fixed Skill Compatibility Version Check
+ Fix #6720: Stopped Deleted Personnel Returning to the Campaign When Activating a Mothballed Unit
+ PR #6729: Moved RandomSkillPreferences to Skills Package
+ Fix #3000, #4097: Updated Comms Center Functionality to Match Description
+ PR #6733: Adjusted Resupply Scaling Factor in Convoy Raid and Facility Hostile Capture
+ Fix #6734: Fixed Prisoner Capacity of Injured Prisoners
+ PR #6735: Added Seed Force to Log During Scenario Generation
+ PR #6738: Remove Redundant Logging in SkillType Updates
+ Fix #3624, #4039: Fixed Transport Report Counting Mothballed Units as Occupying Bays
+ Fix #4014: Fixed OmniPod Handling in Repair Bay Acquisitions Dialog
+ Fix #4120: Updated Global Tooltip Behavior for Instant and Persistent Display
+ Fix #4086: Added GM ability to increase warehouse item counts
+ Fix #6718: Ensured Only Active Techs are Reassigned When Activating Units from a Mothballed State
+ Fix #6701: Added Colorblind Assistance to Refit Not Found Text
+ Fix #1914: Refactored Contract Terms Negotiations to Be Closer to RAW
+ PR #6727: Fix sorting the units in the Unit Market by price
+ Fix #6711: Fixed Conventional Infantry & Large Vessel (DropShip) Mothballing and Activation
+ Fix #3870: Allowed Extra Maintenance Time for Self-Crewed Units (Such as DropShips); Allowed Maintenance Time Changes for Mothballed Units
+ Fix #3963: Added the Ability to GM Increase the Number of Each Part in the Warehouse
+ Fix #4086: Added Parts In Use Button to Warehouse Tab
+ PR #6730: Added Option to Disable ATOW Attribute Scores
+ PR #6736: Simplified Roleplay Skills Randomization
+ PR #6737: Adjusted Maintenance Cycle Hangar Display
+ PR #6745: Updated "The Learning Ropes" Campaign Save File
+ PR #6757: Fixed Defection Logic for Prisoners
+ Fix #6758: Fixed Ransom Events Not Ransoming Prisoners
+ PR #6760: Added Missing 'Has Documentation' Icon to Unit Market Options in Campaign Options IIC
+ PR #6762: Slightly Adjusted Tooltip Initial Delay Setting
+ PR #6756: Fixed Exception When Adopting Child with Existing Parents (Sentry)
+ Fix #6761: Fixed Birthday Generation Logic
+ PR #6763: Fixed Loophole That Allowed Players to Acquire Clantech Prior to Tukayyid.
0.50.04 (2025-03-22 1600 UTC)
+ PR #5852: RAW CamOps Delivery Times
+ PR #5853: Remove Legacy AtB's Campaign Parts Availability System
+ PR #5868: Updated Several Scenario Effects to use SupplyCache over SupportPointUpdate
+ Fix #5695: Refactored Personnel Cleanup and Random Dependent Removal
+ PR #5873: Added Force Type Enumeration
+ PR #5892: Refactored Resupply Messaging to use Internalization
+ PR #5905: Refactored Currency to No Longer Always Display as C-Bills
+ PR #5907: Implemented Clarion Note & Gray Monday
+ PR #5920: MegaMekLab Issue 1703: Allow bays to be added to aerospace fighters
+ PR #5955: Implemented Death Rework
+ PR #5959: Updated rankSystems version to 0.50.04-SNAPSHOT
+ PR #5962: Converted Honor Rating into an Enum
+ PR #5963: Refactored PrisonerStatus Enum and Reorganized Related Code
+ PR #5964: Use ModifiedConstantSkillGenerator for Skill Generation
+ PR #5965: Added "Intercept the Escapees" Scenario Template
+ PR #5966: Added 'None' Generation Method to ScenarioForceTemplate
+ Fix #5845: In Stratcon scenario wizard, leadership units consider transport assignments
+ PR #5982: Cap splashscreen button width
+ Fix #5980: Improved commander updating logic
+ PR #5985: Fixed backwards "last compatible version" check
+ PR #5988: Feat: refactor flags to use EquipmentFlag instead
+ Fix #5987: local bots property empty on non-atb games #5989
+ Fix #5922: Fixed Off-by-One Error in Mass Training Dialog
+ PR #5993: Adjusted Gray Monday Employer Dialog to Trigger on the Correct Day
+ PR #5999: Fixed Clan Ghost Bear Greeting Keys
+ Fix #5979: Force players to use commit when deploying forces
+ PR #6001: Added Glossary Functionality to MHQDialogImmersive with Clickable Hyperlink Support
+ PR #6004: Refactored Support Point Modification Method Name
+ PR #6005: Refactored Fatigue Modification Method Name
+ PR #6006: Added Shortcut Method to Check if a Unit is Battle Armor
+ Fix #6009: Improve Stratcon deployment logic to ensure units aren't deployed twice
+ PR #6012: Fixed Multiple Resupply Bugs
+ PR #6020: Manage Scenario will now use manage scenario and not manage forces
+ PR #6019: Change xml recording of hiring halls
+ Fix #5996: Typo in cargo, fixes bolding, addresses issue #5996
+ Fix #5784: Better handling for missing parts when replacing parts via "Pod Space"
+ PR #6014: Refactored Active Personnel Retrieval Logic
+ PR #6013: Refactored Random Dependents Removal-Addition into a Seperate Class
+ PR #6028: Cache finances balance
+ PR #6029: Linked scenario unit selection
+ PR #6031: Convert planetary system data to yaml + general planetary system overhaul
+ Fix #6025: Young Wolves Storyarc doesn't correctly assign main character or Tobias to the Mechwarrior Trueborn Caste
+ PR #6051: Read user force icons data from user directory
+ Fix #6033: RFE - MekHQ to MM trailer support
+ Refactor shares percent to be polymorphic #6060
+ Fix #5814: Change meklab check to last index check
+ PR #6068: Allow Battle Armor suits from different squad sizes to be used as replacements
+ Fix #6065: Unit History in UnitViewPanel does not wrap.
+ PR #5824: Extract AtB Event Types to enum
+ PR #6016: Implemented Prisoners of War & Abstracted Search and Rescue System
+ PR #6064: Add Tests for calculateContractDifficulty()
+ PR #6071: Further enhancement for BA Suit swappability in MekHQ
+ PR #6072: Add source information to PlanetViewPanel
+ Fix #6073: uses the correct getInstance instead of accessing directly the static map
+ PR #6075: Pintle turret and flags (MML #1741)
+ PR #6076: Added Reputation Sanity Options to Campaign Settings
+ PR #6077: When advancing day set cursor to wait cursor
+ PR #6083: Adjusted Prisoner Capacity Calculations and Event Logic
+ Fix #5719: Add setting for minimum daily repair time to MRMS
+ PR # #5998: Personality Revamp
+ PR #6086: Adjusted Reinforcement Arrival Time Scaling, Target Number, and Leadership Budget Logic
+ Fix #6084: Clear leadership units when setting a new scenario
+ Fix #4364: Add campaign option to allow duplicate portraits
+ PR #6095: Null Check for Random Dependents
+ Fix #6069: Updated Academy Training Types in Unit Education.xml
+ PR #6098: Corrected Glossary Links For Fatigue
+ Fix #6094: Fixed Prisoner Capture And Processing Logic #6099
+ Fix #6089: Refactored Unsupported Unit Handling
+ Fix #6088: Simplified Enum References And Removed Legacy Scenarios
+ Fix #6079: Fixed Incorrect Seed Force in Resupply Interceptions
+ Fix #6078: Added Fatigue Gain Mechanism for Training Combat Teams
+ Fix #6104: Fixed NullPointerException In RandomizeAroundSpecifiedPlanet
+ Fix #6063: Refactored StratCon Scenario Retrieval And Table Rendering
+ Fix #6055: Updated Scenario Briefings and Objectives
+ Fix #6107: Fixed Maternity Leave Activation Logic
+ Fix #6010: Fix incorrect term in autosave settings
+ Fix #3655: Fix vehicle crew requirements for trailers
+ Fix #6112: Fix BA Ammo Issues
+ PR #6124: Multiple Immersive Dialog Improvements
+ Fix #6121: Improved Effective Fatigue Handling and Fixed Target Selection in POISON Event Effects
+ Fix #6120: Fixed Duplicate Resupply Processing for Active AtB Contracts
+ Fix #6127: Adjusted Resupply Scaling Logic
+ Fix #6119: Removed Non-Current Scenario Status Handling In CommandCenterTab.java
+ PR #6129: Prevented New Contract Offers When an Active Contract Exists
+ Fix #6117: Refactored ReputationFactor To Use Double Instead Of Integer
+ Fix #6131: Enabled Autosave Before Missions By Default
+ Fix #6113: Added Age Calculation In Personnel Table Column
+ Fix #6111: Adjusted Scenario Templates for Arrival Turn and Objectives
+ Fix #6027: Refactored Campaign Force Value Calculation
+ Fix #6023: Added Auto-Logistics Support For Actuators, Jump Jets, And Engines
+ Fix #6017: Fixed Multiple Gray Monday Bugs
+ Fix #6002: Updated Unit Count Logic When Determining if There is a Force Deployment Deficit
+ Fix #5928: Allow Appropriate Units to be Tactical Transported in Cargo
+ Fix #6056: Clarify Convoy Tonnage Requirement Label in Briefing Room
+ Fix #6143: Prisoner defection event failed to list names, missing resources error
+ Fix #6145: Contractual convoy pop-up fails to report cargo ton estimations
+ Fix #6146: Dependant was removed as soon as they joined
+ Fix #5983: Training and Education Docs - Officer/NCO Training Typos
+ PR #6156: Added New Academies To Prestigious Academies Dataset
+ PR #6161: Adjusted Planetary Acquisitions to use the campaign option for Delivery Scale to make deliveries optionally slower
+ PR #6162: Updated Manual Unit Rating Modifier Range
+ Fix #5639: Disabled Time Traveling in Campaign Options; Fixed Campaign Options Start Up in Abridged Mode
+ Fix #5734: Added Mothball Option for Unit Market Deliveries
+ Fix #5973, #6036: Parts in Use Now Ignores Salvage or Mothballed Units
+ Fix #5974: Fixed Duplicate StratCon Deployments
+ PR #6139: Enforced Skill Value Boundaries
+ Fix #6144: Refactored Prisoner Context Menu Behavior
+ PR #6157: Updated Battlefield Control Logic in Scenarios
+ PR #6159: Renamed `getAvailableForceIDs` Method to `getAvailableForceIDsForManualDeployment` For Improved Clarity
+ PR #6160: Replaced Magic Numbers With Constants For Scenario IDs
+ FIX #5829: ACAR - automatically change the color of the bot for another color if there is a collision
+ FIX #6059: PACAR auto-start only when using CommanderGUI
+ PR #6169: Updated Warehouse Parts Table To Better Indicate Brand-New Status in Quality Column
+ RFE #5919: Make Daily Log Killed in Action Text Show up in Red
+ Fix #6166: Corrected Resupply Interception Placeholder Messages
+ Fix #6169: Updated Reinforcement Logic to Better Support GM Overrides
+ PR #6173: Corrected Support Points Removal Logic
+ Fix #6174: Fixed new dependants claiming own name as job title in daily report
+ PR #6177: Drones are marked as unsupported units in MekHQ until they can be implemented in MegaMek
+ Fix #6180: Fixed Parts in Use Dialog selling wrong number of parts
+ PR #6190: Enforced Exchange Salvage for Contracts vs. Clan Factions Prior to Tukkayid
+ PR #6195: Added null Protection During Prisoner Capture to Avoid Lockup in Non-AtB Campaigns
+ PR #6202: Fixed Non-Binary Pronoun Support for Personality Generator; Added Additional Quirks; Expanded Characteristic Variants; Fixed Personality Generator
+ PR #6203: Added Suppress Inspection Annotations To PrisonerEvents.properties
+ PR #6204: Added Suppression Of UnusedProperty Inspection Comment to CampaignOptionsDialog.properties
+ PR #6205: Added Suppression Of UnusedProperty Inspection Comment to Resupply.properties
+ Fix #306: Added 'Can Use' Filter to Owned Unit Picker
+ Fix #403: Added Automatic Assignment of 'Clan Pilot Training' SPA to Clan Personnel
+ Fix #5305: Improved Logical Flow of Experience-Based Salary Multipliers in Campaign Options IIC
+ Fix #5960: Fixed SPA Editing in Campaign Options IIC
+ Fix #5968: Added Missing SPAs to Campaign Options IIC
+ Fix #5969: Removed Deprecated Label From Kill XP Awards in Campaign Options IIC
+ Fix #5975: Fixed Image Scaling Stopping Campaign Options IIC from Launching
+ Fix #5978: Fixed Copy-Pasting of Skill Values in Campaign Options IIC
+ Fix #6057: Improved Resupply Focus Handling And Dialog Messaging
+ Fix #6181: Fixed Tooltips and Formatting in Campaign Options IIC
+ Fix #6182: Updated Curriculums For Local Academy Administration Courses
+ Fix #6184: AtB Bonus Roll Units Now Take 1 Day to Arrive
+ Fix #6185: Fixed Incorrect Loading/Saving of Options in Campaign Options IIC
+ Fix #6187: Fixed Origin System-Planet Selection to Ensure No Null Values in Campaign Options IIC
+ Fix #6189: Added Fatigue Display when Assigning Forces to Scenarios
+ Fix #6194: Removed Requirement for Field Kitchens to Be Maintained
+ PR #6206: Reduced Attempt Count For Capturing Prisoners from 3 to 2
+ PR #6207: Fixed Unit Eligibility Logic For Frontline and Leadership Units
+ PR #6208: Rebalanced Support Point Negotiation Logic
+ PR #6209: Updated Reinforcement Target Calculation Logic
+ PR #6210: Updated Combat Teams, Roles, Training & Reinforcements.pdf
+ Fix #6216: Fixed Assignment of Player DropShip to Random Scenarios
+ PR #6221: Corrected AutoResolve Campaign Option Layout
+ PR #6222: Added Counter-Convoy Support to PACAR
+ PR #6225: Updated Part Saving to Always Save 'Brand New' Status
+ PR #6230: Adjusted Order of Personnel and Dependent Processing in New Day
+ Fix #2724: Stopped Scenarios Spawning if the Scenario Due Date is After Contract End Date
+ Fix #3175: Fixed Enemy Personnel SPAs Not Loading
+ PR #6239: Corrected Minimum Interception Chance in Resupply Logic
+ PR #6240: Adjusted Resupply Tonnage Calculation to Enforce a Minimum Weight of 1 Ton
+ PR #6242: Fixed Incorrect Alphabetical Sorting of Skills
+ PR #6243: Reduced the Reinforcement Arrival Time of Non-Spheroid AeroSpace Assets (Including DropShip Transported Units)
+ PR #6246: Rebranded 'Tactics Skills' Campaign Options to 'Command Skills'; Expanded Coverage to Include Leadership and Strategy
+ PR #6247: Fixed Artillery, Anti-Mek, and Secondary Skill Spinner Min and Max Values in Campaign Options IIC
+ Fix #498, #1024: Added Limb Replacement Surgery Option for Campaigns Using Advanced Medical
+ PR #6249: Optimized Daily Nags
+ PR #6251: Added Admin Strain Nag Dialog
+ PR #6252: Corrected Scenario Objectives in Close Air Support Template
+ PR #6253: Fixed Campaign Victory Point Handling For Crisis Scenarios (Jail Break and Resupply Interception)
+ PR #6254: Added 829 New Callsigns (Credit: Tempest56)
+ PR #6256: Added Administrator Role Documentation
+ PR #6271: Corrected One-Way Sync Between MegaMek and Campaign Options
+ PR #6260: Updated Stock Presets for 50.04; Fixed Critical Preset Loading Bug; Retired 'Campaign Operations (StratCon)' Preset
+ PR #6261: Fixed Gray Monday Loans; Improved AtB Modifier Handling
+ PR #6263: Added Initiative Bonuses from Tactics to Princess Units
+ PR #6268: Corrected Arrival Turn Values in a Few Scenario Templates
+ Fix #6272: Fixed Typographical Error in GrayMonday Properties
+ PR #3365: Removed Infirmary Background Image
+ Fix #6267: Fixed Incorrect Tracking of Deployment Zones
+ PR #6273: Refactored Skill Overrides; Added Randomization Logic; Added AeroSpace Ronin
+ PR #6274: Fixed Field Kitchen Ignore Non-Combatants Option Not Saving
+ Fix #6276: Fixed Prisoner Nag Displaying When No Prisoners Held
+ PR #6278: Fixed Republic of the Sphere Being Incorrectly Selected as Enemy Post-Fortress Wall
+ PR #6280: Corrected Assassination Scenario Briefing
+ PR #6282: Fixed Tactics-based Commander Initiative to Not Require SPA, Edge, or Implant Options to Be Enabled
+ PR #6286: Increased Minimum Skill Requirement For Replacement Limb Procedures to Match RAW
+ PR #6291: Added Handling for When Unit Quality is Manually Set to Empty or null Quality
+ PR #6292: Added Specific Handling for Legacy Prisoner Capture Styles
+ Fix #5977: Updated Label Texts for Clarity in Campaign Options IIC
+ PR #6298: Added Employer Modifiers to Contract Negotiations
+ PR #6296: Changed Filter Panel to Display by Default in Interstellar Map Panel
+ PR #6297: Removed Timer Delay for Filter Panel in Interstellar Map Tab
+ PR #6299: Disabled Remove CVP and Remove SP Options if GM Mode is Disabled; Allowed GMs to Take SP and CVP into Negative
+ PR #6300: Fixed Support Point Generation Soft Cap
+ Fix #6302: Refit will now properly consider different qualities as "used for refit planning
+ PR #6301: Archived AtB Documentation
+ PR #6303: Fixed Deployment Turn Calculation For Mounted Reinforcements
+ PR #6304: Added Note About SP Spending to Reinforcement Dialog
+ PR #6305: Corrected Multiple Facility Errors
+ PR #6306: Add canon static planet data and sources
+ Fix #6266: Patrol lance still scouts adjacent hexes even if deployment is cancelled
+ PR #6314: Corrected Resource Bundle Reference In PrisonerRansomEventDialog
+ Fix #6313: Added Self-Correction Step to Scenario Objective Processing
+ Fix #6315: Fixed MekHQ Throwing Meks into Low Altitude Scenarios
+ PR #6319: Added Early Exit for Objective Determination Self-Correction Loop
+ PR #6323: Added MekHQ New Player Guide
+ PR #6325: Updated New Player Guide PDF
0.50.03 (2025-02-02 2030 UTC)
+ PR #5568: Spare parts rules reference adjustment
+ PR #5559: Refactored Combat Team Handling in Scenarios for Better null Safety
+ Fix #5572: don't attempt to sum NaN tonnage equipment
+ PR #5577: Leadership Units & Support Point Scarcity Hot Fixes
+ PR #5582: Updated Rank Systems Version in ranks.xml
+ Fix #5188, #5410: Corrected GUI Theme Retrieval to Use selectedTheme
+ PR #5585: Replaced Placeholder Challenge Skulls with Final
+ Fix #5584: Fixed NPE in ScenarioTableModel
+ Fix #5590: Fixed Incorrect Cargo Sizes for Resupplies
+ PR #5595: Fixed Abandoned Convoys; Updated Abandoned Convoy Dialog
+ PR #5597: Added Better Tooltips for Force Roles
+ PR #5598: Updated Resupply & Contract Automation Dialogs; Fixed Multiple Resupply Bugs
+ PR #5599: Improved Loot Good Event Language
+ PR #5600: Added Clarification to Reinforcement Dialog
+ Fix MM #5547: spelling, fixes issue
+ PR #5602: Adjusted AtB Bonus Events
+ Fix MM ##5138: fixes capitalization of names
+ PR #5606: fix moons listed for Tantara
+ PR #5610: Corrected StratCon Menu Actions for Scenario and Force Management
+ PR #5611: Corrected Default Theme to Empty String
+ Fix #3352: add additional sortable columns to the contract table
+ PR #5614: Fixed Cargo Capacity Calculation with New Container Pattern
+ PR #5617: Restrict Distance Label to AtB Contracts Only
+ PR #5619: Refactored PostScenarioDialogHandler to use Generic Scenario
+ PR #5620: Autologistics Reporting fixes
+ PR #5624: Updated Frontline Deployment Instructions
+ Fix #5612: Add defensive check on cancel button
+ PR #5625: Updated StratCon Data Center to Increase Scan Range Instead of Sector Reveal
+ Fix #5604: Save refit config from MHQ MekLab tab
+ Fix #5328: Adjust acquisition modifiers for support vehicles
+ Fix #4876: Add sortable columns in the finance tab
+ PR #5644: Fixed Value Display in Resupplies
+ Fix #5646: Spelling Mistakes
+ PR #5650: Address potential int and double issue from SpotBugs
+ PR #5651: Don't use floats in for loops
+ PR #5652: Adds synchronization to getForces since setForces is synchronized
+ PR #5653: Keep odd number checks using modulus
+ Fix #5604: Save refit config from MHQ MekLab tab
+ PR #5618: Enable Auto-Resolve Button Conditionally for Scenarios
+ PR #5616: Adds some helpful tooltips for contracts
+ PR #5682: Refactored Crew Assignment Event Handling
+ PR #5684: Added Report for Returning StratCon Forces
+ PR #5690: Added Potential Difficulty Spikes to Garrison-Type Contracts
+ PR #5692: Removed Undeploy Option (again); Added Reset Scenario Deployment Option
+ PR #5693: Removed SP Cost for GM Reinforcement Attempts in StratCon
+ PR #5698: Fixed Multiple StratCon Bugs
+ PR #5700: Refactored Scenario Reporting for Legacy AtB and StratCon Differentiation
+ PR #5701: Corrected Weight Class Initialization of Artillery Units
+ Fix #5688: Fixed Typo in Payment Overages Message
+ Fix #5628: Fixed Personality Loading
+ Fix #5612: Fixed Unit Name Reset
+ Fix #5705: Refactored Personnel Market Generation & Fixed Capital/Hiring Hall Checks
+ PR #5707: Corrected Available Force Check
+ PR #5708: Added a Soft Cap to Support Point Generation
+ Fix #5570: Fixed Maternity Leave Date Handling
+ PR #5699: Moved ACAR Module to MegaMek
+ PR #5709: Added MHQDialogImmersive for Immersive Dialog Functionality that Immersively Improves Immersion
+ Fix #3752: Added Handling for Unsupported Unit Types
+ Fix #5717: Removed End of Contract and Manual Resupplies; Fixed Smuggler Prices; Added Remove SP Button
+ PR #5735: Fix: compilation error due to a function being set as static but acessing instance data
+ PR #5781: Feat/ACAR formations reintroduced
+ Fix #5739: Updated 'Clear Units' Button to Correctly Handle StratCon Scenarios
+ Fix #5740,#5580: Fixed Role Eligibility Checks and Ensured Proper Role Assignment
+ Fix #5746: Added Clan and Inner Sphere Resupply Restrictions
+ Fix #5766, #5769: Refactored Education Tag-Along Logic
+ PR #5771: Removed EnemyDropShip and GroundedEnemyDropShip Modifiers
+ Fix #5770: Added null Protection to OutstandingScenariosNagLogic for Outstanding Scenario Nags
+ Fix #5765: Log Prohibited Unit Skips in Resupplies & Prevent Invalid Part Additions
+ Fix #5760: Fixed Combat Team Status Logic for Convoy and Support Force
+ PR #5783: Update Sector Display in Briefing Room to Show Full Grid Reference
+ Fix #5779: Adjust Bounds Calculation in getUnoccupiedAdjacentCoords
+ Fix #5714: Fixed Maternity Leave... yet again
+ Fix #5716: Fixed Force Commander Handling and Improve XML Persistence
+ Fix #5727: Fixed Routed Contracts Resulting in Truncated Payouts
+ Fix #5726: Fix Support Point Acquisition Visual Bug
+ Fix #5736: Preventing Negative Personnel Income
+ PR #5754: Corrected Birthday Generation for Personnel
+ Fix #5753: Added 'null' Protection to AtBDynamicScenarioFactory
+ Fix #5751: Added Exception Handling for Out-of_Bounds Tab Index Selection
+ PR #5731: Remove all the damage applier classes because they currently reside on MegaMek
+ Fix #5713, #5737 Updated & Fixed Required Combat Team Calculations;
Reworked Combat Team Requirement Contract Pay Modifiers; Added Contract Difficulty Modifier
+ PR #4963: Implemented Campaign Options IIC - Full rework of all MekHQ options
+ Fix #3650, #4006, #4712, #5593: Added Ability to Link Units in MekHQ
+ PR #5757: Warnings on Campaign Load
+ PR #5790: Removed Legacy AtB Scenarios from StratCon Campaigns
+ PR #5791: Updated Contract Role Requirements
+ Fix #5777: QuadMeks (and QuadVees) that use Gunner & Pilot can be crewed
+ PR #5795: Replaced a Number of Placeholder Flavor Text & Fixed Encoding Error
+ PR #5796: Fixed Incorrect Condition for VTOL Unit Check
+ PR #5797: Refactored Portrait Mass Assignment Controls to Use Buttons
+ Fix #5750: Added Contract Breach CVP Penalties to StratCon Contracts
+ Fix #6416: Ghostbusting - Reset isDestroyed for entities when returning to MekHQ
+ Fix #5591: Improved Vocational (Idle) Experience Gain; Expanded Immersive Dialog Functionality
+ Fix #5745: Added null Protection to Loot Saving
+ Fix #5761: Fixed Incorrect Pass/Fail Logic in Initial Education Evaluation
+ Fix #5801: Added Enemy Morale Spike to Justify Contract Extension Clause
+ Fix #5800: Corrected Scenario info Visibility Logic in StratconPanel
+ PR #5806: Refactored BV Display Logic in StratconScenario.java
+ PR #5813: Replaced ':' with '@' in internal AI Bot Name
+ Fix #5724: Fix astech time calculations for units that do not require maintenance
+ Fix #5818: Fixed assigning/unassigning transports from TOE at the Force level & infantry compartments use the correct weight for infantry squads
+ Fix #3701: Corrected preset picker display on Linux
+ Fix #5810: Fixed peacetime operating cost settings
+ Fix #5826: Fixed Scenario Info Display for Uncloaked Scenarios
+ PR #5830: Convoy Message Copy Editing
+ Fix #5831: Added null Protection for Units Involved in Automated Mothballing
+ PR #5832: Corrected MHQDialogImmersive Constructor Usage
+ PR #5835: Implemented Granular autoLogistics Settings
+ Fix #5836: Combat Force commanders should be updated when a Force's Commander is updated
+ PR #5839: Refactored HPG Network Logic and Improved Visualization Clarity
+ Fix #5840: Refactored Loot Preview to Use JEditorPane not JTextArea
+ Fix #5841: Corrected isUseAtB to account for useStratCon
+ Fix #5844: Units can only be assigned a transport that is in the TOE
+ PR #5847: Added Methods for Star Radius Estimation and Spectral Type Parsing
+ PR #5848: Fixed Parsing of routedPayout to Handle Non-Numeric Characters
+ PR #5850: Rebranded Idle XP into Vocational XP
+ Fix #5718: Added GM Option to Assign Random SPAs
+ Fix #5817: Fixed Force Updates after Removal in TOEMouseAdapter
+ Fix #5822: Updated Premade Presets for 50.03
+ Fix #5828: Restored Missing Kill Credits for DropShips and Turrets
+ PR #5854: Refactored Preset Dialog Chooser to Include Description
+ Fix #5857, #5862: Fixed Incorrect Tooltips in Campaign Options IIC
+ Fix #5860: Fixed Loading & Saving of Some Campaign Options
+ PR #5864: Remove Unnecessary Edge Trigger Logging
+ PR #5866: Temporarily Removed CamOps Contract Market
+ PR #5812: adding new GUI for Princess ACAR
+ PR #5870: Adjusted Randomness of Turning Points and Highlighted Them in Briefing Room
+ PR #5875: Rolled Back Window Size Setting
+ PR #5878: Fixed Mothball Info Saving & Loading Bug
+ PR #5879: Added Jackson Dependencies for YAML Processing in MekHQ
+ Fix #5799: Differentiating between IS & Clan DHS & unbreaking commas in Parts in use
+ Fix #5811: Fixed Multiple Follow-up Contract Bugs
+ Fix #5823: Added Weight Bypass Based on Role
+ Fix #5882: Fixed Clan Bidding
+ Fix #5883: Corrected Edge Cost Calculations
+ Fix #5884: Refactored Age Checks; Updated Unit Tests for Procreation and Marriage
+ Fix #5885: Corrected Morale Logic and Contract Type Checks
+ Fix #5886: Added Movement Filter to Entity Generation Logic
+ PR #5889: Replaced Internal Dissension Events in StratCon
+ PR #5891: Added 1,247 New Callsigns
+ PR #5893: Immersively Updated the Immersive Dialog to Be More Immersive
+ PR #5894: Added missing minimaps for MekHQ
+ PR #5900: Fixed Negative Contract Base Pay
+ PR #5874: Feature: minimap themes
+ PR #5908: Restored Missing Column Labels for Planetary Acquisition
+ Fix #5910: Added Fallback for AtB Bonus Unit Creation
+ PR #5912: Implemented NewsDialog for Immersive News Display
+ PR #5915: Update scenario panel facility objective text
+ PR #5925: Fixed Unit Role configuration in Resupply Scenario Templates
+ Fix #5934: Fixed Contract Multiplier Again
+ PR #5941: Corrected Weight Class Parameter Setting Logic
+ PR #5942: Renamed 'Fixed BV' to 'BV' in BotForce Scenario Details
+ Fix #5921: Fixed Used Parts Multiplier Labels to Ignore Quality Reversal in Finances Tab
+ Fix #5917: Added Soldier Requirements Handling in UnitTableModel
+ PR #5930: Format Part Names as Italicized when Brand New
+ PR #5933: Fixed Overwriting of 'Brand New' Part State
+ Fix #5685: More control settings for autoLogistics
+ PR #5931: Refactored Part Handling in Resupply Module
+ Fix #5932: Added check for injuries that are not permanent before going on leave
+ PR #5946: Implemented Linked Scenarios for Interceptions
+ Fix #5951: Fixed Cargo Capacity Calculation in For Cargo Items in Body
+ PR #6601: When restoring techs time, Large Vessel Crews should be considered techs.
0.50.02 (2024-12-30 2130 UTC)
+ Fix #846, #5185: Fix BattleArmor customization/refit overweight check.
+ PR #5206: Re-enabled CamOps Contract Market Method
+ PR #5207: Re-enabled Confirm Preset Option for New Campaign Preset Picker
+ Fix #5203: Handled Exception when Fetching Force by ID in StratconPanel
+ Fix #5202, #5226: Increase Time Limit Scale Factors in Scenario Templates
+ Fix #5197: Reduced Force Multiplier for Pirate Scenarios #5211
+ Fix #5196: Fix Spouse Dependency Check in Divorce Logic
+ Fix #5190: Enhanced Mothballing in ContractAutomation
+ Fix #5184: Corrected Unit Site Comparison Logic
+ Fix #5182: Refactored getCurrentPrisoners to use getActivePersonnel
+ Fix #4652, #5194, #5193, #5205: Reputation Error Corrections & Report Reformatting
+ Fix #5204: Enhanced INVALID Formation Level Checking
+ Fix #5220: Lowered Capture Percentage Requirement to 25%
+ PR #5223: Adjusted Command Rights Scenario Modifiers
+ Fix #5219: Updated Force Generation for Irregular Scenarios
+ PR #5225: Removed Legacy AtB Guaranteed SPAs
+ PR #5227: Renamed "Add Funds" to "Add Transaction" for Clarity
+ PR #5228: Added Monthly StratCon Support Points Generation #5228
+ Fix #5181: Generate required lances for manual AtB contracts for StratCon init
+ PR #5234: Refined Turnover Prompt Dialog Text
+ PR #5173: Rename TroopSpace to InfantryCompartment
+ PR #5210: Update Rank Systems to Version 0.50.02-SNAPSHOT
+ Fix #5239: Simulated Relationship Behavior Fixes
+ Fix #5235: Fixed Typo and Added null check in RetirementDefectionTracker
+ PR #5243: Updated MekHQ Morale & StratCon Scenario Spawn Methods
+ PR #5155: CombatMath: Make princess take the reins so you can play a game of spreadsheets!
+ Fix #5238: Added Better Handling for Negative Skill Levels
+ PR #5247: [FG3] Updated Aircraft Force Generation, Unit Culling, and Added ProtoMeks
+ Fix #5236: Stop My Mechwarrior Won't Stop Having Babies
+ Fix #4849: Replaced Cubicles Persist after Saving & Loading
+ Fix #4529: adds null check before accessing skill property
+ PR #5253: Allows to select a previous engineer or new crew member to activate large vessels
+ Fix #4163: This allows the left thruster to be a missing part
+ Fix #4085: MegaMek fails to load Dropship sent from MekHQ
+ Fix #4600: Add Persistent Initiative Bonus to campaign
+ Fix #5169: Added temp Astechs and Medics to Personnel Report; Support Personnel Salaries now match the Finances tab.
+ PR #5250: Renamed 'Lances' to 'Strategic Formations', Expanded Functionality
+ Fix #4600: Added initiativeMaxBonus to Campaign
+ PR #5263: Refactored Strategic Formation Weight Categories
+ Fix #5262: Refactored Scenario Force Building Logic.
+ PR #5266: Refactored Morale Calculations and Logging
+ PR #5268: Refactored Strategic Formations
+ Fix #5149: Better error message for null values in contract fields
+ Fix #5060: BriefingTab Fix
+ Fix #4733: Implemented Advanced StratCon Reinforcements
+ PR #5274: Improved Logging for Force Generation Process.
+ Fix #5114: Campaign now uses pickRandomCamouflage when initialized
+ PR #5280: Centralized Formation Size Logic & Adjusted Contract Required Lance Count
+ PR #5281: Refactored Leadership Unit Selection Logic
+ PR #5283: Adjusted Support Points Negotiation Logic
+ Fix #5285: Fixed SVArmor Price Calculation
+ Fix #5288: Added Recalculation of Scenario Objectives when Assigning Forces
+ Fix #5122 & #5084: Adjusted TO&E Menu Option Availability
+ Fix #5195: Made completion/finished by day calculation unambiguous
+ Fix #5256: Refactored MekHQ Unit's Gunners to be Set to ensure gunners are unique
+ PR #5294: Fixed Typo in 'Fourth Succession War' Naming
+ PR #5296: Simplified Modifier Briefing Text in AtBScenarioModifier
+ PR #5297: Enhanced Formatting in StratCon Scenario Information
+ Fix #5301: Fixed Theatre of War Faction Checks
+ Fix #5302: Improved Unit Substitution
+ Fix #5311: Fixed Marriage Announcements Not Appearing in Daily Activity Log
+ Fix #5318: Corrected Calculation of Age Difference When Marrying Personnel
+ Fix #5333: Show Hired personnel's name change
+ Fix #5323: Removed VIP Capture Scenarios, Added Role Templates, Fixed Objectives
+ Fix #5324: Refactored Cargo Capacity Calculations and Reporting
+ PR #5340: Renamed Strategic Formations to Combat Teams
+ PR #5351: Refactored Required Lances Calculation Logic
+ Fix #5348: Refactored Objective Time Scaling to Handle Edge Cases
+ Fix #5350: Corrected Briefing Room Unit Editing Menu Condition
+ Fix #5345: Reassigned StratCon Force Assignment Picker as Modal
+ PR #5357: Fixed Multiple-Nag Bug by Refactoring in-app New Campaign Handling (Possible fix for #4767)
+ PR #5359: Simplified Splash Screen Button Text
+ PR #5361: Refactored StratCon Tab Layout and Improved UI Design
+ PR #5362: Refactored StratCon Scenario Deployment to Support Scout Role Behavior
+ Fix #5322: Fixed Incorrect Color Usage for Quality Decline Messages
+ PR #5368: Env var mm.profile=dev makes log print on console
+ Fix #5322: Fixed Incorrect Color Usage for Quality Decline Messages
+ Fix #5330: Refactored Combat Team Validation Logic, Loosened Combat Team Requirements
+ PR #5358: Disabled Startup Screen Buttons during Actions
+ PR #5363: Added Requirement for Training Lances to be Deployed to a StratCon Track
+ PR #5364: Renamed 'Unassigned' Combat Team Role to 'In Reserve'
+ PR #5365: Refactored Logic for Retrieving Deployable Combat Forces
+ Fix #5380: Removed Monthly & Mission Accomplished XP Awards from Children & Dependents
+ PR #5382: Establishment of a Requested Stock % feature, and automating weekly checks to keep spare parts in stock
+ Fix #5383: Fixed save bug
+ PR #5389: Abstract Combat Auto Resolve
+ Fix #5304: Fixed Force Commanders Changing on Load
+ Fix #5390: Adjusted Dependent Addition & Removal Logic
+ Fix #5391: Refactored StratconScenarioWizard to use a Scroll Pane
+ Fix #5392: Updated StratCon Deployment Mechanics
+ PR #5393: Fixed Experience Rating Parsing to Handle Invalid Character
+ Fix #5394: Corrected Scenario Briefings by Removing Explicit Turn Limits
+ PR #5397: Prevent Reserved Formations from Being Deployed to StratCon
+ PR #5399: Capped Negotiated StratCon Support Points at Sector Count
+ PR #5400: Removed Contract Breach References in Scenario and Loan Events
+ PR #5401: Set Default Maintenance Multiplier for Salvaged Units
+ PR #5403: Disabled Commit Forces Button when No Forces Selected
+ PR #5158: Implemented Resupply Module
+ PR #5407: Updated Name of I18n Class
+ PR #5411: Updated Damage Application in ACAR
+ PR #5415: Fixed Resolve Unit Test to Only Run when Asked
+ Fix #2800: Fixed Force Deployment Order Bug
+ Fix #4430: Fixed NPE in Caused by Deployment Attempt in Integrated Command
+ Fix #5299: Added Missing Tile Images to Stratcon Biome Manifest
+ Fix #5317: Set Minimum Target Skill Level in Mass Training Dialog to 1
+ Fix #5344: Improved StratCon Force Picker & Renamed LayeredForceIconOperationalStatus to OperationalStatus
+ Fix #5369: Fixed Divorce Logic
+ Fix #5408: Fixed Passenger Capacity Calculation in CamOps Reputation
+ Fix #5409: Refactored StratCon Campaign Management Dialog
+ PR #5416: Fixed Incorrect Ordering in Personnel Status Change Switch
+ PR #5417: Refactored Personnel Handling on New Day
+ PR #5423: Updated TO&E to Use "Support" Term instead of "Non-Combat"
+ PR #5425: Added Notification for Users Attempting to Manually Deploy on Integrated Commands
+ PR #5427: Fixed Unit Check in Combat Team Status Evaluation
+ PR #5428: Added Combat Teams & Support Forces Documentation
+ PR #5429: Archived Outdated Against the Bot Documentation
+ PR #5435: Halved Duration of Recon Scenarios
+ PR #5436: Adjusted Scenario Modifiers BV & Unit Count Contribution
+ PR #5437: Added Further Edge Case Handling for Turn Limit Scenario Objectives
+ PR #5438: fix: quick bandaid for gun emplacements in ACAR
+ PR #5443: Updated Naming of AtBLanceRole Class, Added Auxiliaries Combat Role
+ PR #5444: Removed Remaining Instance of Undeploy Functionality when StratCon is Enabled
+ PR #5446: Updated Convoy Scenarios to Exclude BV and Unit Count Contribution for Convoy Units
+ PR #5447: Refactored Conventional Fighter Handling in StratCon
+ Fix #5449: Fixed Force Removal Bug in TO&E, Fixed Convoy-Support Force Option Bug #5449
+ Fix #5450: Fixed Combat Team Eligibility Check by Rolling Back Use of getAllUnits()
+ Fix #5439: ACAR mode selection
+ PR #5460: Refined Deploy/Undeploy Menu Behavior for GM Permissions
+ Fix #5442: Improved Reinforcement Transparency and User Control
+ Fix #5465: Corrected Date of Resupply Interception Scenarios & Added Clarity to Scenario Names
+ Fix #3639, #4036: Fixed Monthly Facility Support Point Gains & Added Functionality to Allied Industrial Facilities
+ PR #5472: Renamed Supply Depots to Space Ports, Buffed Support Point Gain
+ PR #5473: Renamed Fight, Defense, and Scouting Combat Role Names
+ PR #5475: Fixed Resupply Smuggler Dialog Formatting
+ PR #5476: Added Missing Anti-Mek Skill to Battle Armor Basic Training In-Unit Education Curriculum
+ Fix #5491: Fixed Transportation Capacity and Requirement Calculations
+ Fix #5478: Refactored Loot Description for Clarity
+ PR #5493: Added Name for Resupply Loot
+ PR #5494: Fixed Marshalling and Unmarshalling of stratConScenarioType
+ PR #5495, #5496: Updated Documentation for Personnel Modules, Unit Markets, Force Documentation
+ Fix #5453: Refactored Resupply Logic and Streamlined Cargo Calculations
+ PR #5456: Added Motive System Exclusion in Resupply Eligibility
+ PR #5458: Clarified Speaker Names in Resupply Dialogs
+ PR #5459: Added Notification for Dispatched Convoys During Resupplies
+ Fix #5461: Fixed Legacy AtB Battle Chance Spinner Array Indexing Bug
+ Fix #5464: Adjusted Force Multipliers in Emergency Convoy Defense - VTOL Scenario Template
+ PR #5489: Fixed NPE when Searching for Primary Force in StratCon Scenario Generation
+ PR #5477: Rewrote & Reworked Training Combat Role
+ Fix #5506: Updated Force Refresh Logic in TOEMouseAdapter
+ Fix #5512: Added Compatibility Handlers for Legacy Save File Support
+ Fix #5500: Update contract scenarios to replace VIP Capture objectives
+ PR #5504: Fixed Duplicated autoAwards Trigger in New Day
+ PR #5501: Updated Resupply Mechanics, Added Documentation
+ Fix #5480: AutoLogistics requesting incorrect parts when variants of the same part exist in some cases
+ Fix #5479: AutoLogistics orders reset values
+ PR #5509: ACAR Improvements- Damage delivery more granular, fixed error with morale never checking
+ PR #5528: Updated Space Scenario OpFor Deployment & Arrival
+ PR #5526: Renamed 'requiredScenario' to 'turningPoint' in StratCon
+ PR #5525: Refactored Support Point Negotiation into a Dedicated Class; Fixed Initial Support Point Pool Bug
+ Fix #5515: Added "Refused Engagement" ScenarioStatus
+ Fix #5517: Refactored Personnel Filtering Logic for Field Kitchens...Again
+ Fix #5519: Fixed Recon Scenario Spawn; Fixed Bugs Related to Role Name Changes
+ Fix #5529: Fixed Training Logic to Handle Empty Skill Lists
+ PR #5532: ACAR Documentation
+ PR #5522: Implemented Nag Dialog Visual & Code Improvements
+ PR #5514: Added Travel Description Report to Transit Automation
+ Fix #5221: Adjusted Required Scenario Distribution to More Evenly Award CVP;
Reduced Scenario Sizes for House & Integrated Commands
+ PR #5540: Refactored Pilot Starting Age Calculation
+ PR #5541: Further Adjustments to Starting Ages
+ PR #5536: Corrected Auxiliary Deployment Restrictions
+ PR #5537: Corrected Reinforcement Interception Map Type
+ Fix #5534: Fixed Typo in Resupply Roleplay Event
+ Fix #5535: Adjusted Force Role Weighting in DropShip Defense Scenario Templates
+ PR #5545: Temporarily Disabled Non-Launch Ready Options
+ Fix #5498: Corrected Loading & Unloading of Prior Failed Entrance Exams
+ Fix #5543: Refactored ScenarioType Parsing Logic
+ Fix #5542: Remove User Preferences Handling from BatchXPDialog
+ PR #5551: Refactored Initial Education Logic
+ PR #5557: Refactored Ally and Enemy Rating Calculations for Contracts
+ Fix #5556: Refactored Combat Roles for Clarity
+ PR #5560: Fixed Support Point Negotiation Report
+ PR #5561: Added Missing in-House Bootcamps for NCOs, Warrant Officers, and Officers
+ PR #5562: Fixed Entrance Exam Logic and Added Tooltip Display
+ PR #5563: Log jvm parameters
+ PR #5565: Refactored StratCon Reinforcement Dialog & Added GM Reinforcement Option
+ PR #5566: Refactored Nag Dialog Checks to Improve Performance
+ Fix #5667: Reworked Morale Logic
+ PR #5670: Refactored Font Color Handling for Cargo Report
+ Fix #5662: Restore Default Font Color when Leadership Selection Valid
+ Fix #5661: Removed Hardcoded Primary Ally Modifier Chances
+ Fix #5648: Expanded and Fixed Cargo Capacity Logic
+ PR #5674: Expand Special Unit Generation in AtB Unit Market
+ Fix #5668, #5640: Multiple Resupply Bug Fixes
+ PR #5676: Corrected Transportation Unit Type Check
+ Fix #5663: Addresses where the financeTable is empty
+ Fix #5664: Expanded Contract Automation Functionality to Manually Created AtB Contracts
+ Fix #5728: fixed error with resolver test
0.50.01 (2024-11-10 1800 UTC)
+ PR #4810: Respecting Trademarks (Mech to Mek)
+ Fix #4417, #4764, #4774: Updated Campaign Presets & Addressed Relevant Name Change Issues
+ PR #4655: Refactored Random Company Name Generator to Use CSV
+ PR #4691: Revised CamOps Reputation Derived AtB Modifier, Renamed getUnitRatingMod Method
+ PR #4693: Refactored Personality Characteristic Display in Personnel Table
+ PR #4699: Refactor Initial Education Level Assignment
+ PR #4719: Adjusted Target BV Percentage Logic for BVScaled OpFor Generation
+ PR #4720: Replaced TaharqaSkillGenerator with StratConSkillGenerator in Force Generation Calculations
+ PR #4722: Refactored Difficulty Multiplier Calculation
+ FIX #4535: Improved limits on generating infantry for APCs
+ FIX #4649: Removed Ability to Assign AeroSpace Pilots to Conventional Aircraft
+ FIX #4744: Fixed Formatting Issues in EducationController
+ FIX #4763: Added Army Group Formation Level
+ PR #4777: Include more information about available personnel in Camops Personnel Market Refresh Report
+ FIX #4783: Fixed Hidden Loyalty Calculation in RetirementDefectionTracker
+ FIX #4784: Refactored Personnel Filtering and Added Last Mission Date Check
+ FIX #4787: Updated Prisoner Defection Base TN
+ PR #4792: Sell Parts from Parts in Use Dialog
+ FIX #4765: Fix error in camlann system faction ownership
+ FIX #4789: Remove untreated personnel nag for prisoner-defectors and add unit tests
+ FIX #4790: Fix Mission XP Reward Setting
+ FIX #4803, #4802: Corrected Experience Rating Calculation in Reputation
+ PR #4830: Corrected terminology in Academy XMLs
+ PR #4831: Fix typos in identifiers for MEKWARRIOR and AtBUnitRatingMod
+ PR #4751: Fixed Typo in Mission.properties
+ FIX #4841: Added Post-Name Change Compatibility Handlers to Academy.java, Removed Redundant Setter Methods
+ PR #4843: Added Post-Name Change Compatibility Handlers, Added JavaDocs to Phenotype.java
+ PR #4846: Restored Missing Portrait Folders
+ PR #4847: Added Post-Name Change Compatibility Handlers to SkillType.java
+ FIX #4833: Added Post-Name Change Compatibility Handlers, Added JavaDocs to PersonnelRole.java
+ Fix #4882: Filter out inactive factions when determining capitals for personnel market generation
+ PR #4848: Added Tooltip for Crew Requirements in Hangar Tab Display
+ Fix #4834: Refactored Nag Dialogs, Split UnableToAffordExpensesNagDialog into Two Dialogs, Added Unit Tests
+ PR #4521: Relationship & Childhood Overhaul
+ PR #4888: Added 'Part Quality Report' Dialog
+ PR #4884: Refactored GM Person Editing to Handle Multiple Selections
+ Fix #4748: Refactored Award Drawing Methods
+ Fix #4745: Added Mission Check for 'prisonerofwar' Award Eligibility
+ Fix #4701: Updated StratCon Status Message for Inactive Contracts
+ Fix #4870: Enhanced Random-Death Reporting
+ PR #4865: Implemented Force Generation 3, Including Clan Bidding & Batchall System
+ Fix #4785: Added the Tracking of Hits Obtained Prior to the Completion of a Scenario
+ Fix #4779: Added Adult Apprenticeship and Updated Tuition Fees
+ Fix #4771 & #4781: Fixed ConcurrentModificationException in Personnel Removal Process
+ Fix #4736: Regenerate Personality Descriptions for NPCs
+ Fix #4721: Removed Automatic Conversion of CVP into SP when Reinforcing in StratCon
+ Fix #4782: Removed TN Modifier for IS Techs working on Clan Tech, Removed Clan Tech Knowledge SPA and Effects
+ PR #4463: Decoupled Dependents from AtB, Reworked Dependents, Reworked New Personnel Ages, Added Documentation
+ PR #4644: Initial work on CamOps RAW Contract Market
+ PR #4859: Reworked AtB Morale, Rebranding it as MekHQ Morale
+ PR #4885: Added Ability to Define Skill Levels When Using GM Hire Minimum Complement
+ PR #4886: Fixed Birthday Anniversary Events, Added Employment Anniversary Events
+ PR #4887: Refactored Enemy Name Retrieval and Added Automatic Camouflage Assignment
+ PR #4889: Enhanced Academy Application Failure Report
+ FIX #4890: Change Logger Level from Error to Warn for SPA Loader
+ PR #4894: Multiple Post-Merge Corrections
+ PR #4904: Reduced Idle XP in Campaign Presets
+ Fix #4776: Added Default Maintenance Time Campaign Setting #4905 Fix
+ Fix #4897: Generate contract modifiers when adding contracts individually
+ Fix #4805: Fixed Two Instances of NPE Related to the TO&E #4907 Fix
+ Fix #4807: Added Display for Original Unit to Person View Panel #4908 Fix
+ Fix #4835: Added Clarification to Maintenance Cycle Campaign Setting #4909 fix
+ Fix #4839 && #4488: Loosened Skill Requirements for Vehicle Crewmember Role #4910 fix
+ Fix #4911: Simplified Tech Personnel Checks
+ Fix #4851: Added Several <50.01 Compatibility Handlers to CamOps Reputation Report #4913 Fix
+ Fix #4852: Restored Award Unmarshalling Method Call #4914 Fix
+ Fix #4891: Added <50.01 Compatibility BayType Handlers #4915 Fix
+ Fix #4892: Added <50.01 Compatibility Handler for VeeStabiliser Parts #4916 Fix
+ Fix #4902: Added <50.01 Compatibility Handler for Removed Clan Tech Knowledge SPA
+ Fix #4896: Fixed Random-Camouflage Path Handling for Alternate Directory Format
+ PR #4903: Implement dynamic hiring halls
+ FIX #4845: Refactored DropShip Salvage Handling
+ PR #4924: Refactored Batchall Logic and Enhanced Bidding Report
+ FIX #4952: Fix AtBMonthlyContractMarket payment multiplier
+ PR #4961: Remove hiring halls from clan worlds
+ PR #4928: Reworked Scenarios and Scenario Modifiers, Tied Civilian Units to Campaign Era
+ Fix #4930: Fixed Academy XML to Avoid Odd Formating
+ Fix #4898 && #4917 && #4920: Added Further Portrait <50.01 Compatibility Handlers
+ Fix #4921: Edited Display of Advantage Tooltips in Person View
+ Fix #4938: Added <50.01 Compatibility Handlers to SkillPerquisite.java
+ Fix #4900: Fixed Personnel Filter Role Checks to For Vehicle and Vessel Crews
+ Fix #4829: Add Sorter for Maintenance Column in Hangar Tab
+ Fix #4826: Fixed Multiple Award Set Logic in autoAwards
+ Fix #4662: Added Era Buttons to Date Chooser and Modernized GUI
+ PR #4943: Added Contract Difficulty Estimate, Including GUI Support
+ FIX #4918: Updated OpFor Skill Generator and Added Skilled Level Parser
+ FIX #4929: Prevent Battle Armor allocation in TORNADO_F4 wind scenarios
+ PR #4931: Reworked AtB Bonus Rolls, Fixed Bug in Bulk Hire
+ PR #4981: Implemented Campaign Options IIC Preset Picker #4981
+ PR #4984: Refactored Daily Personnel Processing Logic.
+ PR #4989: Adaptation to MM #6068 Replace Manual GUI scaling with FlatLaf Scaling
+ PR #5002: Correct issues with fixed map generation #5002
+ PR #4992: Add Customization Option to Refit Dialog
+ PR #5030: Replaced autoAwards Award Ceremony Placeholder Image
+ PR #4967: CamOps Contract Market - Contract Generation
+ PR #5017: Display Advanced Medical Injuries in UI
+ PR #5024: Add option to show unit images in TO&E
+ PR #5025: Pin/sticky force view tab on TO&E panel
+ PR #5031: Fixed Refitting Units with Blank Model Name
+ PR #5033, #5049: GUI Scaling fixes
+ PR #5034: New row highlights for Personnel Table: Gone, Absent, Fatigued
+ FIX #5028: Random Camo Allocation Fixes
+ PR #5036: Corrected Scenario Modifiers for HouseOfficer units
+ PR #5052: Convert the Part Quality concept into an enum
+ PR #5053: Colorise Skill Levels
+ PR #5054: Implement CamOps Contract Negotiation
+ PR #5055: Parts In Use - Filter Mothballed and Spare Part Quality
+ PR #5064: Bug fix and improvements for calculateContractDifficulty()
+ Fix #5061: Fixed TurretLock Part not saving
+ Fix #4725: Added duplicate kill checking for multi-crewed units
+ Fix #5058: Fixed `isMilitary` and `isPrepSchool` flags; corrected typo
+ Fix #4973: Fixed `isMilitary` and `isPrepSchool` flags; corrected typo
+ Fix #5065: Showed actual amount of armor on order in repair info
+ PR #5066: Parts improvements - minor refactoring and better information
+ PR #5067: Changed "Clear All Items" to "Remove Selected Items" on CC Tab list
+ Fix #5059: Added "No Eligible Personnel" dialog to turnover & retention checks
+ PR #5069: Implemented hiring hall overrides
+ Fix #5045: Added TotalGenericBattleValue tag to MUL export
+ Fix #5037: Fixed hire minimum complement commands
+ Fix #4725: Added duplicate kill checking for multi-crewed units
+ PR #5073: Refactored contract difficulty display and added tooltips
+ PR #5074: Updated primary allies scenario modifiers
+ Fix #5003: Fixed wrapping of personality description
+ Fix #4999: Updated fatigue column of personnel table to use effective fatigue value
+ Fix #4998: Fixed new day reporting
+ Fix #4991: Re-added compatibility handlers for SPA skill prerequisites
+ Fix #5019: ForceRenderer - Bolded unit commanders
+ Fix #5083: StratCon vs normal deployment status of units
+ PR #5085: Improved Force Gen unit substitution
+ Fix #5079: Refined PartQualityReportDialog layout handling and exclusions
+ Fix #4995: Fixed SPA tooltip HTML wrapping in PersonViewPanel
+ Fix #5020: Fixed SPA tooltip HTML wrapping in PersonViewPanel
+ PR #5088: Added 100+ new quirks, refactored personality traits & quirk classes
+ Fix #4988: Added empty jump path check to UnableToAffordJumpNagDialog
+ Fix #4987: Fixed camouflage directory assignment for null faction codes
+ PR #5091: Added minimum number of tracks (1) to StratCon initialization
+ PR #5092: Fixed objective criteria for intercept engagement
+ Fix #4980: Fixed outsourcing of babies
+ Fix #4972: Corrected parameter order in simulated relationship history reports
+ PR #5097: Simplified reputation display
+ PR #5098, #5113: More FG3 scenario adjustments
+ PR #5099: Added award bonuses to award ceremony dialog
+ Fix #5100: PartsStore - Fixed equipment parts and OmniPods (fixes hatchets and maces at least)
+ Fix #4955: Prevented dropout and some graduation events occurring for very young children
+ Fix #5102: Fixed portrait folder names
+ Fix #5023: Fixed Divide by Zero Error in Loans Dialog
+ Fix #4975: Prevent Early Clan Units in Non-Clan Campaigns
+ PR #5103: Globally fix slow mouse wheeling issues, with scaling
+ PR #5104: Fixed Preset Picker Date Issues
+ Fix #4980: Fixed Outsourcing of Babies
+ PR #5105: ResolveScenarioWizardDialog - Some UX Improvements
+ PR #5106: ResolveScenarioWizardDialog - Ransom All Button
+ PR #5107: Updated Interstellar Map View Defaults & Optimized 'ISW' view
+ Fix #5109: Corrected DropShip Scenario Modifier Generation Method
+ PR #5111: Better multi-day repair and refit reports.
+ PR #5112: TechTabelModel - Show Daily Available Time for Techs
+ Fix #5118 && #5117: FG3 Scenario Improvements
+ PR #5121: Label OmniUnits as Omni in the MekHQ UI
+ Fix #5119 && #5108 && #4297 Fixed Position of NewDayEvent Trigger in processNewDay
+ PR #5126: Rebalanced Random Unit Quality
+ Fix #5131: Fixed Faction Conflict Checks for Reeducation Camps
+ PR #5137: Stopped Scenarios Pulling Units from the Hangar
+ Fix #5139: Refactored Field Kitchen Personnel Count Logic
+ PR #5141: Handled StratCon Scenario Placement Failure when All Coordinates Occupied
+ PR #5142: Added New StratCon Scenario Generation Utility Method
+ PR #5143: Fix Track Calculation in StratconContractInitializer
+ PR #5144: [FG3] Adjusted Generation Method in Some Scenarios
+ PR #5145: [FG3] Refactored Difficulty Multiplier Application
+ PR #5146: Adjusted Scenario Loot Box Behavior
+ PR #5147: Refactored JScrollPaneWithSpeed Constructor
+ PR #5148: ResolveScenarioWizardDialog - Rebuild as a tabbed dialog, improve UI
+ PR #5151: Fixed Line Breaks in StratCon Facility Descriptions
+ PR #5152: Update odds add lightning storm and adjust others
+ PR #5154: Renamed Tracks and AtB Campaign State in StratCon
+ PR #5156: Refactor Supply Depot SP Modifiers to be Monthly
+ PR #5157: Fixed StratCon Reinforcement Deployment Check
+ PR #5159: CampaignGUI Tab reordering
+ PR #5161: Changed wording in "Potential Capture Style"
+ PR #5163: Added Force BV Multiplier Logging & Adjusted Calculation in AtBDynamicScenarioFactory
+ FIX #5160, #5162: Updated Infantry Generation Method and Trainee Settings
+ PR #5168: StratCon will No Longer Display GBV when Using FG3
+ PR #5172: Added Contract Automation
+ PR #5174: Updated Faction Loading Log Format
+ PR #5175: Temporarily Disabled Preset Confirm in New Campaign Dialog
+ PR #5176: Temporarily Removed CAM_OPS from Contract Market Method ComboBox
+ PR #5179: Fix Perm. Injury showing as Injury on Personnel tabel
+ PR #5180: Show refitting techs and fix refit countdown
0.50.0 (2024-09-01 2000 UTC) (THIS MARKS THE START OF JAVA 17 AS THE MINIMUM REQUIRED)
+ PR #4332: CI Updates for windows build and normalizing
+ PR #4344: Update Payout Calculation for KIA Personnel
+ PR #4345: Updated fatigue display logic in PersonViewPanel
+ PR #4346: Refactored management skill calculation in RetirementDefectionTracker
+ PR #4348: Sentry Additions
+ PR #4355: Spelling, typos, grammar, etc
+ PR #4356: Move munition config out of MHQ, use MM autoconfig code
+ FIX #4326, #4325: Corrected Admin Negotiation Experience Level Campaign Setting & Experience Level Calculations
+ PR #4378: Update autoconfig calls to explicitly set ground/space state from scenario data, not game or map info
+ RFE #4316: Updated Scenario Modifier Tooltips in CampaignOptionsDialog Properties
+ RFE #4317: Added Education Level to Biographical Filter of Personnel Table
+ RFE #4319: Added Education Level to Company Generator
+ FIX #4329: Added Option to Include Non-Combatants in Field Kitchen Capacity Calculations
+ FIX #4357: Reworked Monthly XP in Education Module
+ RFE #4359: Added Ability to Manually Drop Personnel out of Active Education
+ RFE #4361: Updated & Corrected Prestigious Academy Information and Added Three New Types of Local Academy
+ FIX #4384: Refactored Faction Restriction Checks in Academy Class
+ PR #4385: Updated Logic for Identifying Pregnant Combatants
+ PR #4390: Added Quarterly Turnover Frequency Option
+ PR #4391: Added Campaign Option to Automate Retention Bonus Payments Based on a Threshold
+ PR #4391: Added Campaign Option to Automate Retention Bonus Payments Based on a Threshold
+ PR #4396: Changed some wording around to help avoid confusion about StratCon
+ FIX #4352: Null pointer exception advancing the day when custom academies are missing
+ PR #4375: Updated Documentation for Education Module
+ PR #4377: Expanded Manual Assignment of Personnel Statuses to Include PoW, On Leave, and AWOL Statuses
+ PR #4382: Added In-Unit Education to Education Module
+ PR #4388: Replaced CargoCapacityNagDialog functionality
+ PR #4392: Removed Personnel With Impossible-to-Fail TN from Turnover Table
+ PR #4393: Added the Automatic Release of the Commander Flag upon Commander Departure or Death, and Loyalty Reset upon Sudden Leadership Change
+ PR #4394: Updated Prisoner Defection Calculation to Optionally Include Loyalty
+ PR #4395: Added Execution and Jettison Options for Prisoners
+ PR #4398: Added the Ability to Ransom Friendly PoWs
+ PR #4400: Implemented the Capture of Missing Friendly Personnel During Scenario Resolution
+ PR #4402: Added a Dialog for Zero Award-Eligible Personnel
+ PR #4404: Added Automatic Running of autoAwards on 1st of Month & After Company Generator Runs
+ PR #4405: Corrected Missing Fatigue Option Check During Scenario Resolution & for StratCon Actions
+ PR #4407: Added Scenario Awards to Post-Scenario autoAward Checks
+ PR #4409: Refactored Kill Count and Personnel Filtering Methods
+ PR #4418: Added SuperStucco's Basic Force Generator Role Functionality to Scenario Random Unit Generation
+ PR #4411: Education tool tip no longer references "weeks" to avoid confusion
+ PR #4414: Detailed medical system properly marked as unofficial
+ PR #4419: Multiple typo fixes in news and "canned" campaigns
+ PR #4413: Decoupled Prisoner Capture & Defection from AtB, Updated Mechanics, & Added Supporting Documentation
+ PR #4415: Refactored Award Tier Count Calculation in PersonViewPanel
+ PR #4416: Refactored Skill Improvement Logic in EducationController
+ PR #4422: Expanded autoAwards Coverage to Include 'Prisoner of War'
+ PR #4423: Fixed additional typos and spelling errors
+ FIX #4425: Right-clicking on any person in Personnel tab causes NPE error
+ PR #4426: Updated static faction references with appropriate isX() call
+ FIX #4429: Added Null protection when generating forces from fixed scenarios like Base Defense
+ FIX #4434: Added processNewYearChecks Skip for Homeschool Academies
+ FIX #4335: paid recruitment doesnt turn off
+ FIX #4456: Added Nag for Inability to Afford Next Jump
+ FIX #4437: Null pointer exception while removing an asset
+ PR #4439: Added Missing Status Log Messages & Stored Turnover Information Across New Day Events
+ PR #4440: Updated Divorce and Death Handling
+ PR #4441: Implemented Incremental Loyalty Changes
+ PR #4446: Added Random Personality Functionality
+ FIX #4447: All non-KIA enemy personnel default marked as captured
+ FIX #4448: Custom award set not displaying medals
+ PR #4452: Improved Education Module Messaging
+ PR #4455: Added Re-Enrollment Functionality to Education System
+ PR #4457: Removed Paid Retirement Color Options
+ PR #4459: Added 'Unable to Afford Expenses' Nag Dialog
+ PR #4462: Automated Unit Site Location Change when Entering Transit and Arrival States
+ PR #4464: Minor Education Module Data Fixes
+ PR #4465: Updated Salvage Terminology
+ PR #4469: Added Prisoner Ransom & Free Prompts to Mission Completion
+ PR #4466: Added Option to Grant Random Toughness when Using Toughness
+ PR #4468: Implemented Monthly Personnel Data Cleanup
+ PR #4472: Expanded Random Personalities to Include Intelligence, Incorporated Character Intelligence into Education Module
+ FIX #4474: Infantry personalty description is too wide
+ PR #4476: Removed Loyalty Change Event for Executing Prisoners
+ PR #4477: Marked 'FM: Mercenaries (rev)' Unit Rating Method as Deprecated
+ FIX #4481: Significant amount of company mysteriously vanished
+ FIX #4386: Personnel Report Counting Injured Prisoners as Support Personnel
+ PR #4490: Fixed Missing Site Location Change Code & Turnover Information Storage
+ PR #4491: Corrected Qualification Start Years
+ PR #4492: Added Promotion-Based autoAwards Processing
+ PR #4494: Improved Award Tooltips with XP & Edge Benefits
+ PR #4501: Added Hospital Beds to Facility Report, Added Maximum Patients Per Doctor Campaign Option
+ FIX #4270: Top Level of TO&E Displaying Incorrect Commanding Officer
+ PR #4507: Removed Vestigial 'Uneventful' Graduation Event
+ PR #4508: Added autoAwards Support for the Final Three Awards from the Standard Set
+ PR #4509: Removed Turnover Target Number Method Configuration
+ PR #4510: Updated Turnover & Retention Module.pdf
+ PR #4489: Refactored Personality Characteristic Generation Logic
+ PR #4493: Added Ability to Tell autoAwards to Ignore Individual Custom Award Sets
+ PR #4497: Updated Prisoner Resolution Messages
+ PR #4498: Added AToW Mission Completion XP Awards, Added Global XP Cost Multiplier Option
+ PR #4523: Prevented Automated Removal of Genealogically Relevant Characters
+ PR #4524: Update Loyalty Change Reporting with Color-Coded Messages
+ PR #4526: Education Module Data Fixes
+ PR #4527: Improved Color Formatting for Education Events
+ PR #4528: Refactored Fatigue Messages to Support Colored Span Tags
+ PR #4534: Added the Automation and Tracking of Formation Levels within The TO&E Pane
+ PR #4536: Added Force and Unit Type to Kill Tracking
+ PR #4538: Fixed Support Score Calculation
+ PR #4500: Corrected Masters and Doctorate Graduation Checks
+ FIX #4532, #4546: Fixed NPE in Mass Enroll Filters
+ PR #4553: Added "Buy in Bulk" Button to Parts Acquisition in Repair Bay
+ PR #4566: Updated era modifiers to reflect CamOps
+ FIX #4566: AutoAward misinterprets TOE for formation kills
+ FIX #1795, #2552, #4473: Adjusted Sale Value for Infantry and Battle Armor Units
+ PR #4499: Replaced Legacy Presets, Took StratCon Out of Alpha & Into Beta
+ FIX #4522: Education: Children born to parents at school should stay with the parent until they return
+ FIX #4544: Corrected Errors in Post-Grad & Doctorate Graduation Handler
+ FIX #4550: "Use StratCon Rules" appears twice on that Campaign Options tab
+ FIX #4557: Education - Re-enroll options shows 'nothing more to learn' on drop-outs from military academies
+ PR #4558: Added DropShip Bounty Settings
+ PR #4560: Updated Assertiveness and Removed Toughness Biography Entries
+ PR #4563: Added Education Module Handler for Injured Personnel
+ PR #4569: Added Unit Market Rarity Setting to Campaign Options, Updated Unit Markets.pdf
+ PR #4570: Separated Handling of Prisoners & Prisoner-Defectors in Resolve Mission Dialogs
+ PR #4571: Renamed Game Options to MegaMek Options to Improve Clarity
+ PR #4573: Fixed Formation Level Calculations
+ PR #4574: Updated Repair Site Names to Match CamOps
+ PR #4576: Fixed Prisoner of War Award Categorization
+ PR #4577: Fixed Index Out-of-Bounds Error During eraMods Parsing
+ PR #4578: Updated Awards Module.pdf
+ PR #4580: Refactored Infantry Sell Value Calculation to Include Unit Quality Multipliers
+ PR #4582: Corrected New Presets, Added Missing Updated SPA Costs
+ PR #4583: Fixed Injury Fatigue Checkbox
+ FIX #4537: Updated Repair Tab Experience Level Requirement Text & Adjusted Font Sizes
+ FIX #4579: Infinite Loop when Bulk-Hiring at Impossible Skill Level
+ PR #4587: Fixed Missing String Format Key in Fatigue Messages
+ PR #4591: Added CamOps Planetary Condition Modifiers to Maintenance Checks
+ PR #4595: Fixed Null Check for Education Tag Alongs
+ PR #4596: Added Personality Characteristics and Loyalty to Personnel Tab
+ PR #4597: Updated Person View and Personnel Tab to Better Support Differing Screen Sizes
+ PR #4609: Integrated Academy Information into Interstellar Map Tab
+ FIX #3920: Fixed Shares Payouts for Early Contract End, Refactored Shares Percentage Fetching to Further Detach System from AtB
+ FIX #4615: Added Missing Maintenance Planetary Modifier Text
+ FIX #4605: Overhauled CamOps Unit Reputation Calculations and Report
+ FIX #4618: Added Sale Buttons to Parts in Use Dialog
+ FIX #4637: Fixed Text Placeholders in CamOpsReputation.properties
+ FIX #4636: Renamed StratOps Personnel Market to Campaign Ops to Reflect Rulebook Reorganization
+ FIX #4611: Minor Preset Updates
+ PR #4614: Updated BA Qualification Start Years
+ PR #4616: Added Intelligence-based XP Cost Multiplier
+ PR #4617: Added Support for Handling Medical Discharge
+ FIX #4619: Restored adminXPPeriod Option Parsing
+ PR #4620: Fix hyperlink issue in payment text
+ PR #4621: Improved Edge Trigger Unmarshalling
+ FIX #4624: Refactored Years of Service Calculation for autoAwards Time Awards
+ FIX #4625: Removed Loyalty Change Notifications for Campaigns with Loyalty Disabled
+ PR #4631: Added Entrance Exams for Prestigious Academies, Updated Education Module Documentation
+ PR #4633: Refactored Force Commander Logic & TOE Information Display
+ PR #4634: Refactored Unit getCommander() Method
+ PR #4638: Adjusted Objectives Pane to Use Client Theme Colors and Added Normal Play Usage
+ PR #4639: Fixed Grammar in Personality Characteristic Descriptions
+ PR #4641: Implement negotiation for salvage terms
+ FIX #4645: Fixed Weekly Reputation Recalculations
+ FIX #4643: Fixed Copy-Paste Error in End Mission Prisoner Nag
+ PR #4648: Refactored AutoAwardsController and Fixed Scenario Awards Support
+ PR #4650: Removed unused import of LogManager and corrected the import path for Intelligence
+ PR #4640: Implemented Random Mercenary Company Name Generator
+ FIX #4654: Added Checks for Scenarios with Null Start Dates within Objectives Panel
+ FIX #4651: Fixed Support Rating Administration Requirements Calculations
+ FIX #4656: Fixed Intelligence XP Cost Calculations and Minor Logic Issues
+ FIX #4660: Added missing angle bracket in Independent Command Rights tooltip text
+ FIX #4663: Reverted change to find parts by name when selling from parts in use
+ FIX #4664: Added clearance of enemy name, when changing enemy code
+ FIX #4666: Added Check for Null Crew When Determining Force Leader
+ PR #4673: Added Conditional Check Before Showing 0 Personnel Eligible autoAwards Dialog
+ PR #4674: Fixed NPE in CamOps Mission Date Calculation
+ PR #4677: Update CamOps Personnel Market to Properly Not Generate Personnel on a roll of 7
+ PR #4678: Fixed Incorrect Variable in Education Failed Application Report
+ PR #4679: Refactored DropShip Bonus Calculation Logic
+ Fix #4608: Relocate some methods and remove bad Part casting
+ PR #4684: Refactored Personality Generation and Education Level Assignment
+ PR #4685: Fixed NPE in AutoAwardsController
+ PR #4688: Temporarily hide sell buttons from parts in use dialog (work in progress not ready for release)
+ PR #4610: Added Faction Event Changes from Shattered Fortress
+ PR #4686: Adjusted CamOps Personnel Market to Refresh Daily
+ PR #4692: Updated Map Colors to Match Official Colors Where Known
+ PR #4696: Add current edge total to the tech information
+ PR #4705: Remove unnecessary faction era modifier warning
+ PR #4716: Updated Campaign Presets
+ PR #4718: Added StratCon Introduction Promo on Campaign Start
+ FIX #3769: Fixed Skill Level Retrieval Method in AtBDynamicScenario
+ FIX #4709: Fixed Maintenance Interval Calculations
+ PR #4715: Updated Default Repair Sites
+ FIX #4622: Set Minimum Size for CustomizePersonDialog UI elemen
+ FIX #4713: Fixed Recursive Node Reader in Force.java
+ FIX #4728: Safety getBay, add unit test, turn down logging in one location
+ FIX #4729: Simplified NullPointerException Message in DataLoadingDialog
+ FIX #4738: Fixed NPE in getEligibleCommanders
+ FIX #4742: Fixed Unmarshalling of daysSinceMaintenance
+ PR #4758: MHQ side of fix for MHQ 4755: NPE when opfor has no faction code
+ FIX #4697: Refactor salary editing logic and prevent NPE
+ PR #4690: Corrected Experience Generation Logic and Refined Campaign Options GUI
+ PR #5052: Convert the Part Quality concept into an enum
+ PR #5053: Colorise Skill Levels
+ PR #5054: Implement CamOps Contract Negotiation
0.49.20 (2024-06-28 2100 UTC) (THIS IS THE LAST VERSION TO SUPPORT JAVA 11)
+ PR #4005: Code internals: DialogOptionsListener update
+ PR #2997: Story Arcs Basic Architecture
+ FIX #4017: Space and Low Atmosphere not saved to xml, when started game after load the correct board type was to megamek
+ PR #3928: add glare and solar flare odds to TerrainConditionsOddsManifest.xml file
+ PR #4033: Introduced a New Morale Level to Curb Invincible Morale Spikes in AtB & StratCon
+ Fix #3359: Added Ability to Order Impossible TN Parts from Acquisitions Dialog.
+ PR #3969: Added Nag Dialog for Exceeding Cargo Capacity While Destination is Set
+ Fix #3938: Added CamOps Rank Salary Multipliers
+ PR #3924: Fatigue GUI Support and Rebalance
+ PR #4059: Fix unit tests on Large Craft Bays
+ PR #4037: Better Randomness in BotForceRandomizer
+ PR #4026: Refactor ChoiceStoryPoint and NarrativeStoryPoint with underlying abstract DialogStoryPoint class
+ PR #3980: Improved CamOps Unit Rating Handling Within Clamp
+ Fix #3931: Add new Scenario features to CustomizeScenarioDialog
+ PR #4041: Updated isChild()
+ Fix #4080: Updated Tooltips for the Marriageable & Trying to Conceive Flags
+ Fix #4083: Added Customizable Log Display Settings to Campaign Options
+ Fix #4088: MM code adaptation for boards validation
+ PR #4087: Reintegrate Pay Multiplier into Salary Calculation
+ PR #4095: Restored ranks.xml
+ PR #4094: MegaMek code adaptation
+ PR #4008: Added the Automatic Tracking of Award Eligibility and Additional Award Enhancements
Very Important to read the documentation on this feature (See Docs folder)
+ PR #4106: Use tabs in customize scenario dialog
+ PR #4105: Updated Post-Scenario Logging for Prisoners
+ PR #4104: Fixed Post-Scenario Tracking System's Handling of Multiple Personnel in autoAwards
+ PR #4102: Fixed Award Tier Count Calculations in PersonViewPanel
+ PR #4093: Added Negotiation and Scrounge Skill Settings for Administrator Personnel
+ PR #4054: Added Life Paths Campaign Options Tab, Added Education Module
Very Important to read the documentation on this feature (See Docs folder)
+ PR #4114: Additional Education Module Bug Fixes
+ PR #4115: Fixed Award Image Display in Person View
+ PR #4116: Added ability to Pass CamOps Fatigue to MegaMek
+ PR #4117: Even More Education Module Bug Fixes
+ PR #4118: Added autoAwards Support for the Education Module
+ PR #4119: Added Reeducation Camps to Education Module, Replaced Placeholder Academy Descriptions
+ PR #4129: Correcting a bunch of spelling errors and typos
+ PR #4101: Replaced Retirement System with Turnover and Retention Module
Very Important to read the documentation on this feature (See Docs folder)
+ PR #4124: Fixed Award Eligibility Tracker Issuing Double Scenario Kill Awards... again
+ PR #4125: Fixed Friendly Personnel Missing Post-Scenario Scenario Credit
+ PR #4127: Fixed Clan Creche Graduation in Education Module
+ PR #4136: Updated Scenario Modifiers to More Consistently Contribute to Map Size
+ PR #4137: Tied StratCon Force Generation BV Allowance to AtB Difficulty Option
+ PR #4140: Added Dedicated Awards Panel to Personnel Tab of Campaign Options
+ PR #4141: Fixed Used Parts Value Multipliers Incorrectly Resetting to 0
+ PR #4142: Added No Commander Nag Dialog
+ PR #4143: Adjusted Founder Turnover Modifier & Updated Documentation for Turnover and Retention Module
+ PR #4144: Changed "Operational Victory Points" to "Scenario Victory Points"
+ PR #4145: Reversed Order of Personnel Logs, Renamed 'Personnel Log' to 'Personal Log'
+ PR #4146: Added Ability to Change Original Unit Assignment via Personnel Table
+ PR #4147: Set Default Edge Usage States to True
+ PR #4150: Added Unit Quality Parameter to addNewUnit Method and Related Tests
+ PR #4151: Updated Vehicle Gunner's Experience Level Calculation to Optionally Include Artillery Skill
+ PR #4153: Added Font Color Options to MHQ Options for Negative, Positive, and Warning Events
+ PR #4126: Added Ability to Manually Edit Education Level to Edit Person View & Fixed Minor Bugs
+ PR #4133: Implemented Basic Tax System, Profits Calculations, and Minor Financial Term Changes
+ PR #4134: Updated Menu Labels and Tooltips for Better Clarity and Grammar
+ PR #4135: Added Birthday Announcement Options
+ PR #4138: Added Scenario Modifier Options to Campaign Options
+ PR #4139: Added Second Chance Caste to the Education Module for Warrior Caste Washouts
+ PR #4149: Added Automatic Bonus Parts Exchange at Contract End, Added Bonus Parts Display to Mission Stats Panel
+ PR #4152: Updated Parts Acquisition Dialog in Repair Tab
+ PR #4156: Replaced Uses of Font Color 'Red' with New MekHQ Font Color Option Call
+ PR #4157: Replaced Uses of Font Color 'Green' and 'Orange' with New MekHQ Font Color Option Calls
+ PR #4162: Updated Tooltip Text for Contract Command Rights to Include Clearer Game Mechanics
+ PR #4165: Added GM Hire & Fixed Skill Level Options to Bulk Hire Dialog
+ PR #4166: Added Campaign Option to Disable Salary Increases from Secondary Roles
+ PR #4167: Fixed Missing Personal Log Messages for Resign, Desert, and Defect
+ PR #4168: Updated Turnover Frequency Logic in Turnover and Retention Module
+ PR #4169: Streamlined Management Modifier Calculations in Turnover and Retention Module
+ PR #4175: Removed Flavor Text from Breach of Contract Departure in Turnover and Retention Module
+ PR #4176: Turnover Target Number Revision & Updated Documentation
+ PR #4177: Fix NPE Resulting from Null Recruitment Date
+ PR #4158: Added Campaign Option to Randomize New Unit Quality
+ PR #4172: Implemented More Education Module Bug Fixes
+ PR #4174: Fixed Payout of 0 c-bills Causing Soft Lock in Turnover and Retention Module
+ PR #4178: Updated Family Modifier Logic, a Warring Faction Modifier, in Turnover and Retention Module
+ PR #4183: Fixed Multi-Person Original Unit Assignments in Personnel Market & Interactions with Turnover and Retention Module
+ PR #4173: Added Multiple Turnover and Retention Module Improvements
+ Fix #4182: Added Nag to Alert Users at Contract End fix
+ PR #4187: Restored Missing Code for Scenario Modifier Options & Campaign Option Layout Tweaks
+ PR #4188: Added Campaign Start Date Logging to Campaign
+ Fix #4203: Fixed Monthly Unit Market Incorrectly Filtering Out Vehicles
+ PR #4205: Fixed bug in Company Generator, add word Dragoon in front of Dragoon rating.
+ PR #4202: Added Parsing for "campaignStartDate" on Campaign Load
+ PR #4201: Fixed Intersected Conditions in CustomizePersonDialog.java
+ PR #4199: Updated PersonnelTableMouseAdapter to Support Enrolling Multiple Personnel
+ PR #4197: Updated Default Support Personnel Counts in Company Generator
+ Fix #2085: Added Variable Unit Quality to Unit Markets and Updated Unit Market Logic
+ Fix #2405: Added Variable Unit Quality to Salvaged Units
+ PR #4208: Added Numerous Improvements to the Turnover and Retention Module
+ Fix #4210: Rolled Back 'overrideBv' XML Tag, Fixing Non-Random Scenario Modifier Forces Incorrectly Generating Random Mechs
+ PR #4215: Fixed Handling of autoAwards Post-Scenario Kill Tracking
+ PR #4216: Converted Shares Payouts to Use Profits Not Net-Worth
+ PR #4217: Temporarily Removed Clan Support from Education Module, Refactored Remaining Code
+ PR #4218: Added Campaign Option to Control CamOps Unit Rating Within Clamp
+ Fix #4057: Could not find a mech summary
+ PR #4237: Added Prestigious Academies (A-A)
+ Fix #4235: Fixed Invalid Parsing of Early Childhood when Loading Personnel
+ PR #4242: Added Prestigious Academies D-F
+ PR #4246: Added Prestigious Academies G-J
+ PR #4248: Fixed Missing Qualification from James McKenna University
+ PR #4224: Corrected Condition for Enabling Prestigious Academies
+ PR #4225: Adjusted Condition for Setting campaignStartDate
+ PR #4226: Updated StratCon Font Colors to use New Font Color MekHQ Options
+ PR #4227: Updated Unit Market Descriptions & Refactored Unit Market Prices
+ PR #4229: Updated Child Education Level Handling & Academy Name Generation
+ PR #4230: Updated Fatigue Display Calculations in PersonViewPanel
+ PR #4231: Added Nag for Invalid Faction & Updated Missing Federation Commonwealth Start/End Date
+ PR #4232: Updated Loyalty Handling for Reeducation Camps
+ PR #4233: Fixed and Enhanced FactionHunterAwards Processing
+ PR #4234: Fixed Total Bonus Incorrectly Applying Repeated Division in Turnover Dialog
+ PR #4251: Adjusted Step Size for Fixed Map Chance AtB Option
+ PR #4252: Added 'getCurrentPrisoners' Method, Fixed Cargo Capacity Nag Dialog
+ PR #4253: Added Option to Restrict AtB Personnel Market to Hiring Halls Only
+ PR #4254: Updated Contract End Dialog Message
+ PR #4255: Relabeled Ally & Enemy Rating in AtB Contract Market to Improve Clarity
+ PR #4256: Fixed 'Advanced Infantry Graduate' Qualifications in Prestigious Academies Missing Start Date
+ PR #4257: Adjusted Curriculum XP to Use a Fixed Value Instead of Dynamic
+ Fix #3974: Add facility description capability to StratCon
+ PR #4261: Fixed Campus Name in Education Module
+ PR #4262: Separated Officer and Enlisted Curriculums, Corrected Local Academy Data
+ PR #4263: Inverted Management Skill Modifier in RetirementDefectionTracker
+ PR #4264: Updated Education Tooltip Properties to Better Handle Mass Enroll
+ PR #4267: Replaced Non-Universal ASCII Arrow with Braces in Turnover Dialog
+ PR #4271: Corrected Scenario BV Allowance Calculations for Scenario Modifiers
+ PR #4272: Updated Turnover & Retention Documentation
+ PR #4273: Corrected Dialog Option for Invalid Faction Nag
+ PR #4275: Fixed Original Unit Value Being Deducted from Payout Sum When Personnel Resign/Retire
+ FIX #4277: enable new network creation for units not in a network
+ FIX #4279: Added Check for 'dead' Status in Various Personnel Filters
+ PR #4282: Fixed Graduation Event Failing to Correctly Trigger autoAwards
+ PR #4285: Fixed Commanders Incorrectly Displaying 0 Loyalty
+ PR #4286: Numerous Corrections to the Prestigious Academies
+ PR #4287: Added More Education Module Fixes
+ PR #4274: Added 'Override Requirements' Campaign Option for Education Module
+ PR #4291: Added Clan Adoption (Abtakha)
+ PR #4292: Switched Loyalty Rating from Static to Dynamic
+ PR #4294: Added Prestigious Academies K-M
+ PR #4295: Added Prestigious Academies N-P
+ PR #4301: Add handling for new save-time exception added by fixes to MML 1537
+ PR #4281: Added Population Check to Education Module
+ PR #4299: Extended 'Hiring Halls Only' Personnel Market Option to Capital Planets
+ PR #4300: Revised Tuition and Faction discount Calculations
+ PR #4302: Added Prestigious Academies R-T
+ PR #4304: Added Prestigious Academies U-W
+ PR #4306: Fixed & Optimized Total Profits Calculation & Removed Tax Exemptions
+ PR #4307: Fixed Faction Discount to Tuition, Fixed autoAwards Triggering when Personnel Fail to Graduate
+ PR #4308: Fixed Administrative Capacity Displaying while Turnover is Disabled
+ PR #4309: Updated Education Module Documentation, Restored Reeducation Camp Dropout Functionality
+ PR #4164: More detailed auto-selection of bombs
+ PR #4312: Young wolves art update
+ PR #4313: Updated Campaign Options Settings to Disable New Components by Default
0.49.19.1 (2024-05-14 1800 UTC)
+ Milestone Release. Backported fixes.
0.49.19 (2024-04-19 2030 UTC)
+ Bug #3958: No selling units in scenario resolution if campaign disallows selling
+ Fix #3949: Custom ScenarioObjectives do not change ScenarioStatus in ResolveScenarioWizardDialog
+ PR #3953: Add disabled option for Personnel Market
+ PR #3956: Change ransomed unit buttons to sold unit button in scenario resolve dialog
+ PR #3942: Added Nag Dialog for Prisoners of War Outside of Contracts
+ PR #3845: Adaptations for Adding Clan Personnel Tracking to MegaMek
+ Fix #3775: Non-superheavy Tripods can now be assigned crews; pilots can now be assigned to SH and Tripods in the personnel tab
+ Fix: #3848: Unable to assign Aerospace units to a transport in the TO&E
+ Fix: #3856: Display bug in 'Basic Unit Information', doesn't show aerospace units
+ Fix: #3815: StratCon Modifier BadEvent is broken and doesnt do anything
+ PR: #3874: Fixes MegaMek #4464 - StratCon Mapgen Fix
+ PR: #3866: Fixed Typo and Removed Indents
+ Data: #3865: 499 new callsigns
+ PR: #3878: Interstellar Map Hiring Hall Highlight
+ PR: #3869: Fix issue #3839 to prevent loading clientsettings.xml instead of most recent campaign save
+ Fix #3730: Names of Victory Points (Stratcon)
+ PR #3867: Adjusted Retirement TN and Payout Values
+ Fix #3877: MekHQ units aren't defaulting to active probes for sensors
+ Fix #1812: AtB/StratCon] Base Attack (Defender) Objective Changes
+ PR #3892: Corrected Typo in Mass Repair Dialog
+ Fix #2990: Stratcon draw counts as loss
+ PR #3895: Correct Starting Cash Dice Count in Company Generator
+ PR #3900: Disconnect quietly from GameThread for MekHQ
+ PR #3834: Update planetary conditions chance logic
+ Fix #3803: MekHQ fix for WOB.pm/.PM mismatch and missing parent faction check
+ Fix #3932: Added Nag for Wounded Personnel without Doctor
+ Fix #3890: Add Tech/Vessel Column to Tech Skills View
+ PR #3951: Add OperationalVP variable to CommonObjectiveFactory.java (prep for later work)
+ Fix #3925: update Aerospace handling and reporting in MHQ (for #3882)
+ PR #3930: Prevent advancing day with pending vanilla scenarios
+ PR #3937: Added Nag for Wounded Personnel without Doctor
+ PR #3901: add lances to the force string when sending data to megamek for bot forces
+ PR #3922: Add missing cockpit costs and weights
+ PR #3944: Added Nag Dialog for Pregnant Combatants
+ Fix #3943: Unmaintained Unit Nag Dialog Suppressed for Units set to Salvage
+ PR #3933: Fixes for #3729,#3817,#3753: Clamped Unit Rating Mod for CamOps (redux)
+ PR #3923: Hide Toughness When 0
+ PR #3915: Added Dialog to Confirm New Campaign (redux)
+ PR #3908: Adjusted Default Tech Counts
+ PR #3967: Adjusted Zoom Speed on Interstellar Map Panel
+ Fix #3348: Added Ability to Collapse/Expand Logs, Missions and Kills in Personnel Unit Screen
+ PR #3970: Reduced Personnel Table Right-Click Menu Clutter
+ Fix #3981: Removed Unnecessary Error Log
+ PR #3988: Added Scenario & Mission Tracking to Kills, Added Ability to Assign Kills to Scenario and/or Mission
+ Fix #3989: Fixed Ship Search Overvaluing Ultra-Green Personnel
+ PR #3996: Add new player deployment variables to Scenario
+ PR #3973: Move new lance creation to AtBGameThread
+ Fix #3978: Fix a bug with saving
+ PR #3983: Load bot entities in the chat lounge
+ PR #3991: Add all deployment variables to BotForce
+ Fix #3767: NPE while scouting Stratcon map due to non-applicable SPAs for enemy force
+ PR #3997: Set default MHQ theme to match MM GUIPreferences default (Flat Darcula currently)
+ Fix #4002: Infinite loop when assigning SPAs to enemies from generated Scenario locked game UI
+ PR #4003: Fixed Untreated Personnel Nag Triggering for Prisoners.
0.49.18 (2024-02-17 1800 UTC)
+ PR #3805: Adaptations for the Internal Bomb Bay quirk
+ PR #3801: New StratCon Scenario Modifiers (Thanks Thom293)
+ PR #3788: Adjust campaign creation dialogs to have correct jdialod owner
+ Fix #3540: Manually set TO&E force commander
+ PR #3818: MUL parser updates
+ PR #3816: Show if unit is in repair or salvage mode in repair bay.
+ PR #3823, #3827, #3833: Rework of the internal representation of Armor
+ PR #3826: Adaptation to Mek Clan name separation in MM
+ Fix #3740: Consistent messaging in Daily Activity Log: ComStar bill vs. C-Bill
+ PR #3821: Add max contract salvage percentage to campaign options
+ Fix #3763: Reversing quality names in unit set quality GM menu
+ Fix #3194: Awarding non-stackable medals to multiple people
+ Issue #3781: Force commanders can be picked from among highest-ranking individuals
+ Fix #3843: Fix chassis lookup
+ Fix #3842: Can't load prefab campaigns
+ PR #3849: StratCon Heavy Battles, by PhoenixHeart.
0.49.17 (2023-12-31 1900 UTC)
+ No code added
0.49.16 (2023-12-30 2200 UTC)
+ PR #3771: Add "children" filter to personnel tab
+ PR #3780: Support for Beast Mounted Infantry
0.49.15 (2023-10-21 1530 UTC)
+ PR #3735: Maintenance cost shown in whole C-Bills
+ Issue #3741: Stratcon fixes
- Improve contrast between revealed/unrevealed hexes
- Generate scenario using default temp mappings when facility-specific mappings aren't present
- fix missing badlands image
- definition file paths are now linux-friendly
+ Issue #3725: Improve performance when searching for parts using "planetary acquisition"
+ Issue #2854: Implemented CamOps errata for avionics repair times
+ PR #3756: Tech level filtering in the unit selector dialog has been corrected
+ Issue #3747: Unable to Assign Pilots to Tripod Mechs
+ PR #3766: weight calculation for spare mech locations
+ PR #3768: Arano Restoration Campaign - Planetary Control
0.49.14 (2023-07-28 2100 UTC)
+ PR #3676: Gradle build fixes
+ Issue #3682: Prevent NPE when changing bot config
+ Issue #3683 - fix issue preventing loading saved campaigns containing MASC
+ Issue #3621 - prevent NPE completing ship search immediately after loading campaign
+ PR #3692: Adaptations to MM's #4474 (BV calculation and reports update)
+ Issue #3402, #3715: Only hostile units are now displayed on the killboard during scenario resolution, Stratcon fixes
+ PR #3694: New StratCon feature - tracks now have individual terrain hexes (with graphics) and average temperatures;
the terrain influences the map presets used for tactical battles; temperature is passed to megamek (may be hot!)
+ PR #3724: "Clan Personnel" special flag now correctly sets the person's clan status
+ PR #3731: Fix nightly build from a missed method rename in MegaMek.
+ Issue #3713: allied turrets have upgraded network security; defeat in evacuation scenarios results in facility capture instead of destruction
0.49.13 (2023-05-23 2000 UTC)
+ Data: updates to the Stratcon FAQ now version 2.3 in docs\atb folder.
+ PR #3618: Campaign Options: Properly Disable Retirement and Dependent Options On Preset Load
+ PR #3619: Campaign Options: Properly Disable Contract Market Pane based on AtB Selection
+ Issue #3634: Re-enable Mass Mothball dialog
+ Issue #3654: Engines can be swapped again in meklab
+ Issue #3652/3629: Addressed errors loading campaigns with pending special AtB scenarios
+ Data: Improvements to FedCom Civil War Planetary Control
+ Issue #3502: Campaign Options: Improve Maximum Acquisition Per Day Text and Tool Tip Text
+ PR #3662: Update refit classes based on CamOps
+ Issue #3632: [Stratcon] Text clarification regarding airborne dropship modifier
+ PR #3663: Properly classify CASE refits
+ Issue #3600: [Stratcon] Regenerating bot forces no longer duplicates displayed scenario objectives
+ PR #3665: Stratcon Hidden Facility Modifier Fix
0.49.12 (2023-03-04 2200 UTC)
+ Issue #3345: Rename Gunnery/Protomech to Gunnery/ProtoMech
+ Issue #3541: Maintenance Extra Time Doesn't Show For Mothballing, Activating, and Mothballed Units
+ Issue #3542: Remove Unit Market Offers That Fail to Parse
+ Issue #3553: Migrate Turn Timer Game Option
+ Issue #3436: Add StratCon Preset
+ Issue #3558: RATs Are Used Outside of AtB
+ PR #3580: Personnel Table: Add Founder Column to Biographical Information View
+ PR #3574: Fixing Support VTOL Maintenance Time
+ PR #3579: Personnel Table Mouse Adapter: Add Founder to Spouse Selection Information
+ PR #3572: Adds Environmental Specialist Specialist
+ Issue #2482: Interstellar Map: Add Contract Search and Planetary Acquisition Radius Options
+ PR #3546: Campaign Options: Move Contract Search Radius and Variable Contract Length to Contract Market
+ PR #3551: Campaign Options: Fixing Financial Year Tool Tip Option Typo
+ Issue #3554: Null Protecting MechSummaryCache Return
+ PR #3557: Yearly Retirement Nag Now Follows Campaign Options
+ PR #3561: Campaign Options Dialog: Fixing Random Retirement Panel Name
+ PR #3563: Base Components: Moving JDisableablePanel to MM
+ Issue #3569: Company Generation Dialog: Fixing Warning Option Names
+ Issue #3573: Null Protect Adding Allied Entities to an Objective
+ Issue #3576: Prevent Ultra-Light and Superheavy Scenario Assignment OutOfBounds NPEs
+ PR #3581: Personnel Table: Adding Flag View
+ Issue #3582: Company Generator: Prevent Preset From Loading in Older Versions
+ Issue #3583: Campaign Preset: Prevent Preset From Loading in Older Versions
+ PR #3586: Campaign Ops Unit Rating: Properly Calculate Admin Personnel Numbers
+ PR #3589: Phenotype Enum: Migrating Uses to Simplification Methods
+ PR #3590: Fixing New Campaign SPA Options Reset
+ PR #3591: Use JFrame Instead of Frame as Frame has Accessibility Issues
+ MM Issue #4098: Adding Sprite Camouflage and Damage Export Options
+ PR #3550: Initial Swapovers to allow for Legendary and Heroic Skill Levels
+ Issue #3318: Add manual personnel payments that generate Finance debit
+ Issue #3543: Cleaning up some medal award images
+ PR #3603: News Update
+ Issue #3592: Handling Procration for Returning Pregnant Personnel
+ Issue #3607: Properly Load Support Edge Option Text
+ Issue #3605: News Properly Shows in Advance Days Dialog
+ PR #3614: Unit Table Mouse Adapter: Only Allow Unit Assignments for Available Units
+ PR #3612: Unit Market Pane: Fixing Missing Table Name
+ Issue #3601: Fixing Nag Display and Specified Description Text
+ Issue #3599: Prevent Null Entity Generation Scenario Creation NPEs
+ Java 17: Manifest File Add-Opens
0.49.11 (2022-12-22 1500 UTC)
+ PR #3453: Remove restriction limiting generated/dynamic Scenarios to the current Campaign Week
+ PR #3450: Base Components: DefaultMHQScrollablePanel
+ PR #3482: Infantry refactor adaptation
+ PR #3486: Fixes issue where training ammo was affected by the parts cost multiplier
+ PR #3487: No longer attempt to include transport costs in contract costs if pay for transport is disabled
+ Issue #3478: Added "Partial Success" contract outcome option
+ PR #3466: Adding Faction Data Validation to Campaign Options Pane
+ Random Death: Fixing recommended type to Exponential from erroneous Percentage
+ PR #3499: MHQXMLUtility: Refit Swapover
+ PR #3500: MHQXMLUtility: Campaign: Removing duplicated fields
+ PR #3507: New Campaign Project: Adding Separate New Campaign Initialization Messages
+ Issue #3473: Load Default AtB Config When Custom Config Cannot Be Parsed
+ Issue #3489: Adding Small Craft and DropShip Transport Support
+ Issue #3492: Removing Cached ToolTip Portraits between MM Launches
+ Issue #3472: AdvanceDaysDialog: Replace Advance to New Decade with Advance to New Quarter
+ Issues #2467, #3483: Fix Part Store Battle Armour Tech Introduction and Clan Filtering
+ PR #3516: Company Generator: Adding Faction Options
+ PR #3511: Contract Market: Adding Transit Time and Estimated Profit Columns
+ PR #3501: MHQXMLUtility: Parts Swapover and Removing Deprecated Method Uses
+ PR #3520: Standardize Scenario and Mission naming so they no longer have displayed overlap
+ Issue #1858: Sandblaster can now be trained
+ PR #3529: Player Java 17 Support
+ Issue #3524: Fixing Missing Federated Commonwealth Planetary Events
+ PR #3534: Scenario Template Editor: Fixing Scrolling Intervals
+ PR #3535: MRMS Dialog: Fixing Scrolling Intervals
+ Issue #3373: Company Generator: Parts No Longer Go Missing After Unit Removal Before Reload
+ Issue #3435: Company Generator: Fixing Preset System
+ PR #3538: Data Loading: Don't Override the Selected Date
+ Issue #3389: Personnel Table: Sort Age Using Birthdate
+ Updating to Apache Commons Text 1.10.0 from 1.9
+ Updating to Commonmark 0.21.0 from 0.19.0
+ Updating to FlatLAF 2.6 from 2.4
+ Updating to JAXB Runtime 4.0.1 from 4.0.0
+ Updating to Joda Money 1.0.3 from 1.0.2
+ Updating to Joda Time 2.12.2 from 2.11.1
+ Updating to JUnit 5.9.1 from 5.9.0
+ Updating to Launch4j 2.5.4 from 2.5.3
+ Updating to Log4j 2.19.0 from 2.18.0
+ Updating to Mockito 4.10.0 from 4.6.1
+ Updating to Mockito JUnit Jupiter 4.10.0 from 4.6.1
0.49.10 (2022-09-12 1500 UTC)
NO CHANGES FROM 0.49.9
0.49.9 (2022-09-06 2100 UTC)
+ PR #3306: Swapping to a Single Retirement Campaign Report
+ PR #3311: MHQXMLUtility: Fixing Refit Filename and Campaign XML Custom Unit Name escaping
+ PR #3261: Fixing all Assert Usages
+ PR #3156: New Campaign Project: Improved Loading Stages
+ PR #3334: Finances: Fixing Missing Options Handling
+ PR #3338: CampaignGUI: Fixing Campaign Save Resource Leaks
+ PR #3339: Fixing Try With Resources Resource Leaks
+ Issue #3229: Can now train Astech and Medtech skills in AtB for 5xp
+ Issue #3343: Mass Training Dialog: Properly Handle Skills With Training Disabled
+ PR #3344: Ignore End Date for Active Contract Scenario Assignment
+ PR #3340: Fixing Close Exists Resource Leaks
+ Issues #3346/3347: CustomizePersonDialog: Fixing Skills and Abilities Scroll Increments
+ Issue #3362: CampaignOptionsPane: Personnel Tab: Allow Horizontal Scrolling
+ Issue #2901: Removing IS Factions from Lupus Generation for 2860-3000
+ Issue #3370: Retirement: Fixing missing s in report format
+ Issue #3372: Fixing Campaign Loan Report Issues
+ Issue #3375: Export MUL File Exports a MUL Per Player
+ PR #3337: Testing: Heavily Expanding Personnel Unit Testing. Fixing Civilian Role Comparison, Loan Week Calculation, and Pregnancy Week Calculation.
+ Issue #3291: Fixing No Exclusive Bloodnames Bloodname Generation Exception
+ PR #3399: Fixing Single Entity MUL NPE with Null Campaign
+ Issue #3408: Player-controlled DropShips now properly register damage on post-battle resolution screen
+ Issue #2791, 3225: User is now able to delete scenarios from both briefing tab and StratCon map using GM mode
+ RFE #3410: Scenario templates can now load force definition from fixed MUL file; must be located in data/scenariotemplates/fixedmuls
+ PR #3419: Moving Financial Institutions to Data
+ PR #3417: Scenarios can now subtract money as a "reward" when defining loot (to simulate drop costs/entry fees/etc)
+ PR #3426: Canceling out of GM -> Set Unit Quality dialog no longer generates an error message
+ PR #3431: Base Components: Adding AbstractMHQScrollablePanel and Fixing Company Generation Options Dialog Scrolling
+ PR #3424: Properly fail to load a Campaign when the version can't be parsed
+ PR #3445: Individual units contribute to BV/unit count for OpFor budger
+ PR #3446: Company Generator: Improving Missing Force Icon Handling
+ Updating to Gradle 7.5.1 from 6.7
+ Updating to grgit 5.0.0 from 4.1.1
+ Updating to FlatLAF 2.4 from 2.2
+ Updating to Commonmark 0.19.0 from 0.18.2
+ Updating to Log4j 2.18.0 from 2.17.2
+ Updating to Joda Time 2.11.1 from 2.11.0
+ Updating to Mockito 4.6.1 from 4.5.1
+ Updating to JUnit 5.9.0 from 5.8.2
0.49.8 (2022-05-27 1430 UTC)
+ PR #3117: Adding Build-Date to the Manifest File
+ PR #3115: Fixing MekHQ's Javadoc Build
+ PR #3130: Fixing Unit Order File I/O Copypaste Bug
+ Issue #3097: Adding Medical Dialog Handwriting Font Selection Option
+ PR #3137: Fixing the final two LGTM issues
+ PR #3113: AbstractIcon: MekHQ's Preferences Now Write to MekHQ's File
+ PR #3123: Company Generator: Adding MekWarrior Callsign Generation Option
+ Issue #3132: Adding Entity Generation Null Protection for Officer Duel Scenario
+ PR #3105: Base Components: CompleteMissionDialog Rewrite
+ Issue #2877: Part XML File I/O using MHQXMLUtility
+ Issue #3143: Choose splash image and sizing based on dpi scaled sizes
+ PR #3161: Fixing two accidentally kept negations for Random Dependents Removal
+ PR #3159: AutosaveService: Fixing Two Assert Uses
+ Issue #3153: Adding Verbose Planetary Acquisitions Reporting Save Game Warning
+ Issue #3146: Fixing NPEs in Campaign::getForceFor to handle NPE raised from unit assignment
+ PR #3163: Campaign Options Dialog: Fixing Scrolling Issues
+ Issue #3185: Fixing Ransom With None Skill Experience
+ PR #3186: Fixing Person null portrait exception handling
+ PR #3192: GUI Menu Bar: Adding Accelerators to Menu Items
+ PR #3182: Fixing Export Units with no units export typo
+ PR #3204: Autosave: Fixing resource leaks and nullability
+ PR #3181: TransactionType: Alphabetical Options Rework
+ Data: Adding UlyssesSockdrawer Chaos Campaign Guide.
+ Issue #3196: Fixing Remove Unit NPE
+ Issue #3207: Hangar Report: Adding Missing Ultralight IndustrialMek Category
+ Issue #3211: Handling UnitTableMouseAdapter Bomb Bay Null Munition Types NPE
+ PR #3220: Fixing VTOL Pilot Assignment
+ PR #3221: Increasing Maximum Bulk Part and Personnel Purchase Quantity to 10k
+ Issue #3224: Personnel Modules: Death
+ PR #3238: Fixing MekHQ's log paths
+ Issue #3173: Hangar Table: Adding Crew State and Condition columns
+ Issue #2696: Adding Colouring to the Personnel Unit Assignment Menus
+ PR #3245: PersonnelTable: Fixing Dead and Absent Personnel Colour Usage
+ MML Issue #1094: Export/Print to PDF Results in Exception in Full Suite Build
+ Issue #3167: Fixing Board Utilities Exception on Scenario Start
+ Issue #3252: Fixing Retirement Table Column Pay Bonus Sorters and Default Return Values
+ PR #3254: Fixing Transaction Type Migration
+ Issue #3246: Adding Campaign Reports to Personnel Status Changes
+ PR #3250: Allow editing of base contract pay for AtB-style contracts in 'Edit Mission' UI
+ PR #3262: Contract Score now shows properly in AtB
+ Issue #3260: Clear Makeshift Clubs Upon Return To MekHQ
+ PR #3267: Add conventional fighters to AtB unit market
+ PR #3266: Adding Missing Retirement Civilian Error Logging
+ Modernizing Presets to 0.49.8 Standards
+ PR #3269: RandomOriginOptions: Fixing Specified System File Write
+ Issue #3270: Preventing RandomFactionGenerator Rebel Faction Target NPE from Null Faction Borders
+ PR #3276: Campaign Options: Renaming Chase Missions to the Proper Chase Scenarios
+ PR #3268: Personnel Modules: Migrate Retirement and Dependent Modules based on AtB Enablement
+ PR #3264: Connection Rework Phase 2.5: Adding Start Game Options for Low Resource Systems
+ PR #3106: Financial Terms: Fixing / Expanding Asset Terms, Fixing Loan Term Date Calculations, Adding Semiannual Term
+ Issue #3281: Preventing Contract Market No Selected Contract NPE
+ PR #3292: Prevent StratCon from generating scenarios on the strategic map when enemy morale is "rout".
+ Issue #3294: Unit Is Properly Removed after Black Market Swindle
+ Issue #3160: StratCon - Prevent "Good Intel" modifier from removing units that are scenario objectives
+ Issue #3289: AtB/StratCon - added adjustable setting to control likelihood of opposing force special pilot abilities (range from none to "everyone")
+ Issue #2612: Expanded StratCon FAQ Documentation
+ Issue #2973: StratCon - integrated command contracts no longer generate objectives other than "positive VPs"
+ Updating to JAXB 4.0.0 from 2.3.2
+ Updating to Launch4j 2.5.3 from 2.5.1
+ Updating to Apache Commons CSV 1.9.0 from 1.8
+ Updating to Log4j2 2.17.2 from 2.17.1
+ Updating to Apache Commonmark 0.18.2 from 0.18.1
+ Updating to Joda Time 2.10.14 from 2.10.13
+ Updating to JAXB Runtime 3.0.2 from 2.3.2
+ Adding JUnit Jupiter 5.8.2
+ Updating to JUnit Vintage 5.8.2 from JUnit 4.13.2
+ Updating to Mockito 4.5.1 from 4.2.0
0.49.7 (2021-12-18 0300 UTC)
+ PR #3043: Logging: Default Global Exception Handler and Standardized Legacy Logging
+ Issue #3040: Fixing Unit Icon Filename Write Copy/paste Error
+ Issue #3038: Fixing missing Personnel Table Integer Comparators
+ PR #3048: Fixing C3 filename
+ PR #2938: Initial MHQ Suite Locale Setup, Proper Date Localization
+ PR #2992: Personnel Modules: Retirement / Dependent Stopgaps: Expanded Options, Ability to Disable
+ PR #2856: New Campaign Project: Random Origin Options Rework
+ Issue #2974: Windows Build Unix Script MML Startup Script Missing
+ PR #3054: Ensure Proper UserData Folder Inclusions
+ PR #3055: Updating connectors to Randis IV and Collean, and removing duplicated data
+ Issue #2947: Reset Skill Minimum upon scrap
+ Issue #2897: Prevent Loading of parts with invalid part ids
+ Issue #2928: Return a Null Refit When The New Entity Can't Be Parsed
+ PR #3060: Add shifting wind direction and strength to Scenario
+ PR #3066: Add sucsId to planetary systems data
+ PR #3052: Abstract Icon: Force Icon Piece Cleanups
+ PR #3068: Change dates in system_events.xml to all have the same format
+ PR #3070: Fix faction codes
+ PR #3074: Updating Launch4j and GRGit to latest
+ Updating jFreeChart and Joda Time to latest
+ Updating Apache Commons Text to 1.9 and Apache Commons CSV to 1.8
+ Updating to Org.Commonmark 0.18.1 from Atlassian Commonmark 0.13.0
+ Updating to Mockito Core 4.2.0 from 4.1.0
+ Issue #3063: Increasing default Start Game Delay to 1,000 from 500
+ MekHQ Options: Defaulting New Day Force Icon Operational Status to True
+ Issue #3062: Preventing NPE when a Tech doesn't get returned by Campaign::getPerson
+ Issue #3075: Adding missing kills sorter
+ PR #3085: Integrate faction changes from 3151 SUCS data, removing PIND faction
+ PR #3086: Finishing PIND faction removal
+ Fixing JàrnFòlk and Fiefdom of Randis faction names
+ PR #3087: SuiteOptions: Naming standardization and finishing initial setup
+ PR #3091: Allow traitor units in scenarios
+ Issue #3072: Fixing (primarily) Early Era Force Generator Faction Generation NPE
+ Issue #3076: Add Paperdoll Fallback For Unimplemented Composite Handling
+ PR #3080: Fixing CancellationException During Cancelled Startup
+ PR #3096: Improved Initial Log Message
+ Issue #3102: Fixing Contract Completion Retirement ConMod
+ PR #3007: Skill Generation: Phenotype Bonus Applies to Proper Skills
+ PR #3020: New Campaign Project: Campaign Options Pane
+ Fixing Republic of the Barrens faction name
+ Fixing Starting Contract Count label so it says it's not implemented
+ PR #3033: New Campaign Project: AtB Company Generator
+ CampaignAnon Starter Guide v4.0, with New Campaign Project coverage
+ PR #3121: Replacing MHQ's Startup GUI with a modified version of MML's
+ PR #3122: Adding Font Directory Parsing
0.49.6 (2021-12-31 2200 UTC)
+ PR #2857: Personnel Status: Expansions for Random Death
+ PR #2933: New Campaign Project: Rename Origin Force Node With Campaign Name
+ PR #2951: AssignUnitToPersonMenu: Adding Missing Personnel Filters
+ Increased base RAM assignment to 2 GB
+ PR #2474: Copy C3 Master on Restore
+ PR #2952: Personnel Assignment Menus Performance Improvements
+ PR #2959: Finances: Fixing Various Property Issues
+ PR #2960: Campaign Options Dialog: Fixing Portrait Generation Property Issue
+ Issue #476: Log Entry for Personnel Moved In/Out of a ToE Force
+ Issue #2932, #2944: When assigning a vehicle gunner, don't assign them as a driver also.
+ Issue #2866: Actually replace VTOL rotors as opposed to just eating the part
+ MegaMek #3232, #3244: PersonnelOptions/PilotOptions Fix (Multiplayer Games and Saves should now work properly)
+ Issue #2962: AtB Campaigns Now Properly Load with Automatic or Tech Acquisition Skills
+ PR #2345: Refactor equipment unscrambling to make it testable
+ PR #2991: Updating Mockito to 4.1.0
+ PR #2986: Fixing Unit Market Preference Copy/Paste Error
+ PR #3002: Log4j2 2.17.1 Swapover From Log4j1 1.2.17
+ PR #3004: JUnit Update to 4.13.2 from 4.12
+ Issue #2863: Adding Dates Personnel Tab Filter, Displaying Dates, and adding Pregnancy Colour
+ PR #2851: Personnel Modules: Marriage: Modularization and Expanded Options
+ PR #2908: Personnel Modules: Divorce: Modularization, Random Divorce, Expanded Options, and Bulk Manual Divorce
+ PR #3017: PersonnelTableModelColumn Enum: Improved Personnel Comparator Usage, Other Personnel Tab Filter, Improved Column Uses for the Batch XP and Personnel Market Tables
+ Issues #347, #354, #2235, #2448: AbstractIcon: Force Icon Rework and Kailan's Pack Swapover
+ PR #2977: GitHub Actions: Adding Support For Multiple Java Distributions and Versions, with Temurin as our default
+ Issue #3023: Fix multiple situations where extremely low or high-skill units with multiple crew members would cause a lockup during scenario resolution
+ PR #3024: Improving Scenario View Graphics as part of migrating functionality from AtBScenario to Scenario
+ Issue #2983: Reordering spouse KIA logging so it is assigned to the correct person
+ Issue #2993: Fixing Duplicated Small Craft and JumpShip Pilot Assignment
0.49.5 (2021-11-06 1800 UTC)
+ PR #2777: RAT Tab: Separating RATs into their own Campaign Options Tab
+ PR #2493: Procreation: Modularization, Expanded Options, and Bulk Manual Assignment/Removal
+ Documentation: Windchild Docs folder, Updating Existing Docs
+ PR #2937: Fixing Finances Inline Date Format
0.49.4 (2021-10-30 1800 UTC)
+ Issue #274: Moving Era Definitions to Data
+ PR #2793: Expanded Finances Transaction Types
+ Issue #2798: Adding Total XP Earnings Tracking
+ PR #2818: ReportHyperlinkListener Parsing Bugfixes
+ Issue #2825: Individual Camouflage Bulk Assignment from Same Original Camouflage
+ Issue #2521: Star League Caches No Longer Generate in Pre-Spaceflight, Early Spaceflight, and Age of War Eras
+ Issue #2838: Turrets now generate with the proper faction and thus names
+ Issue #2841: Properly hide the MekWarriors grouping when using individual role filters
+ Issue #2747: Fixing StratCon Scenario Template Path Capitalization
+ PR #2847: Preventing Null Force Template Addition
+ PR #2849, 2846: Addressed multiple errors resulting in failure to generate aerospace scenarios
+ PR #2860: Unit Market properly initializes for new campaigns
+ PR #2861: StratCon Tab NPE
+ PR #2862: Removing Useless Shares Sorter
+ Issue #2865: Specialist Infantry Salary Multiplier
+ PR #2844: AbstractIcon: Force Camouflage: Layering and Properly Sending to MegaMek
+ Data: Adding UlyssessSockdrawer's excellent Co-op guide to docs folder.
+ Issue #2873: Part doesn't serialize brandNew flag
+ Issue #2878: Prevent DropShip bay doors from continuously breaking down when loading saves
+ Issue #1236: Adding full support for Tripod 'Meks
+ Issue #1420: Can No Longer Deploy a Person Multiple Times
+ Issue #2867: Making the default unit market type the Open market instead of the Employer Market
+ PR #2869: Serializing StratCon OpFor Skill and Quality
+ PR #2883: Monday Training XP Assignment on New Day instead of AtB Scenario Generation
+ PR #2889: Ransom is no longer automatically selected at 100% salvage rights
+ Issue #210: One Person will be Artillery Trained when hiring minimum complement for an artillery-armed unit
+ Issue #2567: AtB now follows the part acquisition skill option
+ PR #2884: Briefing Room: Print Sheets now prints sheets for all units in AtB
+ Issue #2496: Maintenance Properly Includes Unofficial SPAs
+ Issue #2809: Grounded DropShip scenarios will no longer feature immediately floating and crashing DropShips; will start
+ PR #2891: Maintainer Unofficial SPA
+ PR #2880: Standardized Suite Version Tracking
+ Issue #1793: Reports: AbstractDialog Swapover, GUI Code Isolation, Preference Bugfixes, and Code Standardization
+ Issues #1092, #1105, #1950, and #2695: Person/Tech to Unit and Unit to Person/Tech Assignment Menu Standardization
+ PR #2855: New Campaign Project: Campaign Preset Rework
+ PR #2912: Fixing an NPE in Personnel Filter Style
+ PR #2916: Dependents cannot have an assigned unit
+ PR #2915: AtB Dynamic Scenario: Fixing missing serialization on all non-map values
+ Issue #2918: AtBContract End Date Display Does Not Update on Contract Extension
+ Issue #2920: Full Swapover to MekHQ's PersonnelOptions over MegaMek's PilotOptions
+ PR #2921: Main GUI Bottom Line Formatting Issues: Missing Space and Standardizing Colon Bolding
+ PR #2924: SelectAbilitiesDialog: Adding SPA Display Name Sorting
+ PR #2930: Improving Client Unknown Phase Logging During Initial Connection
0.49.3 (2021-08-23 2000 UTC)
+ Issue #2679: Correctly show and apply overtime mod to multi-day rolls
+ Issue #2709: Two Scenario Date NPEs
+ Issue #2685: Preventing NPE when loading scenario save games
+ Issue #2609: Show which parts are blocking repairs
+ Issue #2707: Preventing text wrap in the person title JTable usages
+ PR #2718: Fixing Bulk Refit Complete/Cancel
+ Issue #2717: Advance Days Dialog no longer based on modality
+ PR #2716, 2727: StratCon - player DropShips will now be pulled into DropShip defense scenarios;
more abstractly: capability to substitute player units for bot units in designated scenario force templates
prevent "regenerate bot forces" button from displaying when editing completed scenarios
allow contract completion for scenarios with remaining "fixed" objectives (useful for when the enemy morale goes to rout or you win a base of operations attack)
explicitly show that objectives in defensive contracts must be held until contract completion
fix clicked hex detection on StratCon map when viewing anything other than top left corner when map doesn't fit on single screen (smaller resolutions/bigger maps)
added scroll pane to info panel in case it has more data than can be displayed (important on smaller resolutions)
do not un-deploy force from track if it's assigned to a scenario on the track until the scenario is resolved one way or another
+ Issue #251: Force Generator Unit Generation Empty Unit Table Parent Faction Fallback
+ Issue #2736: Fixing Alternative Faction Code Generation by using correct ArrayList type
+ PR #2744: Mass Mothball Dialog: Fixing IndexOutOfBoundsException with no techs for a unit type
+ PR #2745: Fixing Two AtB Scenario View Panel NPEs
+ PR #2725: StratCon campaign state management: GM Tool to add VP/SP; Ability to convert VP to SP manually; Ability to convert SP to bonus parts; GM mode viewing of current track's "scenario spawn odds".
+ PR #2751: Fixing Astech Divide By Zero Errors
+ PR #2756, 2802: StratCon
- Fix incorrect bot configuration in pursuit scenario that would cause it to bee-line for the opposite edge
- When objective scenarios move, they will take their objectives with them
- Strategic objective display improvement - color coding and symbols to indicate in-progress/complete/failed.
- Prevent phantom scenarios from showing up in TO&E deploy menu for both forces and individual units
- Removing a force that's assigned to a StratCon track will no longer cause the strategic map to fail to render
+ Issue #1098: Fixing Repair Tab Tech Order Options
+ PR #2478: Markets Tab and AbstractUnitMarket
+ Issue #2558: Adding Custom Messages for Dependant Joining/Departing the Force
+ Issue #1767: Adding Campaign Messages when gaining SPAs/Edge and Personnel Log Options for gaining Skills/SPAs/Edge
+ Issue #2771: Fixing Missing Current Daily Log on AdvanceDaysDialog Creation
+ PR #2769: New StratCon feature - sometimes (with configurable frequency), the generated maps will be replaced by a similarly sized user-made fixed map instead.
+ PR #2775: Finances Tab: Price Multipliers Panel Cleanup and Expansion
+ PR #2760: Rank fixes and improvements from HB: Major Periphery States
+ PR #2796: AtB/StratCon: Preventing Hidden Units With Option Disabled
+ Issue #2790: Fixing Null Birthday
+ Issue #2779: Can now cancel a bulk part purchase
+ PR #2788: StratCon Facility Implementations
+ Issue #2816: Fixing Two AtB Morale ArrayIndexOutOfBoundsExceptions that break on New Day
+ PR #2821: StratCon Scenario Generation New Day NPE Prevention
+ Issue #2786: CustomizePersonDialog Phenotype and Gender ComboBox bugfixes
+ Issue #2754: Properly clearing Hidden, Narc, and iNarc Flags during scenario resolution
+ PR #2828: Fixing AtB Lance Role Sorting and Improving Mission Name Sorting
+ Issue #1042: Fixing Client Button Setting and MegaMek Preferences Not Saving from MekHQ
+ Issue #2807: Removing EquipmentParts whose EquipmentTypes fail to parse
0.49.2 (2021-06-19 2330 UTC)
+ Issue #2620: Adding Missing Leadership Column in Personnel Tab
+ Issue #2625: Properly Clear Tech Units on Person removal/retirement
+ PR #2617: Contract Command Rights Enum and Tool Tips
+ PR #2637: Personnel Names
+ PR #2651, #2688, #2698, #2701, #2702: Various StratCon fixes:
- Updated arrival altitude for aerospace fighter reinforcement modifiers (they were showing up on the ground)
- Standardized "recon" type scenarios to have the same criteria as Tukayyid scenarios
- Various briefing text clarifications
- Store artillery offboard status between campaign saves
- On Integrated command, don't immediately and incorrectly undeploy lances after generating scenarios
- Adjusted manual force deployment rules (unlimited stacking on allied facilities, one per hex otherwise, no manual deployment under integrated command)
- Tighten up reinforcement restrictions (can't deploy units that can't actually deploy; can't double deploy units; can now only deploy fight lances or have to use a support point/VP)
- VTOLs no longer start on the ground in certain situations, for real
- Removed extraneous "recon turrets" modifier span for recon raid contracts
- Tighten up strategic objective generation; correct objective coordinate display
- Removed extraneous references to contract score in some scenario modifiers; water-naval units may rarely make an appearance
- More robust transport loading code
- Bot now has access to Arrow IV external ordnance, won't load 20 TAG pods on a single fighter.
- Prevent double deployment of units and forces to individual scenarios
+ PR #2656: Cleaning up a few erroneous Campaign GUI properties
+ PR #2655: Ensuring BotForce has a Valid Base Camouflage
+ PR #2622: Camouflage: Deadborder Pack, Base Component Swapover
+ PR #2653: Expanding File/Refresh Capabilities
+ PR #2652: Personnel Table Expanded Randomization Functionality
+ Issue #2659: Hangar Report: Adding IndustrialMek Section and Missing Combat Vehicle Super Heavy Nodes
+ Issue #2642: StratCon Tab: Force Table Background Doesn't Work Properly in Nimbus
+ Issue #2610: Adding Tech Officer migration from the reference class
+ Issue #2534: Fixing Missing Clan Check For Endo Steel Location Repairs
+ Issue #2382: Large Vessel Clan Repair and Maintenance modifier no longer applies to Clan Personnel
+ PR #2667: Preventing NONE Primary Role Hiring
+ Issue #2485: Default Subcontract Name, Briefing Tab Mission Tracking
+ PR #2284: MHQ Options: Adding Colours Customizability
+ Issue #2491: Allow extra time for maintenance per StratOps/New CamOps repair/maintenance rules.
+ Issue #2661: Can no longer select the same unit across multiple selectors in StratCon scenario management UI.
+ Issue #2548: Making ROM Designation and Manei Domini Class and Rank part of the rank system data
+ Issue #2529: Fixing refit display so it no longer includes the pilot's BV
+ PR #2678: Adding Personnel Tab Grouping and Filter Tool Tips
+ PR #2540: Factions Data Customizability Expansion and Cleanup
+ PR #2677: Ignorable Nag Dialogs
+ Issues #2636 and #2658: AdvanceDaysDialog Rework: Advancement-based Modality, Expanded Buttons, Persistent Daily Report
+ PR #2634: AtB Enum (Morale, Contract Type, Lance Role) tooltips
+ PR #2691: ResolveScenarioWizardDialog Uses Standardized Entity Readout Dialog for Unit Views
+ Issues #2116 and #2589: Improving Rank and Title Sorting
+ PR #2694: Hangar Tab: Maintenance Colour No Longer Shows with Maintenance Disabled
+ PR #2693: GM Tools Dialog Rewrite
+ PR #2422: Improve simple accessibility faults
+ Issue #2703: Defend against parts without campaigns after Refit
+ Issue #2687: Fix error refitting DropShip transport bays
0.49.1 (2021-05-23 1630 UTC)
+ Data: Fixing Aerospace Tech Portrait Folder Names
+ PR #2571: Fixing MekWarrior Salary
+ Issue #2569: Adding userdata to the build script
+ Issue #2574: Fixing Experience Tab Custom Skill Costs Formatting Type
+ PR #2584: MekHQ Options: New Day: Auto-hiring Pool Options
+ Issue #2568: Fixing StratCon Mission Completion NPEs
+ PR #2580: Campaign Options: Fixing doClick update issues
+ PR #2582: Fixing Astech and Medic pool salaries so they use the proper campaign options
+ PR #2587: Re-enable force deployment from TO&E
+ PR #2590: Take a breather after sending entities to MegaMek before trying to load transports
+ PR #2586: Fixing LAM Pilot Skill Level Calculation
+ PR #2599: Fixed multiple issues with deploying grounded DropShips from MekHQ to MegaMek;
Prevent putting scenario into error state when editing a non-resolved scenario in briefing room
+ Issue #2594: Allowing Scenario Date Nullable Comparison
+ Issue #2588: Fixing unmarketable check value for personnel table filter support check
+ PR #2602, #2611, #2615: StratCon Data Fixes
+ PR #2583: Dependent Swapover: Removing Parental and Spousal Abandonment, Fixing None Primary Role
+ Issue #2566: Ranks Warning Expansion and Change Tracking
+ Multiple StratCon stability and data fixes:
- scenario data updates
- phantom scenarios no longer display in briefing room; fixed objective scenarios remain on tracks until encountered
- logic update for force deployment right click menu
- map size rerolls no longer generate tiny maps
- descriptive text updates
- fixes for various issues when loading campaign saves
- improved objective generation and tracking
- prevent excessive spam of fixed contract modifiers for some contracts (notably, cadre duty and guerilla)
- temporarily prevent deployment of more than one force/hex (further re-work coming)
+ Issue #2607: Fixing Payment Overage Option Implementation
+ PR #2581: Modernizing Presets to 0.49.1 Standards
0.49.0 (2021-05-01 2130 UTC)
+ Issue #338 Parts 1 and 2: Improved Refit Technician Selection Sort
+ Issue #2418: Ensure context menu shortcut works on our tables
+ PR #2361: Use MML's CConfig.load instead of new CConfig()
+ Issue #2415: Implementing Unit Weapon SPA Generation and Fixing Tech Level Comparisons
+ PR #2260: Implementing Save and Quit in the MekHQ exit option pane
+ Issue #2446: Calculate the scrollable block increment correctly
+ Issue #2452: Ensure a Lance's Force assignment is still valid
+ Data: New Graphical Force Icon Type Pieces
+ PR #2379: Repair Bay: Adding part name to the report when GM repairing
+ PR #2337: Shopping List No Longer Writes to XML While Empty
+ Issue #2459: Only calculate weight if EquipmentPart has a type
+ PR #2465: Change source and target compatibility to Java 11
+ PR #2151: Improving Mission and Scenario Status Processing
+ PR #2440: Base Components: Creation and Expanding Preferences
+ Issue #2458: MRMS Astech Requirement Checks
+ PR #2473: Better GM unit restore
+ PR #2475: Use the correct resource string for free C3i Nodes on TOE
+ Issue #2456: Incorrect Financial Export Date, Two Force Icon NPEs, Unit Market NPE
+ Issue #2469: Fixing Award Log Edit NPEs
+ Issue MegaMek/MegaMek#2597: Use MM's new UnitNameTracker for name collisions
+ Issue #338: Base Refit Tech Selection Free Time Sort
+ PR #2468: Bulk Procurement Table Selection and GM-less Clear
+ Issue #3288: GM Tool Name Generation Expansion - Bulk Generation, Manual Editing
+ Issue #1936: AbstractIcon: Full Camouflage Implementation - Adding Force Camouflage
+ Issue #2489: Improving Award XML Load Null Proofing
+ PR #2356: Improving Genealogy Null Protections
+ PR #2417: Personnel Options Tab Rework
+ PR #2494: Base Components: Sorted Combo Box Model
+ PR #2331: Add MekLocation tests and fix location repair nits
+ PR #2532: ProtoMek Bay Rating
+ PR #2144: StratCon - Alpha
+ Issue #2487: When a garrison-type contract comes back from a "rout" break, you may find yourself facing different opposition
+ Issue #2460: Improving Default AtBContract Name and Briefing Tab Sort
+ PR #2352: Personnel Role Enum
+ PR #2545: Allow aerospace fighters with only 10 heat sinks to repair damaged heat sinks
+ Issue #2553: Fixing FactionComboBox NPE with null input code
+ Issue #2553: Fixing preferences issue in the Personnel Market
+ Issues #1483, #2196, #2201, #2202, #2205, #2449: Rank System and Profession Rework
+ Issue #271: ScenarioStatus Enum: Expanded Scenario Status Options
+ PR #2479: Fixing Escorpión Imperio starting planet
0.48.0 (Stable) - (2021-03-05 1530 UTC)
+ Issue #2427: Exception during maintenance on a new day breaks MekHQ
+ Issue #2431: Fix exception exporting personnel to CSV
+ PR #2437: Hangar Report: Fixing Wrong Node Addition for Medium Wheeled
+ PR #2381: Repair Tab: Adding better information blockers for Null/Void Signature System and Chameleon Shield
+ Issue #2441: Adding Force Icon Pieces: numerous Alphanumerics and the Vehicle Assorted Type.
+ Issue #2429: Awards Documentation: Fixing Minimum Excel Version, Removing Duplicated Images, Double Spacing
+ Issue #2442: Fixing Multiple Ranks Issues
0.47.17 (RC3) (2021-02-075 2015 UTC)
+ PR #2354: Don't skip ComStar as an origin faction
+ Issue #2348: Allow Clan Personnel origins
+ Issue #2365: MissingEquipmentParts should only be replaced with parts of the correct Java type
+ Issue #2358: Add missing AtB lances on .cpnx load
+ PR #2372: Infantry Motive Type File I/O Fixes
+ PR #2378: Acquisition Dialog: Fixing NPE, GM Acquire for In-Transit or On Order parts, Adding GM Acquire Message
+ Issue #2389: Fixing graphical NPE when not purchasing units in the unit selector dialog
+ PR #2390: Fixing Baby Prisoner Status Determination
+ Issue #2397: Adding Fall Back SPA check for current SPAs being edited
+ Issue #2396: Resolve Infantry part and other part type bugs
+ Issue #2387: Allow salvaging components on destroyed locations from repair bay
0.47.16 (RC2) (2021-01-05 1700 UTC)
+ PR #2289: Drop support for migrating Campaigns older than v0.41.24 (2016-10-06 03:15 UTC)
+ Issue #2283: Ensure contracts are generated with the correct number of retries
+ Data: Adding Missing images.
+ Issues #2296 and #2299: Support older campaign DropShip and JumpShip ammo bin sizes in XML file
+ PR #2302: Fixing Log Display Spacing
+ Issue #2295: Expanding null protections for rank systems and adding defaults
+ PR #2303: Fixing Gender assignment on Generation
+ Issue #2270: Scenarios Respect Sort Order
+ Issue #2297: Ensure shots needed is converted properly between ammo types
+ Issue #2310: Avoid procurement popup exceptions due to race condition
+ Issue #2298: Do not display unknown armor types in the Parts In Use report
+ PR #2308: Add EquipmentPart unit tests and fix minor bugs
+ Issue #2266: For LAMs check Landing Gear and Avionics when considering repairable slots
+ Issue #2317: Ensure Person::idleMonths defaults to 0
+ PR #2324: Restrict removing, salvaging, or scrapping certain locations with avionics and landing gear on LAMs
+ Issues #2325 #2328: Do not throw NPE on missing equipment when unscrambling equipment numbers
+ PR #2330: Fix capitalization of MekWarrior portrait folder
+ Issue #2332: Delete refit file if unable to read it back when saving
+ PR #2294: Add contract market tests and add setters for static singletons (e.g. Systems and RandomFactionGenerator)
+ Issues #1727 and #2318: Colour Camouflage and Camouflage Selector Standardization
+ PR #2293: Upgrades built in campaigns to 0.47.15
+ Issue #2341: Equipment on incorrect mounts are not fixed
+ Issue #2342: Customs in .cpnx with invalid file name chars do not save to disk
0.47.15 (RC1) (2020-12-14 2330 UTC)
+ Issue #2166: NRE in Money::plus/Money::minus
+ PR #2224: Add some basic Refit tests and fix an Armor location bug calculating armor during a refit
+ PR #2241: Fix bug where PartsStore may list INT_MAX as cost and tons for BA ammo
+ Fixing Male Soldier and Female ProtoMech Pilot Portrait Paths so they properly generate
+ Issue #2236: Making Unmaintained hangar color take priority over Damaged/Inoperable
+ Issue #2248: Fix various ContractMarket exceptions when operating at the bounds of MekHQ data
+ PR #2250: Fixing Load Last Save for .cpnx.gz files
+ Issue #1880: Fixed briefing text error for breakthrough (defender) scenarios
+ Issue #2231: Don't give back free parts when fixing a missing part
+ Issue #2254: Ransomed Unit now properly adds to Total Value Salvaged
+ Issues #2255 and #2258: Fix Warehouse::removePart StackOverflowException with child parts and NRE with BayDoor/Cubicle parts
+ PR #2259: Adding Pregnancy Complications Personnel Status
+ PR #2261: Improved Awards Migration
+ PR #2271: Improve .cpnx load perf with transport linkages in AtB scenarios
+ PR #2272: Ensure GM Acquire Instantly acquires the correct quantity
+ PR #2274: When loading Campaigns ensure more exceptions are caught and logged properly
+ Issue #2278: Ensure skill preferences are saved to the campaign on creation
+ Issues #1151, 1219, 1687, 1807, 2142, 2243, 2253, 2267, 2268, 2276: Refactor adding and removing ammo from the Campaign
+ Issue #2280: GM Restore skips parts
+ PR #2286: Don't reload unit data if nothing changed on disk when reading Campaigns
+ Issue #2287: Prisoner Filter Should Include Bondsmen
+ Issue #2141: Subcontracts don't reference parent contract after campaign load
+ Issue #1587: Basic Bulk Customization
+ Issue #2200: Moving Rank System Name to Data
0.47.14 (2020-11-15 1930 UTC)
+ Issues #2217 #2219: Cannot save Campaign with Refits and cannot start new Refits
+ Issue #2220: Implementing AwardFileFactory to handle loading pngs that aren't handled by Toolkit
0.47.13 (2020-11-09 1600 UTC)
+ Issue #2213: Fix disastrous bug in AmmoStorage::ctor
0.47.12 (2020-11-08 2230 UTC)
+ Issue #1970: Workaround for single hex ecm causing Small Craft to be overweight
+ Issue #1079: Add refit time for moving a part between locations
+ PR #2117: Fixing New Personnel Market Report
+ PR #2105: Avoid part ID references in Refits and elsewhere
+ Issue #2115: Fixing GM Tool Gender load
+ PR #2122: Fixing Scenario Date Compare
+ Issue #1265: Option to Subtract Salvage Overages from Final Contract Payment
+ PR #2128: Improve performance of searching for spare parts in large campaigns
+ Issue #442: Enable/Disable MRMS Repair and Salvage Portions
+ Issue #2118: Fixing MekHQ's use of MM password
+ Issue #2138: Fixing GM Mothballing
+ Issue #2139: Fixing Award Tracker Data Manipulation
+ Issue #2130: Fixing TOE Deployed and Undeployed Background Colour Display
+ Issue #1723: Fixing Missing Personnel and Hangar Tab Selection Highlights
+ PR #2153: UnitRatingMethod: Add Disabled Case
+ Issue #1537: Fixing Null AmmoType NPE in Hangar Tab
+ Issue #2159: Fixing Soldier Filter Name
+ PR #2164: Fixing Historical Daily Log Disabled Message
+ Issue #2159: Personnel Filter Style for All Options
+ PR #2168: Properly implementing AtB edge assignment if MekHQ cannot assign an SPA
+ PR #2169: Fixing all and none portraits click when changing options preset
+ PR #2170: Support Edge is now properly reliant on Edge being enabled
+ PR #2173: Implementing sort order for SPAs in Campaign Options
+ PR #2174: Tabbed MekHQ Options Dialog
+ PR #2161: Improving Zipped Force Icon folders
+ PR #2162: Standardized Portrait Chooser
+ Issue #2188: Cannot assign salary to LAM Pilots or Vehicle Crew loading older CPNX files
+ Issue #2193: Unit Market: Units No Longer Reset to Open Market upon load
+ Data: MegaMek Portrait Data Pack. Notes and licensing in MegaMek contributors file which I will push
with the next Data work in MegaMek.
+ Issue #2171: Implementing Campaign Option and Campaign Preset Versioning
+ Issue #2181: Personnel File CSV Export Toughness, Status, and Portrait Path
+ Issue #785: SLDF Ranks are Wrong
+ Issue #572: Random Portrait Fails to Properly Compare File Paths
+ Issue #564: AbstractIcon: Fixing Basic Info Portrait Scaling
+ Data: Adding a CampaignAnon 3.5 AtB preset.
0.47.11 (2020-10-04 2100 UTC)
+ Issue #2029: AmmoBin from warehouse can rarely come with free ammo
+ Issue #2032: Fixing Campaign Options Save following Preset Load
+ PR #2023: Moving StartGameDelay to MekHQOptions
+ Issue #2036: OmniVehicle config changes require omnipod heat sinks
+ Issue #2039: Subcontract Check NPE
+ Issue #1892: Launch Game Dialog Standardization
+ PR #2022: GM Tools Name and Callsign Generation
+ PR #2046: Fixing duplicated MekHQUnitSelectorDialog Display
+ PR #2045: Aero Fighter refit heat sink tracking improvements
+ PR #2047: Fixing Name Set after Adding a Bloodname
+ PR #2048: Fixing Random Bloodname NPEs when Editing Personnel
+ PR #2050: Fixing Person Tech Unit Id Concurrent Modification Error
+ Issue #2024: Can Repeatedly Complete Missions by Cancelling Retirement Dialog
+ Issue #1971: Fixing Repair Bay Bonus Parts
+ PR #2054: Fixing Erroneous Newline after Unit Loading Failure
+ PR #2055: Swapping MekHQ to use the proper GUI to edit DropShip/JumpShip/WarShips
+ PR #2060: Fix NPE when getSelectionPaths is null in TOEMouseAdapter
+ Issue #2059: Fixing Incorrect Campaign Operations Unit Rating Experience Calculation Method
+ PR #2063: Preventing null entities in AtBScenario
+ PR #2061: Add daily report entries for AtB scenarios
+ PR #2067: Improved refit handling of internals for Aeros and Tanks
+ PR #2057: Personnel Table GM Tool Access
+ Issue #1369: Unit Rating FM:M(r): Default Quality Value is no longer Elite
+ Issue #171: Manual Unit Rating Modifier
+ PR #2058: Implementing individual dice roll display in the GMTools Dialog
+ PR #2071: Fix campaign ops DropShip maintenance costs
+ Issue #2017: Keep focus on unit during repairs
+ Issue #2066: Do not add zero or NaN costs for ammo during Refits
+ Issue #1481: Adding Option to Disable Mothball Information Save
+ PR #2073: MRMS Dialog Localization
+ PR #2075: Fixing Scenario Template Date NPEs
+ Issue #1986: Adding individual role filter and filtering by primary role options
+ PR #2076: Add Show BV Calculation to Unit context menu
+ Issue #1967: Save part repair reservation if present
+ Issue #1953 Part 1: Fixing mothballing and activation tech restore
+ Issue #2079: Implementing Bulk Free in Personnel Tab
+ Issues #1595/1805: Adding filters in Hangar Tab
+ Issue #1376: Hangar Tab Line Colours For Unmaintained and Uncrewed Units
+ Issue #2089: fix procuring vehicle engines from the parts store
+ Issue #2091: Fixing missing requirement of addToCampaign
+ PR #2094: AtB Bot Camo Load Swapover
+ PR #2097: Finances credit/debit capitalization fixes
+ PR #2098: Personnel Table: Hide Assign to Unit
+ Issues #297/1248: Prisoner Capture Consolidation
+ PR #2088: explicitly track child parts
+ PR #2096: Fixing Missing Unit Selector Unit Sprite in MekHQ
+ Issue #1525: Swapping to Minimum Crew instead of Maximum Crew
+ Issue #1875: Phenotype Bonus is properly added and reduced when editing your phenotype
+ PR #2101: Reduce the size of a Part's XML by ~30%
+ PR #2102: Reduce the size of a Unit's XML
+ PR #2077: Standardizing MRMS Options
+ PR #2052: Bloodname GM Tools
+ Issue #1079: Carrying out a refit no longer fixes shoulder/hip damage "for free"; legs with busted hips and center torsos no longer added to inventory after being removed from mech during refit
+ PR #2093: Loot Table: Fixing Money Capitalization and Adding Basic Unit/Part Tooltips
+ News data upgrade
+ PR #2109: News Validation
+ PR #2110: Campaign Preset Update
0.47.10 (2020-09-20 2100 UTC)
+ PR #1896: Campaign writeToXml: Fixing Output Spacing Issues
+ Issue #1888: Founder Filter in Personnel Tab
+ Data: Numerous fixes to RATS, Mechfiles, Sprites, and update Unit Roles.
+ PR #1893: Personnel Status: Fixing ChangeStatus, Standardizing Boolean Comparisons, and Implementing Death Options
+ Issue #1808: Adding an Option for the Player to Control All Attached Units
+ Issue #399: AtB campaigns display current parts availability at the bottom; more detailed "this part is not available to your unit" explanations
+ Issue #1915: Fixing Date Lineup
+ PR #1917: Fixing the Award Tracker post-Ancestors Removal
+ Issue #1920: Fixing xml load for bad Ancestry data
+ PR #1916: Personnel Filter Enum
+ Issue #790: Implementing Non-Combat TO&E Forces
+ PR #1930: Fixing Fill Transports NPE
+ Issue #1829: Fixing Duplicated Nags in AdvanceDaysDialog
+ Issue #470: Mass Training: Rank, No Officer, and Only Officer Filters
+ Issue #1929: Scenario Resolution: Fixing Display Anchor Issues
+ PR #1932: Fixing Total Earnings Display Issues
+ Issue #1941: Person View Panel Ability and Injury Description ToolTip
+ Issue #1296, 1855: Fixed issue preventing customization of units in the meklab when ammunition is added to the unit.
+ Issue #1951: Autosave Does Not Always Initiate On First Load
+ Issue #1922: CrewSkillUpgrader Infinite Loop Fix
+ Issue #1661: Implementing Basic Russian Patronymics
+ Issue #1817: Implementing option to not save customs to XML
+ PR #1949: Fixing Genealogy Removal
+ Issue #1962: Grant kill credit to units from the player's campaign given to other players for the duration of a MegaMek scenario
+ Issue #1264: Allow faction capitals to change on a specific date, not just year
+ PR #1966: Fixing Duplicated Siblings
+ PR #1925: Final PR to swap MekHQ to use LocalDate
+ Issue #254: Implementing AtB Battle Chance by Role
+ Issue #1166: Possible fix for missing turrets in AtB base attack/defense missions; still no turrets prior to 2750
+ Issue #1757: Enable Ranks For Captured Prisoners
+ Data: Large dump of current data.
+ Issue #259: Implementing Customizable MekHQ Display Date Formats
+ Issue #1982: Fixing AtBBattleChance for unassigned lances
+ Issue #1984: Implementing useManualMarriages Option
+ Issue #1983: Switching to new form of UUID save format
+ Issue #1952: Personnel Market Updates No Longer Fail in Rare Cases During Person Creation
+ Issue #1981: Fixing NPE when dragging TOE Units and Forces Around
+ PR #1999: Fixing Clan Vehicle Option
+ Issue #2003: Various faction startingPlanet errors in factions.xml
+ PR #2005: AtB: OpFor Uses VTOLs is now default true
+ Issue #1939: Fixing Preset Loading and Reworking Campaign Options Initial Value Load
+ PR #2008: Avoid several process-stopping errors when upgrading bot units with SPAs
+ Issue #2007: Correct required heat sink calculation for refits
+ PR #2009: Moving the Misc Tab to MekHQOptions, Fixing UnitMarketReportRefresh, Properly Localizing lblOpforLocalForceLikelihood
+ Issue #2001: Fixing Lance Display Ordinal Comparison
+ PR #2013: Adding MekHQ option to prefer GZIP in campaign saves
+ Issue #1866: Implementing New Day MRMS Option
+ Issue #630: Improved tracking of integrated heat sink changes during refit
+ Issue #1252: Spare "Targeting Computer" not used on config change, new one ordered instead
+ Issue #2026: Don't add phantom parts to warehouse when refitting unit
+ PR #2011: Command Center Unit Market and MRMS MekHQ Display Options
0.47.9 (2020-08-07 1830 UTC)
+ Issue #1894: Adding additional legacy date format
+ PR #1897: Genealogy: Adding a contains map check
+ PR #1900: Adding Battle Damage to MekHQ Sprites
+ Issue #1902: Fixing DateChooser NPEs
+ Issue #1904: Updating Portrait documentation for role name changes
0.47.8 (2020-08-02 2300 UTC)
+ PR #1825: Adding Advance to Next Monday to the AdvanceDaysDialog
+ Issue #1828: Rolling over to the next month when using AtB and your current faction goes extinct will no longer cause an error
+ Issue #1827: Adding documentation comment for required Excel version for Awards Tracker
+ Issue #1819: Fixing Time in Rank without Time in Service
+ Issue #1821: Can now reach all directories for images
+ PR #1830: Picking techs for refit now orders the techs by type then skill level, so you don't have to strain your eyes looking for that one aero tech
+ Issue #1822: Making the default Force Icon into a transparent background
+ Issue #1816: Fixing Portrait Changing in the Same Category
+ Issues #1797 and #1820: DateTime to LocalDate Switchover and Date Fixes
+ Issue #1840: Properly Implementing the Attached Camo Option
+ Issue #1847: Fixing Time in Service
+ Issue #1861: tryingToMarry and tryingToConceive flags are now saved properly
+ PR #1863: Retirement Date Tracking
+ PR #1864: Random Callsign Generator
+ Issue #1871: Implementing sorting fixes for the personnel tab
+ PR #1850: Phenotype Rework Implementing Vehicle, ProtoMech, and Naval Phenotypes
+ PR #1669: Implementing the MegaMek Unit Selector in MekHQ
+ Issue #198: Adding Ransom Mech and Ransom Prisoner Options for Scenario Resolution
+ Issue #1881: Outer planets in Weldry system can now be clicked
+ Issues #1569 and #1570 Phase 1: Genealogy
+ PR #1857: Personnel biographical view and last name simplification
0.47.7 (2020-06-22 2330 UTC)
+ PR #1811: Fix advance multiple days reports not showing
+ PR #1810: use grid layout for repair tab main panels
+ PR #1802: Updates to special abilities in all presets
+ PR #1800: Two new unofficial special abilities for techs
+ PR #1776: Command center
+ PR #1769: Briefing room fixes
+ PR #1759: acquisition tables are not refreshing on new day
+ PR #1758: Planetary acquisition fixes
+ Issue #1725: Refit does not save original part quality when the part is cloned
+ Issue #1665: Use ammo by type (unofficial) does not work
+ Issue #1741: Adding Unit::isPresent check for Maintenance
+ Issue #1734: Scenario Resolution Dialog: View Unit is now Always Enabled
+ PR #1728: Adding Option to Disable Chases
+ Issue #1698: Option to Determine Father Based on Spouse at Time of Birth
+ Issue #1740: Adding Unit::isPresent check for FMMR Unit Rating
+ PR #1750: Fixing LogEntryController Typo
+ Issues #1735, #1736, #1737: Fixing how units are edited in Scenario Resolution Wizard
+ Issue #1753: Fixed advance day NPE related to contract start date extension when player is in-system but still in transit
+ Issue #1733: Adding Scenario Resolution Wizard and MUL Selection Dialog Mnemonics
+ PR #1762: Advance Days: Increasing Day Count Limit and Adding Advance to Next Year
+ Issue #1662 and 2/3rds of Issue #347: Remember Layered Force Icon Setup
+ PR #1764: Fixing Elemental Portrait Folder
+ PR #1655: Implementing Welsh and Icelandic Patronymic/Matronymics for Baby Surnames
+ PR #1713: Adding Spaced Marriage Surname formats and renaming formats to improve end-user readability
+ PR #1715: Varied Prisoner Status Bugfixes
+ PR #1714: Random Names and Gender Rework
+ Issue #1631: Regenerating Forces for AtB Dynamic Scenarios now Resets Attached Bot Forces
+ Issue #1706: Techs now display as part of the force in the personnel tab
+ Issue #1529: Begin Refit Should be Disabled For Negative Unallocated Armour Points
+ Issues #1343 and #1442: AtB Scenario Objective Fixes
+ Issue #1711: Adding Option for Babies born to Prisoners to be Born Free
+ Issue #1766: Adding an option for attached units to use the faction camo
+ Issue #1781: Adding Sorting to the Scenario Table
+ Issue #1738: Scenario Resolution Wizard: Add View Personnel button to Pilot Status
+ Issue #1718: Refit configuration change does not look for multiple qualities in warehouse
0.47.6 (2020-5-03 1715 UTC)
+ PR #1610: Raised cost of edge points from 1 to 10 for the AtB configuration preset.
+ PR #1627: Moved pregnancy GM items to Personnel GM menu (and hide GM menu if not a GM)
+ Issue #1612: Adding Scrolling to Marriage Candidates
+ PR #1606: Abandon ship (MekHQ version)! Crews of large craft and units transported aboard large craft are handled during scenario resolution.
+ PR #1618: De-clutter assign lance tech menu in TO&E
+ Issue #1632: All random marriages default to same sex
+ Issue #1626: Adding Time in Rank to MekHQ
+ PR #1634: Fixing Activate/Mothball Display Text
+ Issue #1636: ExtraData Export Fails because of Null Mapping
+ PR #1642: Fixing Popup Display Text Spacing Issues in DataLoadingDialog
+ Issue #1218: Personnel Total Earnings Tracking
+ Issue #1613: Automatically Output Finances Table to File on New Year
+ Issue #1134: Option to Disable Dependent Automatic Addition in AtB
+ PR #1645: Deploying units as reinforcements to AtB and template scenarios no longer defaults them to the "any" deployment zone
+ Issue #1649, #1651: Fixing ExtraData Unmarshaller
+ PR #1654: Fixing Spouse and Baby Load from Personnel export
+ PR #1656: Avoid NPE in Person::isMothballing
+ Issue #1635: Base Salaries Not Displaying Correctly in Nimbus
+ PR #1659: Implementing Log Maintenance
+ PR #1666: Fix bug with personnel original unit tech (if clan tech level)
+ PR #1673: Removing Prisoner to Personnel Random Marriage by implementing Prisoner to Prisoner Random Marriage.
+ PR #1663: Fixing Clanner Name Migration
+ PR #1681: Change refit model weight calculation to work with BA
+ PR #1685: Adding All Role and No Role options for Portraits
+ PR #1688: Single Portrait Bulk Assignment to Personnel
+ Issue #1683: Adding the option to log marriage name changes
+ PR #1670: Improved Standard Awards
+ PR #1693: Fixing Campaign Options Display Spacing Issues
+ Issue #1285: Adding default value to prevent Personnel Market No-Role Personnel
+ Issues #880 and #1671: Paid Recruitment Roll is now based on having an active contract
+ Issues #1614 and #1615: Adding a Financial Year Duration Option
+ PR #1700: Fixed NPE resulting in failure to display personnel tab when a unit is assigned to a non-existent scenario
+ Issue #1691: Personnel are now filtered by primary and secondary roles in the Personnel Tab
+ PR #1580: Adding TryingToMarry and TryingToConceive Flags
+ Issue #1625: Adding Display Format Options for Time in Rank and Time in Service
+ PR #1604: Adding Mnemonics to the Main Tabs and Advance Day
+ Issue #850: Bulk Award Assignment
+ Issues #780 and #1102: Implementing Submenus for Personnel Unit Assignment
0.47.5 (2020-4-01 2000 UTC)
+ Issue #1470: Thumper artillery vehicle causes array index out of bounds exception error
+ Issue #1261: RFE: In Contract Market, hyperlink the system/location to the Interstellar Map
+ Issue #1090: Feature Request: Add Origin Faction to Fluff Information display of Personnel
+ Issue #1476: Settings in portrait generation is not saved.
+ Issue #1385: Add dark themes to MekHQ.
+ Issue #1488: Random Origin Search Radius now properly loads.
+ PR #1496: Minor scenario template UI improvements; transports generated by AtB may now contain power armor where appropriate
+ Issue #1480: Add customization for colors used throughout MekHQ.
+ PR #1490: Fix some bugs with the Assign to Ship menu item
+ Issue #1495: Export Campaign Subset to New Campaign Now Copies Options
+ Issue #1508: Injured personnel Keep Command of their Vehicles and Infantry units
+ Issue #1429: Adding Bulk Add to the Parts Marketplace.
+ PR #1500: Scenario Generation properly handles GM Generation and Multiple Missions
+ Issue #1505: Fixing Personnel Tab Graphical Unit Images for Mixed Fighter and Tech Person
+ PR #1519: Adding proper bondsman formatting when Added to Campaign
+ Issue #1492: Medical Report Displays for Personnel with GM Added Injury
+ Issue #1497: Scale Unit sell values by their Entity's price multiplier
+ PR #1509: Adding Monthly and Yearly Autosave Options
+ Issue #1482: Hire Full Complement Now Records Time in Service
+ Issue #1486: Fixing Unit and Personnel Export to CSV and Localizing Top Menu Bar
+ Issue #1530: Fixes issue in infirmary where buttons unreadable in dark mode
+ Issue #1250: Added FormattedNumberSorter to Warehouse total cost column
+ Issue #1375: Creating Localized Natural Order Sorter
+ Issue #155: Adding Advance Day to Personnel Market
+ PR #1553: AtB: Adding SPA Generation for Generated Veteran and Elite Personnel
+ PR #1555: Fixing spacing for C3 Slaves in the TOE
+ Issue #1564: Hide impossible parts in the Purchase Parts Windows
+ PR #1533: Windchild's Personnel Improvements, covering Issues #765, #876, #1404, #1482, #1486, #1492
+ Issue #1524: Sort P_NONE Personnel as Support Personnel
+ Issues #1542 and #1417: Hangar Tab Popup List: Bulk Selection and Rank Fixes
+ PR #1556: Updating Unit Rating wording
+ PR #1584: Stop double-counting medics for FMM:R unit rating
+ Issue #691: Fixed multiple issues importing units from MUL files, including portraits, gender, SPAs
+ PR #1583: Adding Menu Bar Mnemonics (Shortcut Keys)
+ Issue #1540: Switching over to using JSpinner for base salaries
+ Issue #1578: Adding New Campaign to the main menu
+ PR #1597: MegaMek Log File is Reset on MekHQ load
v0.47.4 (2020-2-09 2200 UTC)
+ PR #1440: Implement "Rugged" quirk (2x or 3x between maintenance rolls)
+ Issue #1447: Bug: Don't infinite loop in acquisition logic
+ Issue #1413 #1415: Hangar report displays units in alphabetical order and reflects mothball status
+ PR #1449 #1452: Fixes for multiple unit transport assignment issues; sorting of unit assignment destinations by unit bay type
+ Issue #1454: Adding scrollbar to NewContractDialog
+ PR #1463: Modifying the PersonViewPanel to properly display Due Date and Age
+ Issue #925: Fixing Zombie Time in Service
+ Issue #1455: Possible fix for failure to generate units from RAT files due to said RAT files not loading fast enough
+ PR #1467: Made the Standard Value for Double Enemy Vehicles False
+ Issue #280: Adding Portrait folder documentation
v0.47.3 (2020-2-01 2200 UTC)
+ Issue #1344: Ensure techs show the right skill for ProtoMeks
+ PR #1348: Enable scenario modifiers to add objectives to scenarios generated from templates
+ Issue #1349: Problem with replacing ProtoMek limbs lost in combat
+ PR #1352: Feature: Add origin planet to Personnel
+ PR #1355: General support vehicle crew (fixes deployment bug)
+ Issue #1354: Feature: adds +/-100M button to New Loan dialog
+ PR #1289, #1359: Feature: adds GM Jumpship Recharge on Interstellar Map context menu
+ PR #1360: Fix several issues with adding/removing techs from a force
+ PR #1362: Random personnel background generation (enabled via Campaign Options)
+ Issue #1306: Commander skill level bonuses are now applied in rating calculations
+ Issue #1370: Unit Rating FM:M(r): 0 dividends now produce 100% fulfilled need instead of 0% fulfilled need
+ Issue #1374: Unit Rating: Small Craft Bay can now store Fighters
+ PR #1379: Feature: Adds hyperlink from origin system on personnel panel to the map panel
+ PR #1382: Speed up Advance Day using profiling data
+ PR #1387: Include Super Heavy Vehicle Bays in Unit Rating/Reputation
+ Issue #1390: Bug: fix XML parsing failure when putting customs in .cnpx that have ampersands (etc)
+ Issue #1284: Can't get contracts from ComStar's capital planet
+ Issue #1384: PIR and REB AtB Contracts can not be generated
+ PR #1371: Ability to load units into DropShips/WarShips for automatic deployment to MegaMek scenarios; Naval C3 network configuration in MekHQ
+ Issue #1363: Feature: in Hangar's Assign Tech menu, group by skill level
+ PR #1403: Bug: TO&E menu may crash if no units in force (and general cleanup)
+ Issue #1263: Fixing Marriages Without Surnames
+ Issue #1405: Feature: Display Mother and Father for Children in the Force
+ Issue #1406: Feature: Add hyperlinks to family members
+ PR #1410: Add the unit ID to the log when unable to parse a unit
+ Issue #1262: Feature: Identify on the interstellar view planets that are eligible for additional contracts
+ Issue #219: Bug: Overview/Hangar Breakdown does not include support vehicles in count
+ PR #1380: Data: House Arano sourcebook planet ownership data added
+ PR #1422: Minor performance improvement for contract market
+ Issue #1366: Bug: Fix empty procurement list on campaign load
+ Issue #1345: Bug: Fix unlimited acquisitions when daily limits in place
+ PR #1419: Improve performance of purchasing parts and fix refit bug where armor or ammo may not be used for a refit
+ PR #1424: Resolve errors found by SpotBugs
+ Issue #1427: Fix bug where GM Adding ammo with 0 shots did not add new ammo
+ PR #1430: Initialize bay space on Campaign load before setting Used Capacity
+ PR #1435: Improved fault tolerance for campaigns with large craft that have gone sour due to bad refits
+ PR #1437: Personnel View: Mother will no longer break if a person only has a father
+ Issue #1433: Enabling RandomizePortraits for personnel with pre-existing portraits
+ PR #1438: Adding Scrollbar to Personnel Settings under Campaign Options for small screens
v0.47.2 (2019-11-15 2000 UTC)
+ PR #1325: Customize ProtoMeks and advanced aero in MekLab
+ PR #1326: Fix another potential error preventing day advancement when giving training XP
+ Issue #1327, 1329: Fixed multiple issues relating to scenario resolution introduced in 47.1
+ Issue #1333: Simca Ambulance possibly causing campaign to not load
+ Issue #1337: Offboard artillery - designate hex phase skipped when artillery comes from mekhq
+ Issue #1330: Fix NPE when PersonViewPanel has a pregnant individual
+ Issue #1316: Resolve money parsing exception in Retirement Defection Tracker
v0.47.1 (2019-11-05 0300 UTC)
+ PR #1259: Fix map size display for AtB scenarios in the briefing tab (cosmetic issue only)
+ Data - Updating the AtB Starter Guide to v3, thanks CampaignAnon
+ Issue #1257: Don't double up salaries when charging for peacetime costs
+ PR #1268: Fix money formatting in prisoner ransom messages
+ Issue #1274: Fix About window closing immediately
+ Issue #1275: Fix zero sized dialogs (Edit Biography, etc)
+ Issue #1273: Updated edge cost for AtB to match current rules
+ PR #1288: Allow the large craft ammo swap dialog to switch AR10, missile and artillery munitions properly
+ PR #1282: Fix erroneously high unit values
+ PR #1294: Improve ammo swaps and refits of Large Craft ammo bins
+ PR #1298: Restructuring of person view panel, double scroll issue, and other scrolling issues
+ PR #1300: Markdown for descriptions
+ PR #1280: planetary system refactor
+ PR #1305: Mac OSX key bindings on non-standard look and feel
+ PR #1304: Markdown Editor
+ PR #1303: Various GUI fixes
+ Issue #1290: Fixes for issues with campaign subset export.
+ PR #1309: Planetary System Map
+ PR #1314: a few map fixes
+ PR #1286,1307: Scenario Objectives - explicit objective management system for legacy AtB scenarios;
Ability to define objectives for scenario templates.
+ PR #1317: fix NPE that halts new day processing while applying training XP
+ PR #1318: player units given to other players now properly return to the campaign during scenario resolution.
+ Issue #1308: Fix NPE when the campaign folder is not present
+ PR #1315: Rescalable images for unit view panel when fluff image exists
+ PR #1320: Customize support vehicles in the MekLab.
+ PR #1321: For scenarios generated from templates, the ability to explicitly assign forces/units to different player force templates.
+ PR #1324: corrected icon map
v0.47.0 (2019-08-21 0300 UTC)
+ Issue #1171: Adds autosave feature (daily or weekly, and/or before missions).
+ PR #1215: Minor updates to AtB:
- OpFor infantry transports now come loaded with infantry (if you have infantry turned on)
- OpFor infantry may now be field gunners
- OpFor aircraft may have bombs
- Allied DropShips may now be non-Leopards
- VTOLs are always on as the bot can handle them fairly well
+ PR #1210: Adds all remaining unimplemented Large Craft parts - CIC, Grav Decks, K-F Drive, K-F Boom and the like
+ PR #1227: DropShips can now load alternate munitions into artillery base if the game is configured for it
+ PR #1226: [Feature] Campaign Subset Export: export a subset of your current campaign into another, either new or existing, campaign file. Overwrites units and personnel with the same guid. Option to remove exported personnel from source campaign. Obviously make backups before using on an existing campaign.
0.46.0 (Stable) (2019-08-12 1900 UTC)
+ Issue 1249: Tech Names Missing in Event Log
0.46.0-rc.2 (2019-08-12 0100 UTC)
+ Issue #1075: Fix 'Mek location repair and salvage times to match StratOps
+ Issue #1224: Scenario templates no longer fail to generate forces when the 'use vehicles' AtB setting is turned off
+ Issue #1238: Fix bug where self crewed units could not be activated after being mothballed
+ PR #1239: Add GM Mothball/Activate to unit menu in hangar
+ Issue #1240: Cannot Salvage at 100%
v0.46.0-rc.1 (2019-07-23 0300 UTC)
+ PR #1163: Fix vast overvaluing of OpFor BV in the briefing tab
+ Issue #1161: don't cast non-Infantry to Infantry during peacetime cost calculations
+ Issue #70: BA no longer has a 100% salvage chance
+ Issue #1165: Player no longer gets dinged contract score for not having forces deployed immediately upon AtB contract start
+ Issue #1170: Fixed issue introduced in 45.4 where player couldn't hire personnel from personnel market with mechs
+ Issue #1164, #1174: Fix various issues involving money, in add/edit transaction, add/edit loot.
+ Issue #1182: Fixes a NPE because some money amounts are not always initialized in all contracts.
+ Issue #1128: Player can now view stats for enemy personnel when resolving a scenario.
+ Issue #1197: Fix bug where personnel could not be assigned to Battle Armor after repair.
+ Issue #1185: Player can acquire ammo bins via parts acquisition dialog.
+ Issue #1205: Improve purchase parts dialog performance when sorting.
+ PR #1217: Fix error preventing scenario resolution involving KIA personnel
+ PR #1216: Track part ID moves during campaign loads that may affect refits (may fix some outstanding refit bugs)
+ Issue #1110: Badger / Bandit vehicles can't be customized prior to 3047
+ Issue #1230: Tripod mech breaking campaign save
v0.45.4 (2019-03-24 1700 UTC)
+ PR #1067: Switch to Joda Money library internally for financial math
+ Issue #1057: Don't allow Rotor damage to go negative or use negative damages
+ Issue #1085: Find different replacement part if original missing or has a new ID
+ Issue #1076: Address bug in Personnel Market where GM Add still costs money and add GM Hire Full Complement
+ PR #1084: Save user preferences for UI settings such as window sizes and positions, et al
+ Issue #1082: Fix issue preventing creation of new AtB contract
+ Issue #1086: Fix issue introduced in 45.3 preventing "special" AtB scenarios from starting
+ Issue #1106: Fix issue introduced in 45.3 preventing AtB scenarios containing aircraft from starting under some conditions
+ Issue #112: Adds mission log and counter for personnel
+ Issue #1115: Fix stack overflow in BattleArmorSuit::getTonnage
+ Issue #1116: [Feature] Show people's Bloodnames in "Fluff" filter on personnel tab
+ Issue #1125, #1127: Fix issues with loading units containing damaged AMS and MASC systems.
+ Issue #1109: Fix issue where damaged equipment can be restored with a reload
+ Issue #713: Fix incorrect reporting of training munitions/fuel costs, minor performance improvement on monthly rollover
+ PR #1136: Don't expand/contract tab panels on right double click (Mac OS X improvement)
+ PR #1143: In Repair tab -> Acquisitions, user can once again click 'Order One' more than once
+ Adding CampaignAnon AtB Instruction guide (very good for new players) - See AtB Stuff folder in Docs.
+ Issue #1144: fix bug where bondsmen could not be recruited
+ Issue #1148: fix bug where loan could not be paid off
+ Issue #1150: fix bug introduced in 45.3 preventing AtB scenarios reinforced by immobile player units from starting
+ Issue #1138: fix NPE in isOmniPodded check for AmmoBin's after refit
+ Issue #1161: don't cast non-Infantry to Infantry during peacetime cost calculations
v0.45.3 (2019-02-12 0500 UTC)
+ Issue #990: Feature: Add bulk confirm dialog if more than one unit is removed
+ PR #995: Speed up campaign load times by optimizing spare parts importing
+ PR #994: Fix exception seen during log entry updates
+ PR #998: Fix Mac OS X issue so the DateChooser dialog isn't hidden when you create a new campaign
+ PR #996: Feature: adds origin faction to a person's details and support for RAT roller in a person's GM menu
+ PR #997: Add weekly Support Personnel edge refresh and usage
+ PR #1006: Speed up calculation of jump paths
+ PR #999: Adds a GM hire button to new recruit dialog
+ PR #1017: Adds the list of missing units on campaign load to the log
+ Issue #1010: Battle Armor fails to load with StackOverflowException
+ Issue #991: Fix bug where loan collateral and total value is incorrect after save and load.
+ Issue #986: Fix bug where Retirement/Defection dialog doesn't show details for first row.
+ Issue #985: Fix bug where personnel could not be exported.
+ Issue #1022: Fix bug where failed acquisitions did not count against logistics person's limit
+ Issue #964: Do not raise UnitChangedEvent if there is no unit in GM Acquire Instantly
+ Issue #1009: Fix bug where default injury type wrong
+ Issue #976: Fix bug where techs without any minutes left may get stuck on overnight tasks
+ PR #1031: Fix bug where selected repair task moves when you change mode
+ Issue #1028: Fix bug where Mass Repair Options were not applied unless you clicked Save
+ Issue #1005: Allow fractional tons to be loaded in LargeCraftAmmoBins
+ Issue #825: Arbitrary contract score modifier now persists across save/load
+ Issue #970: Can now recruit multiple prisoners at a time
+ Issue #1036: Enable zero intensity level for AtB Scenario Generation
+ Issue #779: Fix AtB deployment nag before a contract has started
+ PR #1036: Make startup GUI show all four buttons at lower resolutions
+ PR #1041: Fix some unit/tech mismatches at CPNX load
+ Issue #772: Fix graphical display issues with multiple-day advancement
+ PR #1045: Crewed Unit Options Handling (SPA/Edge)
+ PR #1045: Resolve errata for reloading times of capital missile ammo (now 1 hour per missile)
+ Issue #1049: Warehouse tab may fail to properly render
+ PR #1053: Add a Change Camouflage context menu item to forces in the TOE
+ Issue #361: Adds assigned Force to the columns on the hangar tab
v0.45.2 (2018-11-18 0200 UTC)
+ Switched build system from ant to gradle.
+ Issue #917: Hire Full Compliment Regularly Hires Bondsmen
+ Issue #919: Dropship Crewmembers/techs displayed as "Nobody" In Repair Bay
+ Issue #860, #911: Remove unusable units after multi-day or mass repairs.
+ PR #923: Tech SPA
+ PR #928: Allow mothballed units in retirement dialog
+ PR #927: Map Colors for Socio-Industrial Level
+ PR #926: Planet-based acquisition option
+ Issue #946: Some personnel (techs and admins) no longer able to be right clicked.
+ Issue #856: Invalid AtB required lances number no longer prevents user from editing contract
+ Planets: Added additional data to planets.xml
+ PR #956: System-wide equipment [Aerospace system equipment not associated with weapons shows in a fuselage
or hull location when filtering by location in repair tab].
+ Issue #852: Support for Award clusters if an award is given multiple times to a person.
+ Issue #905: Fixes NPE when a spouse is missing on campaign load or personnel menu click.
+ PR #882: Adds support for gzipped Campaign files (*.cpnx.gz).
+ Planets: Reunification War data for Outworlds Alliance + start of RWR
+ PR #959: Fix for inability to repair damaged VTOL internal structure after loading campaign
+ Issue #967: Fix bug where acquired Units could never be bought
+ PR #971: Feature allowing grouping personnel by their unit on the Personnel tab
+ Issue #865: Changing Award Date Does Not Update Award Tooltip
+ Issue #973: No contracts are offered at the start of an AtB campaign.
+ Issue #949: MekWarrior KO'ed at beginning of battle
+ Issue #981: Fixed bug where refits overcharged for armor or would perform excess moves
v0.45.1 (2018-09-03 2300 UTC)
+ PR #864: Security - address XXE vulnerabilities in XML parsers
+ Issue #814: Fixed AtB morale calculation to match AtB rules
+ Fixed JAR packaging error that made personnel market methods inaccessible.
+ Issue #860: Fixed concurrent modification exception during campaign load if units salvageable and should be removed.
+ PR #844: Feature - display a tech's XP on the repair tab and doctor's XP on the infirmary tab.
+ PR #863: Feature - allow bots to have separate retreat and destination edges, see MegaMek notes.
Also upgrades AtB Chase scenarios to randomly have the player start on the north or the south edge instead of always south.
+ Issue #866: Fixed cancelling GM Add XP subtracts one (1) XP.
+ Issue #859: Fixed JSpinner text box overriding user-typed values.
+ Issue #857: Fixed bug where refit armor may not be attached to a unit on load.
+ Issue #843: Implemented sorting and scrollbar on several long lists in personnel right click menu.
+ Issue #877: Feature: Categorized births and pregnancy log entries as medical
+ Issue #858: Escaped XML was not correctly unescaped in LogEntry.generateInstanceFromXML()
+ PR #894: Fixes generation of AtBContracts with 0 req. lances
+ PR #121: allow purchasing and adding of parts en-masse
+ Issue #855: Fixed parts in transit not displaying correctly (showing up as "OmniPod")
+ PR #807: Cosmetic and accuracy improvements to AtB contract profit estimate display (in the contract market)
+ Issue #895: Fix invariant to check if tech time available for maintenance.
+ Issue #853: Do not report on the part's unit if not present during multi-day repairs.
+ Issue #849: Consider a person's secondary role during training XP calculations.
+ Issue #836: Use native file dialogs and remember the last used folder.
+ PR #909: Fix NullPointerException in ResolveScenarioTracker.
+ PR #908: Fix NPE in getPartInUse if EquipmentType is null.
+ Add Skins Folder to MekHQ
+ Update MegaMek.jar to v0.45.1
+ Update MegaMekLab.jar to v0.45.1
v0.45.0 (2018-08-02 0200 UTC)
+ PR #602: Add KIA checkbox and functionality to prisoners during scenario resolution.
+ Issue #308: Can now change contract payment multiplier when manually creating a new contract.
+ PR #741: Updated configuration presets for new campaigns to include new special pilot abilities.
+ Issue #445: Lengthy repairs now show the unit's name if the repair runs over more than one day.
+ PR #742: Errata - Range Master SPA no longer applicable to LOS range
+ Issue #384: Cannot negotiate contract terms because the game selects the highest skilled admin
and not the one with the negotiating skill
+ PR #766: [Feature] Added balance-over-time and revenue/expenditure charts to finances tab
+ PR #769: [Feature] Added tooltips to tonnage labels on force view when AtB is enabled.
+ PR #760: [Feature] Allow the user to introduce a modifier to the contract score of an AtB contract
+ PR #762: [Feature] Addresses RFE #515, by allowing 'export finances' as a CSV. Various minor fixes to other export mechanisms.
+ PR #762: Help -> About popup now contains link to MegaMek github home page.
+ PR #777: Addresses issue #776, by allowing the user to order up to a 1000 of some part or personnel class at a time, up from 100 previously.
+ PR #787: Adds total value for parts and fixes issue with net worth calculation for parts
+ Show java version and system info in log file.
+ PR #640: [Feature] Experimental aerospace equipment damage and repair times errata (aerospace equipment is damaged based on how many hits it has taken and repairs don't take an order of magnitude longer than mech equipment repairs)
+ PR #758: Start of MekHQ plugin system
Currently includes support for external plugin for alternate personnel market methods.
See documentation in docs/plugins.txt.
+ PR #800: Correctly calculate admin costs for government forces per Campaign Ops rules.
+ PR #804: Two fixes to GM mode finances -> edit transaction
+ PR #801: [Feature] Personnel awards
+ PR #799: [Feature] Optional "Pay for Repairs" per Campaign Ops, page 140
+ Issue #773: Fix text color for person text in Personnel and Hangar "Graphic" views
+ Issue #549: Allow AtB-style prisoner ransom for prisoners even if the AtB option isn't enabled
+ Issue #819: Dropshop Baydoor unrepairable
+ Issue #796: LAM Pilot shows as Support in Personnel Breakdown
+ PR #821: Fix occasional issue where mechwarrior names with apostrophes and other "funny" characters would show up weird for completed scenarios.
+ PR #823: Fix for adding phantom heat sinks when restoring aerospace unit
+ Issue #824: Post game salvage/prisoners didn't show up.
+ Issue #729: Fix for 'adjust contract pay' calculating number of required lances at the wrong time.
+ PR #831: Fix two bugs in Edit Injuries dialog
Advanced medical: remove injury and change injury types choices when location changes.
+ PR #823: Feature: Damage pilots from GM mode (non-advanced medical)
+ PR #811: [Feature]: Mass mothball/reactivate. Reactivating now does its best to restore the unit's force/crew/tech assignments.
+ Issue #830: [Feature]: GM Mode "Strip Unit". Takes all parts off the given unit(s) and place them in the warehouse.
+ Issue #775: [Feature]: Daily Log History. Retains 'daily log' entries for up to 120 days when turned on. Entry history is cleared when the user exits the program.
+ Issue #834: Partial fix - mechs with "messed up" ammo bins will no longer eat the player's ammo. As a workaround, when you encounter such a case gm-remove the unit and add a fresh one.
v0.44.0 (2018-06-24 1900 UTC)
+ Issue #733: Clan techs still have clan penalties to maintenance
+ Issue #745: NPE at AbstractUnitGenerator.generateTurrets
+ PR #752: AtB contracts will once again nag the user about insufficient force deployment, and subtract contract score.
Also, retirement "payouts" of 0 no longer persist endlessly.
+ Issue #748: GM -> Restore Unit on units with missing components no longer hangs MekHQ in an endless loop.
+ Issue #694: Added missing Draconis Combine ranks.
+ Issue #724: Changed references to MegaMek.info to point to MegaMek.org
+ PR #761: Fix for salvaging DropShip ammo
+ Updated MegaMek.jar to v0.44.0
+ Updated MegaMekLab.jar to v0.44.0
v0.43.11-RC5 (2018-06-04 0100 UTC)
+ PR #707: Added MissingOmniPod class needed for acquisition.
+ PR #709: Fix for #704: NPE when bringing up the refit dialog
+ PR #715: Fix for #718: Unit.isCommander Error
Correctly handle check for unit commander if unit has no crew.
+ PR #720: Fix for issue #353 [ATB] Special mission - SL mech piloted by Tech Mech is VETERAN and not GREEN
+ PR #721: Fix for issue #631 [0.43.7-RC1] Battlefield control observation missing from special missions
+ PR #712: Fix for issue #708 [0.43.10-RC4 : Bug] Old Contacts Appearing in Deployment Requirements
Fix for issue #706 ArrayIndexOutOfBoundsException in BaseAttackBuiltInScenario
Fix for most cases of issue #695 Base Attack (Defense) mission generate with no Allies or OpFor in AtB and
#674 AtB fails to generate OpFor
The only exception being if the OpFor has no RAT for the current contract date, which will be addressed in a separate PR.
+ PR #725: Fix for issue #714 0.43.2 Migration to 0.43.9 causes Phantom Personnel in Unit Breakdown
+ PR #726: Fix issue #600 and #621 where inner sphere prisoners were being converted to trueborn warriors and clanners were being
turned into freebirths
+ PR #723: If GM-generate contract fails to generate contracts, an message is output to the daily log instead of failing silently
+ Added Rasalhague Dominion to playable factions list
+ PR #737: Allow the user to enter non-canon names into the location textbox when editing a mission/contract
+ Data: Updating Mechfiles, RATs, and Images in MekHQ repo to match MegaMek ones.
+ PR #738: Fix for issue #731 [43.10 AtB] contracts become uncompleted
v0.43.10-RC4 (2018-04-18 18:00 UTC)
+ PR #670: Adjusted unit rating calculation and infantry counts
Fixes issue #639: CO calculates Infantry Skill Level Incorrectly
Campaign Ops rating now properly reflects infantry skill and more accurately calculates combat unit transport capacity
+ PR #689: Make Endo Steel crits work correctly again
Fixes issue #688: Cannot slot Endo Steel crits
+ PR #690: Add missing OmniPod for some parts
Fixes issue #668: Empty heat sink/double heat sink omnipods not available for Purchase Parts
+ Updated faction-change info from Reunification for Canopus
+ Bugfix: Can't mass recruit prisoners who are willing to defect
+ Fix weird behavior with person panel when the crew size is > 1 and other conditions are met
+ PR #697: Process exploded units for prisoner capture
Fixes issue #531: Destroyed Units not generating crews for Capture/Prisoner
+ PR #676: Fix variable weight
Fixes issue #675: Save/Load Game Does Not Properly Track Weight EquipmentParts
+ PR #692: Implement SPA import from MUL
Fixes issue #108: Import from MUL Option Does Not Seem to Load Saved Abilities
+ PR #678: Too long popup lists
Fixes issue where popup menus could get extremely long
This is only a partial fix, and adding the methods that can be used to fix it elsewhere
+ PR #699: New day cleanup
Fixes issue #698: Income/Expenses Processed in wrong order
+ PR #700: Handle large craft unit values again
Fixes issue #680: Contract payment based on Large Craft unit value does not appear to work
+ PR #673: Implement ability to acquire ammo in parts acquisition dialog via GM Mode
Fixes issue #698: Unable to GM Acquire clan ammo
+ PR #701: Update Mission.planetName to Mission.planetId for consistency
Fixes issue #328: If you accept a contract on Taussen, the game teleports you back to Terra once you arrive
+ PR #802: Fix the campaign level planet pt. 2
The rest of the fix for issue #328
+ PR #703: Make payroll monthly again, whups
Fixes bug where payroll was accidentally made daily
+ Fix ATB adds 0 value transactions to the finance logs
v0.43.9-RC3 (2018-03-13 18:00 UTC)
+ Issue #647: Exception Causing UI Issues while Unit is Being Refit
+ Issue #655: Mechs (and probably other units) whose crews ejected will be able to deploy on subsequent missions
+ Updated faction-change info for FWL using Handbook Marik
+ Updated faction-change info for FC using Handbook Steiner
+ Refactor OrgTree classes to be TOE classes (For clarity of purpose)
+ PR #667: Deployed Twice
Fixes #666 Cloning units into scenarios by the simple expedient of clearing deployment of everything within the selected forces to be deployed.
+ Updated MegaMek.jar to v0.43.9-RC3
+ Updated MegaMekLab.jar to v0.43.9-RC3
v0.43.8-RC2 (2018-02-11 22:40 UTC)
+ Issue #626: News events with year but no specific date should now fire with better distribution
+ Issue #616: Text rendering issue in Campaign Options screen
+ Data: Fix for multiple issues relating to incorrect capitalization and date omissions in planets.xml
+ VTOL and LAM bomb selections should now be saved when campaign is saved
+ Issue #620: Unused bombs are not recovered for VTOLs after battle (should recover properly for LAMs, as well)
+ Bug: large craft refits calculating ammo loading times incorrectly.
+ Issue #617: Extinct units available for purchase when they shouldn't be.
+ Issue #625: Repair Bay status window not cleared after last unit is repaired.
+ Honor user's press of the cancel button in the briefing screen "load saved game" dialog
+ Dropships and other units with transport bays that have internal components (cubicles, doors) should no longer incorrectly show some of those components as damaged.
+ Improved faction-change info for pre-CC factions and CC formation using Handbook Liao
+ Updated faction-change info for FS using Handbook Davion
+ Updated faction-change info for DC using Handbook Kurita
v0.43.7-RC1 (2018-01-21 22:00 UTC)
+ Issue #567: BA standard armor cannot be repaired
+ Issue #576: CCE on loading campaign with DS with missing thruster(s)
+ Feature: Advanced time by one month.
+ Issue #583: Ammunition Reload Issues
+ Greater OpFor variety: generated infantry may now be hidden. Odds depend on AtB difficulty setting.
+ Issue #575: Refits do not correctly handle equipment changing location
+ Issue #46: Locations removed via refit seem to not remove the associated parts
+ Issue #71: Units that finish refitting are often missing ammo and components
+ Issue #114: ASF refit issues
+ Issue #508: Armor kits are free when customizing infantry
+ Issue #461 Integrated heat sinks not added to refit shopping list
+ Bug: Armor removed in a refit is not the same as armor needed to refit back to original
+ Feature (Issue #275): Improved visibility for amount of available ammo/armor in repair tab
+ Do not require waiting for a refit kit if the only needed parts are ammo or ammo bins.
+ Not having enough ammo in the warehouse to fill all the bins will not delay the start of a refit.
+ Issue #300: ComStar ranks do not take into account service years when determining the main "pilot" of a vehicle
+ Issue #378: Thruster Maintenance on Conventional/Aerospace Fighters
+ Bug: NPE when attempting to refit unit that previously had a refit canceled.
+ Issue #454: News won't fire at campaign creation
+ Issue #500: Contract view text alignment
+ Issue #504: Tactics can be negative
+ Bug: MML packaged with MekHQ cannot find needed libraries.
+ Issue #525: Available Time for Mothball Not Calculating Correctly
+ Issue #520: GM Tools Window not placed correctly
+ Issue #537: Repair Bay tasks list location filter resets when changing mode of a task.
+ Issue #553: Fatigue check occurring too early
+ Issue #556: MM giving disconnected from server error when launched from MHQ
+ Issue #329: The "do task" button on the repair bay UI tends to jump left and right
+ Issue #570: Unit Rating unsustainable
+ Issue #574: Dropship capacity Inconsistancy
+ Issue #591: Special Abilities can be selected multiple times
+ Issue #577: MRMS does not always use BTH settings
+ Fixed unofficial Clan tech knowledge SPA.
+ Custom SPAs for tracking purposes (see docs/custom_spa.txt).
v0.43.6 (2017-12-22 10:00 UTC)
+ Bug: ClassCastException when loading campaign from earlier versions with large craft with missing ammo bin.
+ Bug: NPE when restoring units with some equipment that has had name changes.
+ Issue #557: Dragoons rating needed support hours no longer grow daily
+ Issue #559, 560: Scenario resolution interface fixes
+ Retain Princess verbosity setting when configuring bot in AtB scenarios.
v0.43.5 (2017-12-17 11:00 UTC)
+ Issue #490: NPE with campaign.universe.RandomFactionGenerator.addBorderEnemy
+ Issue #494: Regenerate LAM Pilot selects from the MekWarrior pool.
+ Issue #488: Select bombs throws "index out of bounds" errors in particular campaign file
+ Feature #280: Role folders now supported for random portrait assignment
+ PR #440: Track & report time in service
+ PR #502: Edge use for non-combat personnel
+ Issue #416: Base Attack scenarios fail to generate turrets
+ PR #439: Calculate DropShip rental costs based on untransported units only (and also take into account mothballed units)
+ Issue #452: Actually limit contract search based on contract search radius
+ Issue #429: Switching ammo now updates the UI
+ Bug: vehicle and conventional fighter refits not accounting for possible change in heat sinks.
+ Issue #514: Feature Request: Building Conventional Fighters
+ Issue #496: Possible Packaging issue for releases with MekHQ
+ Issue #507: Artillery skill no longer limited to 7 when initiating battles from within MekHQ
+ Feature: Updated planetary location and ownership data, including two new systems. To revert to the old data, replace planets.xml with data\universe\planets_43_4.xml
+ PR #528: Can add or remove arbitrary amount of XP using via right click on person -> GM Mode
+ Issue #321: New context menu option to randomize portraits for selected personnel.
+ PR #533: New AtB option to prevent unit founders from retiring.
+ PR #526: New option to auto-randomize portrait on job change if no portrait present.
+ PR #530: Greater op-for variety in AtB scenarios (may spawn additional hostile aircraft, infantry and turrets)
+ PR #543: New splash and loading screen art by Spooky!
+ Issue #510: Ratings calculations no longer count dead/retired/missing personnel for support requirements
+ Issue #519: Dragoons rating renamed unit rating
+ Data: New Loading Screens.
+ Customize Small Craft and Dropships in MekLab.
+ Track aerospace bays and doors as repairable parts.
+ Issue #554: Mass Repair/Salvage Button Broken during active campaign.
+ Post-battle scenario resolution now features the ability to explicitly declare whether an individual was KIA,
replacing the implicit determination from "number of hits". Personnel manually brought back from death will
no longer stay dead as a result.
v0.43.4 (2017-10-01 11:00 UTC)
+ Updating the repo with 0.43.3 Data
+ Issue 418: Add log4j support to MekHQ.
+ Make the log files reset between MHQ runs.
+ Fixing references to crew.special_energy to match fixes in MegaMek
+ PR #398 Fix for no probe defender missions #413
+ Feature #363: Feature Request: Order from Warehouse
+ Support for LAM repairs and hiring/assigning LAM pilots.
+ Refactor MR/MS/MRW and move much of the code to a service level class from the dialog.
o Fix multiple bugs related to 'impossible' fixes such as damaged hip/shoulders, missing parts, etc...
o Make the process much more efficient by not making checks that aren't necessary over and over.
o Add additional color-coded messaging when parts can't be fixed due to configuration or
existing techs.
+ Issue #431: When starting a scenario in MegaMek the camo for units seems to be the defaults.
+ Issue #426: Adding or removing bombs from ASF does not update Warehouse
+ Issue #437: ATB ambush mission generates the incorrect amount of enemy units
+ Issue #410: Allied traitors scenario no longer working
+ Issue #436: BA in MekHQ's mechlab has incorrect tonnage
+ PR #425: Implementation of Issue #339 - Prisoner ransoming instead of bonus
+ PR #451: IO Tech
o Updates all tech intro dates to the Universal Technology Advancement Table in Interstellar Operations.
o New options to vary part and unit tech level according to campaign year and/or faction.
+ Update Era.java to match MUL and add Dark Age information.
+ PR #453: Overhaul much of the logic in MRMS to be better and faster.
o Fix multiple bugs around rush jobs and repeated fixes
+ Issue #455: Repair bay uses the wrong ammo bin.
+ PR #480: Faction.java redesign to fix issue with Eras. (More precise faction name and starting planet changes)
v0.43.3 (2017-07-18 18:30 UTC)
+ Feature: Refactor AtBScenario to break up the monolithic AtBScenario class and to have a separate class for each scenario
+ Feature: Support for multiple crew in command consoles and tripod/quadvee/dual cockpits.
+ Fix #405: Properly set home side for Extraction scenario
+ Added QuadVee parts.
+ Bug [#955]: MekHQ deployed units would not print
+ PR#375 - Bug-Bad CO Rating.
+ PR#366 - Human TRO
+ PR#249 - AtB Contract Names
+ Fix #395: SPAs do not appear in Pilot Info in MHQ
+ Commenting out PR#249 see commit notes.
+ PR#409 - Fix for incorrect treatment of tornadoes
+ PR #468: Support - Peacetime Costs cleanup
v0.43.2 (2017-05-1 22:00 UTC)
+ Fix #362: Omni Refits calculating additional HS incorrectly
+ Bug: Cannot begin refit when creating custom omni configuration in MekLab.
+ Fix #365: Personnel actions not refreshing with options affecting person panel.
+ Fix #364: MekHq Calculates Naval Vee Piloting skill using Ground Vee piloting skill.
+ Fix #369: Chose Refit Kit causing ArrayIndexOutOfBoundsException
+ Issue #356: Option to hide hide custom player refits from the purchase menu/unit cache #356
+ Fix #317: Unable to load campaign file after BattleArmor refit
+ Fix #368: Selected tech in repair tab reset after every repair
+ Fix #376: MekHQ unselects task in repair bay/won't autoselect next patient in sickbay
+ Fix #370: Attempting to use Hire Bulk Personnel results in log error
+ Fix #377: Advance Day Dialog not showing daily reports beyond the first.
+ Fix #343: Graphics Issue: MMLab screen does not fit in its MHQ window
+ Fix #298: Medical Details Window Size
+ Fix #382: MR-Warehouse no longer works
+ Fix #385: MRMS no longer fixes units with bad hip/shoulder
+ Fix #387: Fix assertion failure when undeploying a unit from a special operation
+ Fix #389: Remove all personnel tried to remove the tech only if it didn't have a tech
+ Feature: New parts acquisition functionality to group parts together and to be able to better see what is in transit/on order and what is missing
+ Feature: Implement custom SPA "Clan Technical Knowledge", which can be
purchased to give the bearer the same skill level with clan technology ad a
freeborn clan tech. This required implementing 99% of the code to
support custom SPAs that affect MHQ rather than MM. The rest will
come in once a plugin system is implemented.
+ Updated MegaMek.jar to 0.43.2
+ Updated MegaMekLab.jar to 0.43.2
v0.43.1 (2017-03-31 01:15 UTC)
+ Change to require GM Mode for the add/remove pregnancy context menu commands
+ Fix #334: Problems purchasing bombs.
+ Fix #326: Cannot use Meklab to customize units from within MekHQ using v43.0
+ PR #344: Separate list item for Prisoners on the personnel tab
+ Omni units: faster salvage/replacement (including whole location at once), separate podded parts in warehouse.
+ Data: These are a series of commits updating MekHQ data (boards, Unit files, and sprites)
to match MM repo as of March 31/2017
+ Updated MegaMek.jar to 0.43.1
+ Updated MegaMekLab.jar to 0.43.1
v0.43.0 (2017-02-13 03:30 UTC)
+ Improve Mass Repair/Mass Salvage technician selection by providing additional configuration options
+ Fix #313: Prisoners counting towards combatants total for defection rolls.
+ Fix #314: Purchasing aerospace sensors via 'purchase parts' are always 0 ton.
+ Planetary Data Update 39
+ Updated MegaMek.jar and MegaMekLab.jar to 0.43.0
v0.42.0 (2017-01-01 14:00 UTC)
+ Fix #266: PayForTransport option ignored when estimating total contract profit
+ Fix #291: Pilots being generated with special abilities in the battle even though special abilities are turned off
+ Fix #268: Pilots always killed if resolve manually
+ Fix #293: Incorrect tech ratings?
+ Fix #272: Tactics Campaign/MegMek options bug
+ Fix #294: Contract market incorrectly calculating transport amount as 0 c-bills
+ Fix #295: Variable contract length option no longer works
+ Fix #292: Starleague cache 1: IndexOutOfBoundsException when generating enemy
+ Fix #250: [AtB] Wrong deployment edge for bot reinforcements in Chase(Att) scenario.
+ [AtB] Chase scenario uses unit speed to determine deployment turn.
+ Updated MegaMek.jar and MegaMekLab.jar to 0.42.0
v0.41.28 (2016-12-18 17:35 UTC)
+ Issue #237: Remove Tech From Lance assignments upon retiring
+ Fix #262: Advanced Medical: Patient not added to infirmary until day is advanced
+ Fix #265: Vehicle gunnery skills not showing same as personnel screen
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.28
v0.41.27 (2016-12-07 03:00 UTC)
+ PR #232: "Advanced Medical" refactor - new medical dialogue, lots of under-the-hood improvements
+ Allowing twins, triplets, quadruplets ... and so on to be born
+ Recording the biological father of children at conception time
+ Issue #243: Pregnant widow can't give birth
+ Fixed bug with force icon layers being misaligned by 1px in both dimensions
+ Issue #220: NPE when updating unit rating and infantry have no troopers
+ Issue #228: Campaign Ops Unit Rating -- Heavy Vee Bays Affecting Display of Light Vee Bays
+ Issue #244: [AtB] A Normal morale enemy gets Base Attack.
+ Issue #245: [AtB] Bonus payments are not made.
+ Issue #246: RAT Generator doesn't seem to generate any VTOLs.
+ Issue #247: GM Tools RAT Roller Will Not Add Dropships.
+ Overhaul of Mass Repair/Salvage and adding Mass Repair to warehouse
+ Issue #239: Be smarter about clearing assignments when removing personnel from units and vice versa.
+ Issue #252: Enable 'remove all personnel' when selecting multiple units in the hangar
+ Issue #239: Techs stuck on assignment (also #261).
+ Issue #231: IndexOutOfBoundsException in Layered Icon editor
+ Issue #224: Mechs with bad hip/shoulder do not show in repair bay if IS undamaged
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.27
v0.41.26 (2016-11-02 02:00 UTC)
+ Issue #204: AtB generates empty unit markets with traditional RATS
+ Fixed bug with Export to MUL setting deployment round to -1 instead of 0
+ Issue #103: Dragoon Rating (FMM:Rev) Decreases as Dropship Carrying Capacity is Used
+ Converted Interstellar Ops Beta Unit Rating to Campaign Ops Unit Rating to match the released version of the rules
+ Added additional details to both the Dragoons and Campaign Ops Unit rating reports
+ Issue #215: CO Rating showing tech shortage due to infantry
+ Added PR for Range Master support
+ Updated MegaMek.jar to allow building with Range Master support
+ Added PR for Mass Repair and Salvage
+ Added PR for Refurbishment
+ Added PR for Repair task icons
+ New force icon pieces and categories
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.26
v0.41.25 (2016-10-15 14:40 UTC)
+ Issue #158: Scenario Resolution: ejected+fled pilots lose hits
+ Fixed forcestub save for layered force icons
+ Issue #151: Damaged Small Craft Thruster Shown As Avionics Repair
+ Issue #141: Incorrect Ammo load from unit after refit
+ Bug [#924]: Refits end with incorrect ammo.
+ Issue #192: Replacing Retractable Blade in Campaign
+ Bug [#596]: Parts are impossible to get when they shouldn't be.
+ Issue #77: Dropship refit time never decreases
+ Issue #136: 2x C3 Master Mechs not working properly
+ Updated MegaMek.jar and MegaMekLab.jar to 0.41.25
v0.41.24 (2016-10-06 03:15 UTC)
+ Issue #170: MHQ Unable to Resolve Space Battle with Fighter Squadrons
+ Version matched to MegaMek
+ Refactored PortraitChoiceDialog to be ImageChoiceDialog since it's used for more than one thing
+ Issue #33 [AtB]: All allied units are marked as total loss after battle even if undamaged
+ Issue #30: Dragoons rating tab transportation calculation issue
+ Issue #67: Scenario does not resolve - NPE in scenario resolution isCommander()
+ Issue #83: MegaMek options -> Tech level is stuck on Standard
+ Issue #146: Undamaged Units acquire internal damage when loading campaign
+ Added Layered Force Icons - Functionality limited for now, but can be expanded further in the future
+ Fix bug with cancel and exit button in the ImageChoiceDialog
+ Fixed image preview for the layered icons
+ Feature: Log conception and birth in personnel log
+ Fixes #179: Unable to load campaign with custom layered force icon
+ Updated AtB ship search to v2.31; ship search is now available on the Marketplace menu.
Closes #177:[ATB] Rolls for DropShip should occur 1 time a month
+ Moved AtB OpFor generation tables into data/universe/atbconfig.xml, where they can be customized by the player.
+ Issue #186: Clan battles returning 'No Random Assignment Table found for this faction'
+ Fixed Mac OSX Packaging (Hopefully for good this time!)
+ Updated MegaMek.jar to 0.41.24
+ Updated MegaMekLab.jar to 0.41.24
v0.3.33 (2016-09-20 00:07 UTC)
+ Added AtB preset.
+ Reworked AtB RAT subsystem and added option to use RAT Generator
+ Updated MegaMek.jar to 0.41.23
+ Updated MegaMekLab.jar to 0.1.59
v0.3.32 (2016-08-26 03:00 UTC)
+ Issue #131: Personnel Market update blank
+ Adding Some of the missing AtB Docs
v0.3.31 (2016-07-31 10:00 UTC)
+ Adding an "Inner Sphere at War" hex map overlay to the interstellar panel
+ Issue #120: Hanger->GM Mode->Restore Unit Issues
+ Bug: Packaging of some images didn't happen
+ Bug: Recruited prisoners don't get their "willing to defect" flag cleared
+ Bug: Skill.improve() didn't check for maximum skill level (SkillType.NUM_LEVELS)
+ Feature Request #80: Automated Skill Purchases
+ Bug: Reset Entity.elevation in Campaign.clearGameData
+ Updated MegaMek.jar to 0.41.21
+ Updated MegaMekLab.jar to 0.1.57
v0.3.30 (2016-06-27 02:00 UTC)
+ Issue #110: Unassigned patients no longer get selected automatically
+ Adding planetary icon display to the planet detail view (+ "icon" data entry)
+ Adding HPG network display overlay to the interstellar map panel
+ Issue #29: MekHQ will not load.
+ Issue #69: 3.27 : ATB, allies generated use incorrect skill rating
+ Bug: missing or incorrect values in ratinfo.xml can cause ArrayOutOfBoundsException
+ Updated MegaMek.jar to 0.41.20
+ Updated MegaMekLab.jar to 0.1.56
v0.3.29 (2016-06-05 22:40 UTC)
+ Adding a simple view option to the interstellar map (show/hide "empty" planets)
+ Code cleanup/refactor of the interstellar map panel
+ Issue #96: Null Pointer Exception from Special Mission (Prison Break)
+ Issue #91: Can't assign patients to doctors
+ PR #92: Cleanup of the infirmary panel
+ PR #94: Conception and Birth messages now have names hyperlinked.
+ Issue #88: Current location displayed as "null"
+ Fixed IO Reputation rating value for experience.
+ Fixed an NPE in hasChildren() when trying to hire new personnel
+ Issue #64: Coolant failures not reset between missions.
+ Issue #63: Unable to edit mission - error about duplicate mission name.
+ Issue #89: AtB - NPE Setting Planetary Conditions
+ Interstellar map panel QoL improvements: Zooming at the middle of the screen
+ PR #95 - AtB Uses Int Ops Reputation Factor when IO rating is used
+ Updated MegaMek.jar to 0.41.19
+ Updated MegaMekLab.jar to 0.1.55
v0.3.28 (2016-04-16 19:30 UTC)
+ Bug #43 / PR #62: Making admins gain their XP less often than once per week if requested,
have that option work independently from AtB.
+ PR #60: UI Enhancement - Show children in person panel
+ Adding two CampaignEvent events: DayEndingEvent (cancellable), NewDayEvent
+ Bug #59: Ancestor Id not set at birth
+ Bug #57: Tech not properly removed when adding a unit to a force that already included a tech.
+ Bug #56: Adding a lance tech would not clear the units from the old techs
+ Bug #55: Assign Tech to lance should not include vessel crewman
+ Bug #1: Ship engineers now show up in refit tech list
+ PR #52: Updating tonnage/mass to use doubles to avoid rounding errors
+ Syntax errors in planetary data fixed
+ Bug [#925]: Issues with reload of MHQ and Settings
+ [AtB] When failure to deploy results in defeat, replace generated entities with stubs.
+ Issue #40: [ATB] 3.25 : Enemy reinforcements incorrectly set to deploy at the start of the game
+ Issue #68: IndexOutOfBoundsException when advancing day
+ Updated MegaMek.jar to 0.41.18
+ Updated MegaMekLab.jar to 0.1.54
v0.3.27 (2016-04-16 00:30 UTC)
+ Updated MegaMek.jar to 0.41.17
+ Updated MegaMekLab.jar to 0.1.53
v0.3.26 (2016-04-10 21:53 UTC)
+ Bug #31: NPE when advancing a day due to people without tech skills having assigned a repair job
+ PR #37: Redesigning the "Parts in use" dialogue to 1. work and 2. have some more useful data to display
+ Raising XP limits for gained XP and abilities, as per SF feature request 354
+ PR #38: Recording "willing to defect" prisoner status,
allow to recruit them without resorting to GM tools,
allow to easily find them by sorting by rank
+ PR #35: Adding age limiting options to the "Hire in bulk" dialogue
+ Feature: Choose Surname on Marriage
+ PR #9: UI Enhancement - Added Dependents group to Personnel Type menu
+ PR #8: UI Enhancement - Add Spouse to Person Panel
+ PR #34: Make generateRandomCrewWithCombinedSkill() also generate and register the crew's unique IDs
+ Bug: GameOptionsDialog does not match MegaMek's GameOptionsDialog
This bug was caused by duplicating G.O.D. rather than just implementing MM's
version of it. I added the one minor thing the MM version needed added to support
MHQ and other external programs, and then switched to using it. I also removed the
MHQ included version to avoid mistakes in the future.
+ Updated MegaMek.jar to 894609a to avoid build errors when not pointing at other projects
+ Issue #20: GameOptions Dialog Okay button shows as disabled after recent code changes
+ Issue #21: Incorrect passing of MegaMek options from MekHQ
+ Issue #19: Presets folder gets packaged without the actual preset files
+ Issue #14: Logging Maintenance Rolls Option
+ Cleaned replaced a lot of old manual boolean checks with parseBoolean, more needs done
+ Issue #22: Classpath fix for MM/MML jar files broken by commit ec84325
+ Bug: Added entity.setDeployed(false) to Campaign.clearGameData(Entity)
+ Updated MegaMek.jar to 0.41.16
+ Updated MegaMekLab.jar to 0.1.52
v0.3.25 (2016-02-21 14:15 UTC)
+ Updating MHQ Data files to be in line with MM 41.14 (Multi-commits)
+ Bug [#959]: MekHQ Start New Campaign Bug
+ Updated Campaign.clearGameData to reset isStuck state
+ Updated MegaMek.jar to 0.41.15
+ Updated MegaMekLab.jar to 0.1.51
v0.3.24 (2016-02-02 13:10 UTC)
+ Bug [#841]: [ATB] Hold the line : Enemy reinforcements may start in any location
+ Bug [#779]: Lost employers DropShip
+ Bug [#991]: 3.23 Headshot 'Meks cause NPE in Resolution
+ Bug [#973]: Unable to repair warehouse items due to null pointer exception
+ Updated MegaMek.jar to 0.41.14
+ Updated MegaMekLab.jar to 0.1.50
v0.3.23 (2016-01-01 03:35 UTC)
+ Updated MegaMek.jar to 0.41.13
+ Updated MegaMekLab.jar to 0.1.49
v0.3.22 (2015-12-24 23:15 UTC)
+ Bug [#980]: AtB UnitMarket weight class ArrayOutOfBounds exception
+ Updates to use game year based Tech Levels for Engine/Gyro/Cockpit parts
+ Updated MegaMek.jar to 0.41.12
+ Updated MegaMekLab.jar to 0.1.48
v0.3.21 (2015-11-15 16:50 UTC)
+ Bug [#963]: CampaignOptionDialog crashes with NPE when "Confirm" button is pressed
+ Bug: [AtB] MM game launched from MHQ using AtB does not enter deployment phase.
+ Bug [#968]: GameOptionsDialog throws IllegalArgumentException
+ Updated MegaMek.jar to 0.41.11
+ Updated MegaMekLab.jar to 0.1.47
v0.3.20 (2015-10-12 00:11 UTC)
+ Bug: NPE on warehouse tech filter
+ Bug: check for missing external id on ejected enemy pilots
+ Bug [#888]: Briefing Room: Cancel load saved game causes NPE
+ Bug [#951]: Auto-resolve fails even with new mul method
+ Bug [#950]: Autofailing battle by advancing day does not undeploy lance
+ Bug [#891]: [ATB] Contracts Change Value On Reload
+ Bug [#889]: [ATB] Non-Special Battles Generated Despite Rout
+ Bug [#879]: [ATB] minimum <= value <= maximum Error
+ Bug [#852]: [ATB] Manual contracts : Employer/Enemy units always generates as "Independent"
+ Bug [#946]: AtB: Edit mission causes enemy faction to change
+ Bug [#847]: Manually adding contracts : transportation amount is incorrectly calculated
+ Bug: [AtB] Star League Cache special missions can cause NPE if SL-era RATs are missing.
+ Bug [#943]: File ratinfo.xml not updated correctly
+ Bug [#623]: 0.3.6. : Unable to edit scenario start date even in GM mode
+ Bug [#807]: [ATB] Contract renegotiate buttons no longer work
+ Bug [#845]: [ATB] Employer offers follow up contract, but follow up contract has incorrect employer
+ Bug [#860]: [ATB] Special missions still generating gravity even if "use planetary conditions" is turned off
+ Bug [#861]: [ATB] 100 ton ASF being classified as "Medium" in the unit market
+ Bug [#858]: Personnel market : MekWarrior's unit is a tank
+ Bug [#864]: [ATB] Uses Highest Strategy not "Deployed" Strategy
+ Bug [#870]: JumpShips getting assigned to battles in AtB
+ Updated MegaMek.jar to 0.41.10
+ Updated MegaMekLab.jar to 0.1.46
v0.3.19 (2014-09-14 01:25 UTC)
+ Bug [#922]: Location of Jump Jets is not shown in repair tab
+ Bug [#908]: Pay for Recruitment Pays for All Enemy Pilots
+ Bug: enemy salvage not identified via manual resolution when it has a UUID
+ Adapt packaging to support MML svg files
+ improvements to prisoner tracking in ResolveScenarioTracker (prisoners from ejected units not yet correct)
+ simplified prisoner interface in ResolveScenarioWizardDialog
+ Bug: totally dead crews generating an NPE when shuffled in ResolveScenarioTracker
+ Bug [#932]: BA prisoner problems
+ Bug [#944]: Assign Kills Error
+ option to capture prisoners
+ option to set prisoners as bondsman by default
+ prisoners are tracked correctly from ejected units
+ added Utilities.isLikelyCapture for the logic of what/who gets captured in ResolveScenarioTracker
+ Bug: all salvage is considered total loss
+ show salvage value below to reduce width in ResolveScenarioWizardDialog
+ Bug: ResolveScenarioWizardDialog not showing correct damage status of player's own units
+ Bug [#571]: Experience Error With Late Deployment
+ sort personnel and prisoners in ResolveScenarioWizard by unit name
+ Bug: when no mul file is loaded, pilot resolution is skipped
+ Bug [#928]: Picked up MekWarriors are not shown in Post Battle Resolution
+ Bug [#657]: Units incorrectly listed as escaped at end of the battle
+ Bug [#945]: Personnel tab, Fluff Information view - cannot sort by kills
+ Bug [#930]: Name of Tab different between MHQ and MML
+ option to reverse quality name reporting (e.g. F becomes A)
+ Show vessel engineers in repair bay with time
+ Bug [#934]: Unlimited Repairs for Dropships and Warships
+ Bug: shorthanded mod not showing for large craft
+ Bug [#910]: sorting problem in parts store dialog
+ Bug [#897]: Can't Determine Salvage In Exchange
+ Bug [#899]: MHQ Version Upgrade Causing Jump Path Error
+ Bug [#929]: Warehouse Tab - sorting issues
+ Bug [#920]: Start a New Campaign and the Date Chooser
+ Bug [#813]: Mek HQ pilots/crews with -1 and below skills do not function correctly in the MM lobby
+ Bug [#816]: Injury handling for MIA pilots doesn't work correctly
+ WIP Bug [#900]: Daily Log overwhelmed by Injury Reports
+ Updated MegaMek.jar to 0.41.9
+ Updated MegaMekLab.jar to 0.1.45
v0.3.18 (2015-09-01 12:10 UTC)
+ Bug: units listed as not invented when they have been
+ Bug: ammo bins should not be loadable in warehouse
+ various improvements to ResolveScenarioTracker including tracking actual damage to total loss units
+ partial fix of Bug [#830], not yet working for manual resolution
+ removed separate salvage file from manually resolution, one mul will now process entire battle
+ Bug [#830]: Crews "Killed" in MM not handled properly in MekHQ
+ process kills from manual resolve
+ Bug: some items on ResolveScenarioWizardDialog are not laying out correctly
+ Bug: contracts not being checked for duplicate names
+ Bug: NPE when trying to assign prisoners for BA
+ Updated MegaMek.jar to 0.41.8
+ Updated MegaMekLab.jar to 0.1.44
v0.3.17 (2015-08-26 21:30 UTC)
+ Bug: Ammo bins not reserving for refit if other ammo bins of same type in warehouse
+ Bug [#909]: Refits not shopping for ammo
+ Bug [#502]: MekHQ Freezes
+ Bug [#646]: Standard Fusion Engines listed separately by clan and IS
+ Bug [#647]: Incorrect mech component locations in the repair bay
+ Bug [#678]: End of battle screen -> finish -> program hangs, array index out of bounds
+ Bug [#682]: Omni pod refits are not working correctly
+ Bug [#689]: Unable to select multiple contracts of the same name
+ Bug [#693]: Unable to repair heat sink ; array index out of bounds
+ Campaign loading routine unloads ammo bins that are not reserved for refit
+ some fixes to parts reservations in Refit
+ Bug [#673]: GM mode -> procure single refit kit does not work
+ Bug [#672]: GM mode -> procure all refit kits causes HQ to hang
+ Bug [#912]: Costs of refits kits don't seem right, armor not prorated
+ Bug [#913]: Parts not separated by quality in warehouse
+ Bug [#721]: BA SRMs do not reload correctly in the repair bay
+ Bug [#732]: MekHQ unable to handle custom DropShip with a lot of weapons
+ improvements to AmmoBin.getFullShots to avoid loading ProtoMek entity from units.cache
+ Bug [#915]: Must salvage parts in location before replacing bug
+ Bug [#766]: Refit Kits still searched/ ordered when all parts are present in warehouse
+ new campaigns will remove reservation from refits where the unit is not there or is not refitting
+ check on campaign loading for unstacked parts in warehouse that could be stacked and do so
+ Bug [#853]: Battle Loss Compensation not being calculated correctly for destroyed units
+ Bug: Ammo bins were reporting zero value regardless of ammo level (not yet working for BA ammo)
+ Bug: get BA Ammo tons per shot correct
+ Warning cleanup
+ Bug [#917]: Advanced medical is broken
+ Add resetPilotAndEntity to joinScenario
+ Bug: joinScenario did not set vehicle crew sizes
+ Bug [#712]: Inconsistent infantry unit pricing
+ Bug [#885]: Spend XP Not Working Correctly
+ Bug [#808]: Warehouse : "Sell all parts of this type" only sells 1 point of standard armor
+ Allow underweight units to be refit
+ Bug [#811]: Bug in Editing Potential rewards in Scenario
+ Bug [#836]: Cannot Repair Jumbo's AC Bay
+ Bug: crew hits to large craft not affecting personnel
+ Updated MegaMek.jar to 0.41.7
+ Updated MegaMekLab.jar to 0.1.43
v0.3.16 (2015-08-15 19:40 UTC)
+ Bug [#823]: NPE during 'Auto Resolve'
+ Bug [#415]: Fighters and small craft have thrusters
+ Bug [#698]: All BA armor is incorrectly set to clan tech
+ Bug [#699]: BA armor may not be bought from the parts market
+ Bug [#277]: BattleArmor costs
+ Bug [#862]: Battle Armor Breaks Save Files
+ Bug [#898]: BA suits not getting roll to avoid destruction
+ re-added infantry weapons
+ Major overhaul of BattleArmorSuit replacement to allow for sub-parts to follow main part
+ fixed TechRating values for parts with IS_TW_ALL that should be ALLOWED_ALL
+ Bug [#893]: can't get parts before year introduction from parts store
+ added the ability to save and load campaign option presets
+ Bug [#901]: mekhq.campaign.Campaign.newDay Error
+ Bug: Protomek parts not showing up in repair bay by location
+ Bug: Protomek leg location sending incorrect casting exception
+ Bug: quad protos getting arm parts
+ Bug: engine-less protos still have running MP
+ Bug: updateConditions in ProtomekLocation not critting/uncritting things correctly
+ Bug [#902]: Tank and Aero system parts not getting check for destruction
+ Moved all equipment checks for destruction into Part.updateConditionFromEntity
+ removed time and difficulty variables from Part, now tracked by specific methods in each part,
no need to always updateConditionFromEntity to switch
+ target for equipment destruction from combat is now a customizable option
+ Bug [#618]: Ammo bins cannot be replaced on mechs
+ Bug: swapped out ammo is lost on ammo swap
+ Bug [#577]: Incomplete Ammo Acquisition
+ Bug: units not showing up in repair bay when set to salvage
+ removed salvaging variable from Part, Part.isSalvaging() now determined by characteristics of unit
+ reclassified BaArmor and ProtomekArmor as sub-classes of armor
+ Bug: previous change made it possible for overnight tasks to do the wrong thing if unit repair/salvage status was switched
+ Bug [#896]: Removing units from TO&E does not remove them from deployment
+ Bug [#903]: [ATB] Retirement Sort by Cost Incorrect
+ Splitting Models out of RetirementDefectionDialog
+ Changed FormattedNumberSorter to use long instead of int
+ Bug [#849]: Removing ammo from a design does not cause the corresponding ammo to appear in your warehouse
+ Bug: cancel customization not available in unit context menu
+ Bug [#857]: Refit kit does not remove parts from the warehouse when the refit is completed
+ Bug [#602]: 0.3.6 warehouse graphical glitch
+ Bug [#904]: Armor parts showing up as zero amount on refits
+ Bug [#906]: Location specific armor parts showing up for refit after save and load
+ Bug [#905]: Refit parts are reserved a day too late
+ Bug [#843]: Ammo bin repair
+ MegaMek.jar updated to 0.41.6 and MegaMekLab.jar updated to 0.1.42
v0.3.15 (2015-08-04 10:50 UTC)
+ Planetary faction updates
+ Bug [#716]: Add Another Special Ability not Cancelled
+ Bug [#884]: Shoulder/Hip Crits disappear
+ Bug [#887]: Different Prices for Parts
+ populate store with more jump jet options, change labels to indicate tonnage of unit for JJs
+ Bug [#881]: Cannot reload Field Artillery ammo
+ Bug [#873]: Right Torso location cannot be replaced without salvaging...
+ Bug [#854]: Engines take extra damage after saving/reloading
+ Bug: array index out of bounds on Faction.getFullName causing campaign option save fail
+ Bug: trailing empty cells not collected by split method in faction generation resulting in some arrays being too short
+ added array length safety check methods to Faction.getEraMods, Faction.getFullName, and Faction.getStartingPlanet
and incorrect data reported to log
+ Bug [#829]: GM mode -> set XP for personnel does not work when attempting to set XP higher than 100
(IllegalArgumentException: setSelectedIndex: 0 out of bounds)
+ Bug [#867]: Custom Vehicles w/ C3Master unable to network
+ Bug [#348]: random skill error
+ Bug [#826]: 2525 points of standard armor in the warehouse, but cannot replace standard armor on a marauder
+ Bug [#814]: Fusion engine incorrectly in head location
+ Bug [#415]: Fighters and small craft have thrusters
+ Bug [#892]: Missing BA suit, MekHQ
+ Updated MegaMek.jar to 0.41.5 and MegaMekLab.jar to 0.1.41
v0.3.14 (2015-05-31 18:15 UTC)
+ Entity last target and sensors now reset at end of game
+ Bug: AtB contract generator does not generate additional contract at faction capital
+ Patch [patches:#50]: Log Saver - Use Reassign instead of Remove/Assign
+ Patch [patches:#49]: Refit: Tech Time Management
+ Patch [patches:#45]: Marriage bugfix - Can marry the dead
+ Patch [patches:#43]: Higher-precision quality averaging
+ Bug [#140]: MekWarrior Quality Bug
+ Patch [patches:#42]: Show required lances for AtB contracts in market
+ Patch [patches:#41]: Don't auto-deploy when force under repair
+ Bug [#804]: [ATB] Scheduled repair tasks automatically fail if the mech is auto deployed to a pending battle
+ Patch [patches:#38]: Procreation Birth correction
+ Quirks saved in MM now properly save when MM is closed
+ Bug: NoSuchElementException in Campaign.clearGameData
+ Bug [#882]: Scenario resolution causes OpFor recruitment
+ Bug [#880]: NPE: Loading a saved campaign - Lance.java
+ Bug [#874]: [ATB] Duplicate Prisoner Names
+ Bug [#838]: "Use ammo by type" unofficial rule also works with ballistics
+ Bug [#865]: NPE Dragoon's rating after GM mode change admin skill
+ Bug [#883]: Missing procreation w/o relationship option
+ Bug: Phantom MegaMek servers left running on Load Game failures
+ Planetary Update 38
+ Planetary faction updates
v0.3.13 (2015-04-19 21:29 UTC)
+ Bug: Inappropriate mixing of string and integer in personnel table fields leads to class cast errors
+ Bug: Compiling with JDK 7 breaks Mac releases
+ Bug: MHQ doesn't save custom weapon sort orders when saving client settings
+ Improve memory usage by only loading data used by AtB contract and battle generators
when AtB is enabled, dump when disabled
Implements:
+Feature [feature-requests:#264] ATB: Please add date ranges to the RAT descriptors
+ Bug [#781]: AtB: Tech/Admin/Doctor XP costs are wrong when using "Use AtB Skills Option"
+ Bug [#825]: [ATB] Contract incorrectly generated with 110% salvage
+ Patch [patches:#44]: Hotfix for retirement screen not coming up
Fixes Bug [#817] Atb: Defection/retirement screen will not populate
+ Feature: [AtB] Contract fatigue rules from v2.30
+ Bug [#822]: [ATB] Base attack (defender) mission generated with no OpFor due to a NPE
+ Bug [#784]: Clan Aerospace Pilot Ranks
+ Patch [patches:#39]: Assign Tech to Lance
+ Bug: [AtB] NPE when generating unit market while RandomFactionGenerator's employer list
is empty (likely when campaign is set in Clan space)
+ Bug [#788]: "Limit units/parts by year" does not work properly
+Also corrected failure to respect limits on tech base (IS/Clan)
+ Bug: Aeros don't have their velocity reset in Campaign.clearGameData
+ Changes to Infantry Costs doesn't use Alternate Cost anymore.
+ Updates MegaMek and MegaMekLab Jar files.
v0.3.12 (2015-02-12 15:45 UTC)
+ Bug: OpFor personnel are captured, even when not selected as prisoner or bondsman
+ Bug [#786]: AtB: Rank sort and prisoner rolls broken after battle
+ Bug: Edit Unit buttons doing nothing for salvaged units
+ Bug: Entities were not being correctly set on UnitStatuses
+ Bug [#792]: Battle resolution does not start in MHQ after MM game
I've fixed the NPE, but this still leaves the root cause of the issue unknown
until questions in the ticket are answered. It would be best to fix that extraneous
issue as well.
+ Bug [#749]: MM displays wrong year when launched from MHQ
+ Bug [#756]: VTOL Repair Issue Causes Internal Structure to Go Over Max IS
+ Bug [#790]: Heat sinks may not be purchased on intro tech level
+ Bug [#791]: Admin skills - scrounge sort order incorrect
+ Bug [#806]: Repair bay : Location filter is reset to "All" if you adjust the time of a task
+ Bug [#799]: Repair bay : GM mode -> complete task becomes unavailable if location filters are used
+ Patch [patches:#40]: After repair reset to the technician at the top of the list
v0.3.11 (2015-01-28 18:00 UTC)
+ Bug [#783]: Scenario Resolution, Unable to View Unit or Edit Unit
+ Added logging output for when null clans exist because a new clan faction is created but not added to the clans.xml file
+ Bug: NPE when resolving manually hits code to generate salvage statuses
+ Bug: Parts showing up before they've been invented, and defaulting as IS intro tech level until they are invented
+ Updated MegaMek.jar to 0.41.1 and MegaMekLab.jar to 0.1.37
v0.3.10 (2015-01-22 22:15 UTC)
+ Updated SubmitBug.html with corrected links and a new link for the bug reporting policy/howto
+ Bug [#737]: ATB - Sacked Prisoner's get 50,000 C-bills
+ Bug [#600]: ATB : Incorrect missions being generated
+ Bug: Index out of bounds when resolving games where ASF are carrying certain types of bombs
+ Bug: Possible NPE if RAT names change and are not updated in ratinfo.xml
+ Bug: [#688]: ATB contract generation causes NPE
+ Bug: (AtB) Incorrectly computes maximum number of subcontract offers
Only offer subcontracts that do not last beyond the ending date of the main contract
+ Bug: [#669]: ATB : Base attack (defender) scenario generated with no OpFor
+ Bug: MissingBattleArmorSuit NPE due to unit variable not being set
+ Bug: NPE with the tech color coding for assigned to the part's unit tech in the repair bay
+ Bug: [#701]: (ATB) Probe condition is incorrect
+ Feature: Salvaged mechs that were using individual camos now import with those individual camos
+ Bug: Individual camo reset after unit participates in a battle
+ Bug: [#639]: 0.3.6 : ATB : Negotiation bugs
+ Bug: Retainer contract offers are visible in the contract market dialog even when not playing a mercenary unit
+ Stop de-selecting pieces of the TO&E when a change is made that refreshes it
+ Bug: [#708]: ATB : Use bonus part does nothing if ammo is selected in the acquisition tab
+ Bug: [#767]: Contract ended, retirement payout window not processing
Also set final payout amount to zero for retiring infantry that are not assigned to a unit.
+ Bug: [#757] ATB - Incorrect Map Sizes
+ Bug: [#727]: [AtB] Pilot retiring while mech deployed
+ Bug: [#633]: [AtB] 0.3.6 : Jump platoons on scout scenarios deploy incorrectly
Made the following related changes as well:
+ Use jump movement for all conventional and BattleArmour infantry
+ Use walking +1 for jump-capable 'Meks
+ Apply scout lance delay to attached allies as well
+ Ignore delayed deployment when making a combat drop
+ Bug: Unscrambling equipment numbers messes up ammobins that are loaded with a different ammo type
if you leave leave any bins loaded with the original ammo type
+ Bug [#771]: MekHQ 0.3.9 - Campaign will not load if individual camon folder contain "&" Character
+ Bug: "None" unit assignment messed up after change to move it below the popup menu of actual units
+ Bug [#765]: Capture Personnel Dialog data conflicts with Salvage Window data
+ Bug [#769]: Set XP to Zero Generates Bulk Purchase Exception
+ Bug [#773]: Interstellar Map dragging too fast (methods "forgets" to update current mouse coordinates)
+ Bug [#742]: IllegalArgumentException : Unable to edit special abilities if xp cost is set to -1
+ Bug [#777]: Rank System Bugs
v0.3.9 (2015-01-01 21:25 UTC)
+ Bug: packaging.xml was renaming mhq's hitory.txt to history-mm.txt due to change in where mm docs are copied to
+ Bug: packaging_local.xml out of date compared to packaging.xml
+ Bug: packaging_local.xml needs to mkdir before the copies used in place of svn exports
+ Bug [#676]: Campaign file could not be loaded : Array index out of bounds
+ Bug [#730]: Refit chances reduced to Impossible
+ Feature: New view menu toggle option for the overview tab
+ Bug [#75]: Warehouse NPE for parts with a decimal in the tonnage
+ Bug [#754]: Contracts not created, Unit Market has nothing in it
+ Changed text and tooltip text of CampaignOptionsDialog/AtB tab skill/SPA toggle buttons in an attempt to clarify function
+ Bug [#763]: Change StellarOps to IO
+ Update MegaMek.jar to 0.40.0 and MegaMekLab.jar to 0.1.35
v0.3.8 (2014-12-25 15:30 UTC)
+ Bug [#718]: [AtB] Unit MArket does not retain unit selections
+ Bug [#702]: ATB : Convoy attack : badlands map turns out to be heavily wooded
+ Bug [feature-requests:#226] ATB : Have the program remember retainer status
+ Bug [#570]: [ATB] Can not load campaign file
+ Bug [#640]: 0.3.6 : ATB : Paid recruitment roll bug
+ Bug [#706] ATB : End of battle window does not popup at all -> NPE
+ Bug [#557]: Assigning Kills for Retreated and Killed - Take 2
+ Feature: [feature-requests:#246]: Visual Indicator for Assigned Techs
+ Feature: [feature-requests:#237]: New AtB Maps request - alt maps added as option for player
+ Bug [#738]: Personnel Market has wrong window title
+ Bug [#711]: ATB : OpFor fails to generate properly (unit could not be loaded) -> campaign file could not be saved
+ Bug [#626]: [ATB] 0.3.6 : Contract generation modifiers do not work
+ Major code refactoring of CampaignGUI begun, several embedded classes refactored to be split out
So far the following are finished being split:
OrgTreeTransferHandler (now in mekhq.gui.handler package)
FinanceTableMouseAdapter
LoanTableMouseAdapter
ProcurementTableMouseAdapter
ScenarioTableMouseAdapter
UnitTableMouseAdapter
All of the Adapter classes are now in mekhq.gui.adapter package
+ Major refactor of CampaignGUI phase 2
Split out:
OrgTreeMouseAdapter
PartsTableMouseAdapter
ServicedUnitsTableMouseAdapter
All of the areAllXXX and doAllXXX check methods into a new mekhq.gui.utils.StaticChecks class,
and made them all static
+ Added external configuration file for AtB to allow player customization beyond options in CampaignOptions
and to remove hard-coded universe details.
Moved details on hiring halls from contract generation code into the new atbconfig.xml file
as the first entry and added era details.
+ Bug [#746]: indepedent - spelling
+ Bug [#634]: [ATB] 0.3.6 : Invalid lance in TO&E can still trigger battles
also removed ineligible lances from the required lances table on the briefing room tab
+ Bug [#659]: 0.3.6 : ATB : Tactics re-roll checkbox when light conditions are turned off
Also corrected the same issue for weather conditions.
+ Planet Editor: Made some more progress getting this ready
+ Bug [#660]: 0.3.6 : ATB : Star league cache 1 (defender) mission may not be started
+ Bug [#741]: Ghost Repairing Dropships and Warships
+ Bug [#744]: Mothball/Re-activate 0-time spent
+ Bug [#740]: Destroyed Infantry Resolve Issue
+ Bug [#723]: Refresh bug effecting Prisoners
+ Update MegaMek.jar to 0.39.5 and MegaMekLab.jar to 0.1.34
v0.3.7 (2014-12-14 19:25 UTC)
+ Patch [34]: Against the Bot, 13th Patch
Fixes Bug [#589] [AtB] Changing tabs still works but HQ will no longer advance days
Fixes Bug [#591] [AtB] Planet gravity is not used
+ Bug [#654]: Incorrect conventional infantry generation
+ Bug [#694]: DropShip suddenly becomes 0/0 and may no longer be deployed but no damage is visible
+ Bug [#592]: "Ghost" Heat
+ Bug [#668]: NPE when clicking "finish" at end of battle salvage screen
+ Bug [#700]: Entity.swarmTargetId should be cleared by MHQ at the end of a game
+ Bug [#687]: C3I lance being incorrectly passed to MegaMek
+ Bug [#713]: Warship price column sorting appears to be broken
+ Bug [#717]: Buy in Bulk Buys 1 if you enter over 100
+ Removed the automated repair assignments for large vessels (DS, JS, WS)
+ Bug [#664]: 0.3.6 : DropShip captain attempts to auto-repair damaged PPC, but is unable to
+ Bug [#710]: ASFs which were deployed with bombs return with empty Ammo Slots
+ Bug [#714]: Maximum number of Acquisitions limit is gone when save/loading
+ Bug [#470]: SPA: Not tied together between MM & HQ
+ Bug [#715]: Maximum number of acquisition disregarded when trying to fulfill pending orders
+ Bug [#622]: 0.3.6 : Jammed weapons do not show up in the repair bay
+ Bug [#722]: Export Personnel missing if AtB turned on
+ Bug [#720]: Resolution screen personnel and prisoners not taking damage or status changes correctly
+ Bug [feature-requests:#232]: Fast Forward 'Advance Day'
+ Bug [#644]: 0.3.6 : Parts reserved for refits incorrectly show up as damaged
+ Feature: Warehouse Status filter now has entry for parts reserved for refit or repair
+ Bug [#597]: [ATB] Battle Loss Compensation never higher than 10%
+ Updated MegaMek.jar to 0.39.4 and MegaMekLab.jar to 0.1.33
v0.3.6 (2014-12-02)
+ Bug [#496]: NPE in mission resolution dialogue
+ Add status to unit name label on salvage screen to match the player's own recovered units screen
+ Bug [#498]: Repair Bay sort order: Status
+ Bug: Docs from MegaMek and MegaMekLab not working correctly due to subfolders
Now history.txt for each of those is renamed, instead of all docs for them being
placed in subfolders of the docs folder
+ Bug: WoB ranks missing demi-precentor
+ Patch [#33], Feature Request [#164], Feature Request [#162] (partial): Drop zero minute techs. Implemented patch to
satisfy Feature Request 164 with some refactoring and unit testing. Also added code to allow the inclusion of a
specific Tech's ID to place at the front of the returned list (partially satisfying Feature Request 162).
+ Bug [#518]: IntOps: Tech/Astech divide by zero
+ Bug: Infinite Loop from Bugfix for [#518]
+ Bug [#515]: Tech Import bug (cosmetic only I think)
+ Update to News.xml
+ New MegaMek.jar 0.38.0 & MegaMekLab.jar 0.1.29
+ Re-work if statements and otherwise make Utilities.getAllVariants() more readable
+ Bug: Salvaged units were not being initialized and diagnosed for non-contract missions
+ Bug [#516]: Scrapping breached location does not remove breach
+ Bug [#507]: Special characters causing problems in xml files
+ Bug [#511]: Ammo Reload Tasks Disappearing
+ Bug [#514]: List of available vehicles for assignment error
+ Bug [#512]: Error on loading save with ASF bombs loaded in mekhq
+ Bug [#491]: Doctor Queue never clears Permanent Injuries
+ Bug [#505]: Resolution with a captured JS/DS/WS/SC eats memory and never completes
+ Bug [#489]: Typo - in News Item
+ Bug [#390]: Replacing Torso Impossible w/ Blown Off Limb
+ Bug [#416]: Unsalvageable rotor on a Warrior VTOL (Also affected tank turrets)
+ Bug: Various issues with loans, including names and reference numbers not being correct when values are changed on the dialog
+ Bug [#380]: Aerospace Fuel Refueling
+ Bug [#488]: Activation of mothballed unit...
+ Data: Updated all campaigns to be fully compatible with 0.3.6
+ Bug: By person rank system option not showing up on the menu for campaigns with WoB as the default system
+ Feature: Added in ComStar/WoB Branch Designations (WIP)
+ Data: Updated the WoB campaign file with more information
+ Fix infinite loop in AbstractUnitRating that prevents launching MHQ when loading a campaign file.
+ Data: New VTOL force images - Thanks pfarland, keep 'em coming
+ Data: New Force images from CarnageINC on the MegaMek forums
+ Updated the mekhq-contributors.txt file
+ Fixed Campaign files again since some force files got moved
+ Data: More Force images
+ Data: krazzyharry Force images & Clan Wolverine image
+ Fix folder name for the Miscellaneous force images
+ Bug: packaging_local.xml looking in wrong place for history files of MM and MML
+ Bug [#524]: Version.java not intelligent in splitting the version "extras" out
+ Data: Force icons for xenoplanetary, Scuba Infantry, and Space Marines
+ Patch [32]: Conventional Pilot Rank
+ Patch [36]: Bloodnames
+ Bug: Bloodnames check method being applied to non-clanners
+ Patch [34]: Against the Bot
+ Data: 200 more VTOL force icons from pfarland
+ Removed unnecessary code from AtBGameThread.java
+ Bug [#525]: Ammo swaps do not save
+ Patch [36]: Bloodnames, 2nd Patch
+ Patch [34]: Against the Bot, 2nd Patch
+ Feature: Procreation
+ Refactor of procreation to make it more intelligent and fix some bugs
+ Bug [#528]: NPE in MM after lobby "transmitting data"
+ Bug: Ancestors.checkMutualAncestors(Ancestors anc, int depth) wasn't recursively using depth
+ Added procreation w/out a spouse at a much reduced chance
+ Procreation frequency too high, lowering chance
+ Bug: Person.birth() wasn't creating a new Ancestors object when needed
+ Use type.getCost() method for EquipmentParts that possess an Entity
+ Patch [34]: Against the Bot, 3rd Patch
+ Bug [#529]: SVN ClassCastException with Ancestors
+ Patch [34]: Against the Bot, 4th Patch
+ Bug: 0 cost SPAs impossible
+ Bug: NPE resulting from null Unit on a part, and only null entity is guarded against
+ Bug: Unit.getCommander() NPE possible in multiple places
+ Bug [#527]: Campaign due to Cargo Capacity NPE
+ Bug [#533]: Aerospace Heatsinks
+ Patch [34]: Against the Bot, 5th Patch
+ New campaign option to set Start Game Delay
+ Bug [#324]: Transmitting Data error - NCD for XStream
+ Bug [#535]: NPE in Personnel Market from AtB code addition using wrong UUID
+ Bug [#536]: Joining Games overwrites Server settings
+ Bug: Bloodnames folder missing from packaging
+ Bug [#538]: Day advance bug when SpouseID is not NULL, but that ID returns a NULL Person from the campaign
+ RFE [#153]: Permanent Injury color
+ Bug [#532]: Issue with Ranks
+ Updated MM.jar to r11072
+ Updated MML.jar to r1424
+ Applied patching for compatibility with MM r11072
+ Patch [34]: Against the Bot, 6th Patch (atb07patch, not sure how the numbering there got off)
+ Patch [34]: Against the Bot, 7th Patch
+ Bug [#465]: Salary: Set salary no reversible (Again, whups)
+ Bug [#543]: Packaging_local.xml missing portraits
+ Patch [37]: Procreation add-ons
+ Bug [#540]: Using Slider in Loans causing 1st payment to change date
+ Feature [110]: Individual unit names
+ Patch [34]: Against the Bot, 8th Patch
+ Refactor: Moved LanceAssignmentView.java from mekhq.gui into the mekhq.gui.view
+ Bug: Race condition with server.die() called from 2 locations
+ Refactored GameListener call to use the new gameVictory() method
This fixes Bug [#541]: Auto Resolve failing
+ Bug: new gameVictory() gets called twice
+ Feature [162]: Repair Bay: Assigned Tech at top of list
+ Optionized the code for Feature 162
+ Bug: Original commit for Feature 162 had the part assignment in the wrong place
+ Feature [116]: Filter repairs by location
+ Feature: New unofficial maintenance option that significantly improves the canon maintenance rules
+ Bug: "A" quality for the new unofficial maintenance option wasn't right
+ Bug [#547]: Unable to load campaign after child born
+ Bug: Gyro not shown when repair location dropdown was set to CT
+ Bug [#551]: Repair Location menu isn't sticky
+ Changed repair location dropdown to reset if the unit itself is changed
+ Bug [#556]: TOE: Name field empty after hitting cancel for Change Name
+ Bug [#553]: Prev. Fix for Ultra-Green and Green sorting is broken
+ Patch [34]: Against the Bot, 9th Patch
Fixes Bug[#548] ATB Shares System do not "stick"
+ Bug [#555]: Armor appears on destroyed locations
+ Optionized Procreation
+ Made "General" the default Personnel View
+ NPE in Procreation related to the new option for no-spouse chance
+ Bug [558]: Can not start "Against the Bot" battle
+ Bug: ATB "Big Battles" forces could not deploy properly due to bad if check for special missions
+ NPE Selecting multiple people when some have a unit and some do not
+ Feature: Admin Weekly XP & Negotiator Contract XP options
+ Bug [#560]: VTOL Turrets are not repairable
+ Made "General" the default Unit View
Also refactored a lot of == 0 stuff to the appropriate view constants
+ Bug [#557]: Assigning Kills for Retreated and Killed
+ Bug: When person status changed to an inactive status, repairs and refits assigned to them
cannot be completed
+ Bug [#519]: SPA defaults not loading properly from campaign save
+ Bug [#519]: Addendum - restore all skill prereqs from defaults on loading old campaigns
+ Bug [#552]: NPE: Same Force Deployment
+ Patch [29]: Show number of Astechs needed when it complains about not enough of them
+ Patch [31]: Temp Astech pay correction
+ Patch [8]: Recharge stations and spelling correction V2
+ Bug: GameVictoryEvent never processed when a player uses Join Game
+ Bug: 'Meks w/out pilots show as crippled
+ Bug: Add Funds Dialog can add funds even when you close the dialog
+ Bug: DefaultQuirksHandler was renamed to QuirksHandler
+ Updated MegaMek.jar to 0.39.1 official
+ Updated MegaMekLab.jar to 0.1.30 official
+ Bug [#568]: Transport/Dragoons Rating Error with Squads
+ Bug [#575]: Final contract payment broken
+ Bug [#566]: Daily log shows Personnel Market updated dialog when market has not updated
+ Bug [#576]: Improved Clarity of Damage Reporting in Resolve
+ Feature: Added in ComStar/WoB Branch Designations (Final)
+ Patch [34]: Against the Bot, 10th Patch
player skill level of green and ultra-green limit the maximum size of enemy forces
added more extensive comments to AtBScenario and RetirementDefectionTracker classes
option to exclude large craft from net worth when calculating share value
forces deploy to standard battles on the day of the battle rather than at scenario
creation to avoid disrupting repairs
Fixes...
Bug: Parts availability levels uses MekHQ era codes instead of EquipmentType
Bug: NPE when unit market cannot find appropriate RAT
Bug [#563]:unit market uses 1d6 instead of 2d6 to generate price
Bug: Enemy morale does not reset to "normal" following rout
Bug: Recruiting fee paid for dependents
Bug: Possible deployment delay for scout lances does not necessarily reflect the
setting when the scenario was created
Bug: Maximum weight set to medium for bot forces in recon raid scenarios for attacker
and defender instead of just when bot is attacker
Bug: Corrected component layout in CampaignOptionsDialog and AtBScenarioViewPanel
+ Bug: SPAs not loading correctly since r1970 release under certain circumstances
+ Bug: Automatic resolution not working in r1978
+ Updated MegaMek.jar to r11273
+ Updated MegaMekLab.jar to 1434
+ Bug [#585]: campaign will not load if custom icon/portrait filenames use XML metacharacters
+ Patch [34]: Against the Bot, 11th Patch
Fixes...
Bug [#581]: AtB: Civilian Help opposition disappearing
Bug: Sub-contracts not indicated in the contract market
Implements...
Feature [feature-requests:#201]: [ATB] "Enemies use vehicle?" slider (Implements the
basic request, but not the additional suggestions at this time)
+ Patch [34]: Against the Bot, 12th Patch
Fixes...
Bug [#584] Killed Soldiers in AtB render campaign unsaveable on autoresolve
Bug [#586]: Daily Log does not update for Mondays (NPE when training lance has a crewless unit).
Bug [#587]: Retirement bug (Campaign will not save when there are outstanding payments for retirees/KIAs).
Bug: EntityLoadingException when generating scenario with gun turrets or allied DropShip.
Bug: Rerolling battle conditions never changes to daylight or clear weather.
Bug: Does not track original unit even when option is set.
Bug: Using GM add on personnel market does not add unit (if any).
Bug: Successful JumpShip search generates crew member but not the ship.
Implements...
Display TN calculation for DS/JS search and report result in the daily log.
Option to exclude VTOLs from enemy force.
+ Bug [#588]: Sorting parts by Detail is out of order
+ Bug [#499]: Not enough AsTech warning being calculated wrong
+ Bug [#666]: Repair bay : Right click -> assign all tasks does nothing.
+ Bug [#642]: MekHQ not passing correct crew size to MegaMek
+ RFE [feature-requests:174]: Saperate Screen for Opposition Crew Capture
+ Bug [#619]: 0.3.6 : Prisoners gain XP via the monthly role checks
+ Bug [#677]: Doctor gains too much XP on a roll of 12
+ Bug [#675]: Hangar -> Right click -> change site does nothing if same site is selected
+ Bug [#631]: 0.3.6 : Armor sell price bugged - 5000 pts of armor = 900+ million sell price
+ Bug [#608]: 0.3.6 : Clicking the "x" button for bulk buys does not cancel the purchase
+ Fix to Campaign.java for switch from entity enumeration to entity vector in MM's Game.java
+ Bug [#447]: Being in debt not working properly
v0.3.5 (2014-04-28)
+ new MegaMek.jar, fixes Bug [#486]: Ammo Bins destroyed when upgrading to 0.3.4
+ Bug [#490]: Error Exporting Campaign Options
+ Bug [#492]: Repair mode resetting after every repair attempt
+ Bug [#462]: BA Repairs
+ new MM.jar
+ better instructions for how to fix unit names in loading error dialog
v0.3.4 (2014-04-26)
+ Bug: Moved Report Log not scrolling again (don't force set caret to 0 on refresh)
+ Bug: Personnel name not showing when GM->Remove is used
+ Bug [#403]:Unofficial Expanded Medical Bug
+ Refactor some Advanced Healing methods from Person to Injury where they belonged (as static methods)
+ Bug [#411] Hanger - sort by Status failure
+ use a proper rank object to record rank
+ new table for entering in rank information in campaign options with optional payment multipliers
+ changed structure of the rank tab in CampaignOptionsDialog
+ added campaign variable to personnel, removed it as a passed in variable from all personnel methods
+ added campaign options to adjust salary parameters
+ feature: set specific salary for a person
+ set up fake assets for loan collateral and income streams
+ clan phenotypes - you can choose the percentage of recruits for each type that should be trueborn in options
+ backwards compatability for clan phenotypes
+ unofficial option for tougher healing checks depending on the number of hits
+ Bug [#394]: Mothball Techs not removed from list of available techs
+ Bug [#402]: Rush Jobs and Tech Skill Level
+ Bug: gender variable set as static in Personnel, so all personnel same gender
+ Bug: background and phenotype not saved to xml
+ adjusted age randomizer to make clanners younger (trueborns only)
+ Bug [#414]: News.xml Issues
+ refactoring of packages in campaign - update your SVN
+ removed PersonnelMarketDialog.personnelTableModel and ServicedUnitTableModel - they use PersonnelTableModel and UnitTableModel, respectively
+ Minor Planetary Data Update
+ Added entries in News.xml for 3009-3014, 3048-3049, and 3058-3061
+ RFE [#130]: Limit to acquisition per character
+ RFE [#100]: GM Tab/Tools: "Dice" + Notification Scheduling
This is a very basic implementation for now. Only contains a dice roller.
Dialog is non-modal, so you can open it and continue to interact with the
main GUI.
+ Bug: No revision detection in Version.java meaning no revision check for new rank system
to be compatible with revision based releases
+ Bug: Personnel Market always empty after TableModel change
+ Bug [#412]: Support Ratings - Field Manual Mercs (rev) fixed. Interstellar Ops Reputation coming soon.
+ Bug: acqusition limit check causes NPE with automatic success
+ Updated Unit Rating code to pick up the flagged commander (if set). If no flagged commander is set, then will fall back to old method of sorting by rank and then experience.
+ Bug: Ultra-Green doesn't sort as less than Green
+ BattleArmorSuit, MissingBattleArmorSuit, BattleArmorEquipmentPart, and MissingBattleArmorEquipmentPart
+ Bug: value of armor and ammo changing when in salvage status
+ Converted "Taharqa" unit rating method to the "Interstellar Ops Reputation" unit rating method. Still need to finish off the text breakdown and help text.
+ backwards compatatiblity for Battle Armor
+ Fixed "divide by zero" error in 'Interstellar Ops Reputation' rating method.
+ Added in the detailed breakdown and Help text for Interstellar Ops Reputation unit rating method.
+ new MM.jar
+ BattleArmorAmmoBin part
+ a few corrections to costs for BA parts
+ Updated MegaMek.jar (r9907)
+ Gender pronoun returning ?
+ Bug [#417]: Missing Backwards Compatibility for Ratings Changes
+ Bug [#419]: Transport Rating Not Included
+ Interstellar Ops Reputation was not re-initializing when rating methods were switched.
+ Bug [#417]: Missing Backwards Compatibility for Ratings Changes minor further change
+ Bug [#420]: IO Rating Issues
+ new MM.jar
+ some fixes to BA parts
+ Added View and Edit buttons to salvage dialog
+ Bug: Salvage View and Edit buttons not showing the proper entities
+ Bug: Personnel Market "Dylan's Method" not reporting on update
+ Pulled MegaMek and MegaMekLab versions into MekHQ's About Box
+ Started a new doc file containing a full MekHQ Tutorial (Tutorial is still a work in progress)
+ Bug: Callsign not showing
+ Bug: Prisoner/Bondsman not working correctly since new rank system introduced
+ New MM.jar
+ Compatibility with new MM.jar
+ New MM.jar - again (for XMLStreamParser fix)
+ New MML.jar
+ Compatibility with new MML.jar
+ Compatibility with MegaMek & new MegaMek.jar (10231)
+ Customization of Aeros & new MegaMekLab.jar (1274)
+ Bug: All Aero subclasses were enabling the customize in lab option
+ Bug [#432]: Units Histories cause a Display bug in TO&E
+ Bug [#434]: Balance Sheet link error
+ RFE [#149]: Manual assignment of quality ratings ('Meks)
+ RFE [#149]: Manual assignment of quality ratings (Parts)
+ Bug [#426]: Aerospace fighters showing "undamaged" after combat; ferro-aluminum armor missing (partial, armor only)
Additionally this immplements Improved Ferro-Aluminum, Ferro-Carbide, and Lamellor Ferro-Carbide. In order to implement
those a new MM.jar file was also required.
+ Bug [#430]: Straight support calculation error
+ Bug [#438]: Unable to load .mul
This had actually been disabled on purpose pending a fix to an infinite loop bug in the code that is used to generate
proper crews for multi-crewed vehicles.
+ Bug [#442]: GM Tools: Dice Roll gives nothing above 10
This also includes a new mekhq.Utilities method dice(num, faces) that will roll any number of any size dice.
+ Bug [#427]: Maintenance Costs Not Showing Up
+ Bug [#422]: Retired Techs Still Perform Maintenance
+ RFE [#132]: Ability to mass modify edge triggers
Added this to dependent flag also
+ RFE [#152]: Mass assign kills for vehicle crews
All selected people must either be crewing the same unit or be unassigned.
Additionally I also made it so the kill dialog now puts the unit name if
there is one, of Bare Hands if there isn't, instead of Bare Hands always.
+ Bug [#444]: Selling of parts bug
+ Bug: Selling N Parts doesn't refresh anything
+ RFE [#154]: Add better multiple player support for resolving scenarios with saved games
+ RFE: Join Game button in Briefing Room lets you join a game.
If the game is in the lounge, it adds you with your 'Meks.
If the game is in a different phase, it just connects you.
If you wish to join as reinforcements you will just export
a mul file, join using the join button, and then load your
mul as reinforcements.
+ Tweaked some of the XP values for the new SPAs so that they're either correct (for official ones)
or make sense and in line (for unofficial ones)
+ Bug: Advanced Medical Injuries workedOn and perm variables accidently swapped in 1 spot
+ Bug: Location repairs and other things messed up by changes to MegaMek for superheavies
+ Bug: Maintenance costs in financial report not calculated correctly
+ Bug [#446]: Maintenance being deducted daily and weekly
+ Bug [#446]: Maintenance being deducted daily and weekly, part 2
+ Bug: No message when you cannot afford maintenance for a unit
+ New LaunchGameDialog for the Start Game and Join Game buttons replaces the multiple
JOptionPane.showInputDialog() originally used for quickness
+ New SortedComboBoxModel for alphabetically sorted ComboBoxes
+ Bug [#448]: Cannot select most factions
I added several more of the major factions, and included a generic Pirate to match the generic Mercenary
+ Changed how null starting planets are handled, it now asks you what planet you'd like to start on
+ Bug [#377]: Factions that do not exist during an era have no starting planet
With the above change, I now consider this fixed
+ Factions choice on the Campaign Options is now alphabetized
+ Bug [#447]: Being in debt not working properly. (Partial)
+ Planetary Data updates
+ Added Wolf and Blake Starterbook Campaigns
+ Added Fist and Falcon Starterbook Campaigns
+ Added new Cargo report to the reports menu
+ Bug [#406]: Transport Capacity Report still lists mothballed units
+ Modified Cargo report to display overages
+ Removed unused refreshCargo() method from CampaignGUI and all references to it
+ Cleaned up the personnel report to make it nicer to look at
+ Broke out pieces of the HangarReport into methods for use in my dylan branch to eliminate duplicate code
+ Bug [#449]: Procurement List link error
+ Broke out pieces of the PersonnelReport same as the HangarReport
+ Bug: New LaunchGameDialog NPE
+ Bug [#233]: Campaign resolve NPE when you have extra units
This vastly changed the resolution process, especially for games played via MekHQ.
Now all entities on the field are places as potential salvage and there is a new checkbox
for having them escape (they won't count in terms of salvage value either way) from the
battle. I chose this route because otherwise it would not allow the next part. That next
part is that enemy personnel are now loaded into MekHQ's end screen and you have 3 options
with them: prisoner, bondsman, escaped.
+ RFE [#89]: Unofficial - Exclude Infantry from Contract Pay
+ new MM.jar (revision 10304) and updates to Unit.java for it
+ Bug [#452]: Can't Change Faction
+ Bug: NPE in Utilities.findCommander due to attempting to access a Person object without checking if it is null first
+ Bug [#454]: NPE: mekhq.campaign.parts.equipment.EquipmentPart.isMountedOnDestroyedLocation(EquipmentPart.java:385)
+ Bug: NPE in Utilities.findCommander due to attempting to access a Person object without checking if it is null first, redux
+ new MM.jar (revision 10341) and updates for compatibility with it
+ Bug: Edit Damage on units was not working correctly due to changes for superheavies
new MM.jar (revision 10346) and updates for compatibility with it needed to correct this
+ Bug: Still resolution issues related to prisoners
new MM.jar (revision 10365) and updates for compatibility with it needed to correct this
+ Bug [#455]: Cargo report not showing tonnage of mothballed units
+ Bug: Escaped units counting for the employer salvage value
+ Bug: 0 cost for cluster master
+ Bug: Injury.generateHealingTime() was being called in some places with the arguments out of order, leading to incorrect times.
+ Special Ability object and affiliated files - this allows for specifying a variety of restrictions on special abilities for pilots
+ Bug [#464]: Repiar: Small Craft
While this wasn't actually a bug as written, I found that the code for automatically assigning techs for small craft, DropShips,
and jumpships was in the wrong place. Now that it's moved, the Ships' crews will automatically be assigned to their repairs and
complete them. No longer will you need to manually start the repairs.
+ Feature: Adjusted the campaign.newDay() repair code again from bug #464 in order to allow manual prioritization of the repairs
When you first resolve you can manually start a repair. That repair will be prioritized as first. Each time a component completes,
you can manually start another to have it be the next, or let the rest be handled by the auto-system
+ Updated MegaMek.jar and MegaMekLab.jar and the mechfiles zip files
+ Bug [#465]: Salary: Set salary no reversible
+ Bug [#461]: Using Heavy Vehicle Bays for Light Vehicles
+ Bug [#450]: Parts in Use font error (warehouse portion)
+ Bug [#456]: Dropship refit Tech not in list
+ Bug [#459]: Trouble with pilots transfering from .mul files
+ Bug: More infinite loop troubles with auto-matic prisoners
+ Updated MM.jar (r10529) and MML.jar (r1356 built with MM.jar r10529) and enabled BattleArmor customization
+ Bug [#421]: Experience being assigned to reserves who did not arrive
+ Updated MM.jar (10539) - new code needed for bug 421
+ Bug [#469]: Zombie Clinic (Doctors not refreshing in infirmary tab after resolving combat)
+ Bug: SPA folder not brought back in by the packaging script
+ Bug: ranksTable Exception when removing a rank leaves no ranks in the table
+ New error dialog for bad faction codes
+ RFE [#118]: Sub Rank Fields & Ranks by Profession - pt1
A very complex addition. Please see the instructions for customizing ranks in the Campaign Options - Rank System
+ Bug/Data: Corrected and Added to the included rank systems in MekHQ
- Due to corrections the ranks in player campaigns could now be off. Please sanity check your ranks against your
- previous version of MekHQ!
+ Split RankTableModel out into it's own .java file in the mekhq.gui.model package where it belongs
+ Bug [#472]: Rank Drop Down in Campaign Options isn't sticky
+ Updated MegaMek.jar to 0.37.9 (0.38.0 RC1)
+ Updated MegaMekLab.jar to 0.1.26
+ Replaced all calls to XMLStreamParser with calls to the new MULParser
+ RFE: Planet Editor & Randomizer (pt. 1: start of basic framework)
This will eventually allow passing of an option to the MekHQ.jar file in order to edit the official
planets.xml file, and also an in game editor from the maps tab to allow for campaign level editing
of the controlling factions and such as well.
+ RFE [#118]: Sub Rank Fields & Ranks by Profession - pt2
Completed the rank system overhaul. The rank levels (For ComStar/WoB to get Precentor IV and such)
will be implemented separately once I decide how I want to add them.
+ Bug: NPE in CampaignGUI.refreshPatients() if patient is null and/or doctor ID is null
+ New MegaMek.jar r10732 & new MegaMekLab.jar 1406
+ Bug: New rank system not translating due to static defines used as constants changing order
+ Implemented new Version.versionCompare() method, with several overloads including both static and non-static versions
+ Bug: New rank system was still writing out ranks for the stock systems. As these systems are no longer editable, we don't need to do this
+ Bug: When editing ranks, it should automatically change the ranks dropdown to Custom and the canon ranks should not be editable
+ Data: Added more canon rank systems (Several periphery realms and the FRR)
+ RFE: Added rank levels
+ RFE: Added the ability for a person to have a personal rank system
+ RFE: Manei Domini classes
+ Refactored the included campaigns & saved the Fox's Teeth from the current version since it was very out of date
+ Bug [#482]: Crash in loading salvage mul file with Tank pilots
+ New MegaMek.jar 0.37.10-dev-r10759 & new MegaMekLab.jar 0.1.27-dev-r1408 (Both updated for bug below)
+ Bug: All units receiving an "empty" (default Blue) individual camo - This was due to a bug in MegaMek actually
+ Bug: Rank type choice not loading correctly from the campaign file
+ Bug: Dialog for choosing proper rank system is displaying twice
This was due to processInfoNode() being called twice when loading the campaign file;
which is not necessary. This was probably an oversight. The second loading is now commented out
+ Bug: Most professions could not change their rank due to a missing ranks.isEmptyProfession() check
+ Bug: Hire personnel & Bulk Hire had rank issues
+ Bug: Star League Lts. not translating correctly because there is no "Lieutenant" now, but rather Lieutenant JG and Lieutenant SG.
I've made it so all Lieutenant translate to Lieutenant JG, and people can promote to SG as they desire
+ Bug: Customizing ranks is broken
+ Bug [#484]: GM Mode fails to remove Doctor entry
+ Bug [#483]: Astech Bug causing Advance Day to fail
+ Updated MegaMek.jar 0.37.10-dev-r10785
+ Bug [#486]: Ammo Bins destroyed after every battle
+ Bug: Hiring new personnel or promoting personnel could show - for their rank
+ Bug: Custom rank systems not working correctly on reload
+ Bug [#467]: Structural Integrity showing in Warehouse
+ Bug [#130]: Daedalus with damaged leg remain crippled after repair
+ Bug [#471]: Captured MekWarriors, Escaped Salvages??
+ Bug [#426]: Aerospace fighters showing "undamaged" after combat; ferro-aluminum armor missing
To fix this bug I dumped the MekHQ versions of undamaged, light damage, heavy damage, and crippled
and instead pulled them in from Entity & it's subclasses to let them handle all the work
+ added GUI editing to CampaignOptionsDialog for Special Ability formats
+ tooltips for special ability stuff
+ ability to import/export campaign options (but not ranks)
+ cleaned up some GUI formatting in CampaignOptionsDialog
+ updated MM.jar and MML.jar
+ Bug: individual camos being saved when they shouldn't be
+ Bug: correct font and color coding not showing up for personnel VisualRenderer
+ updated camos and packaged campaigns point to correct camo
+ updated mechfiles in data files
+ corrected all campaigns to have right chassis names
+ Bug: when type restore fails for EquipmentPart and MissingEquipmentPart, campaigns wont load
v0.3.3 (2013-09-20)
+ Bug: Refits always return an IMPOSSIBLE target roll
+ RFE: Allow ASF to be Refit (but not customized)
+ Bug: No way to remove individual camo
+ Bug: Individual camo always set on refit completion
+ Bug: Inactive Prisoners and Bondsmen included in count on summary
+ Mothballed units only cost 10% to maintain using unofficial maintenance costs
+ Bug: part quality not saved to campaign xml
+ Bug: Mass assign menus were incorrectly letting you assign people to roles they don't fit
+ Bug [#397]: Mass Assign Units Can Cause Unit To Show Too Many Assigned
+ html tags in report link to unit and personnel views, use unit.getHyperlinkedName(), person.getHyperlinkedName(), and person.getHyperlinkedFullTitle() in report strings
+ changed report to display only one day of activity
+ news reports (see data/universe/news.xml for details and example)
+ Implemented parts loot (Just a quick hack to make it work, full re-write to be like Units will be for Taharqa if he wants)
+ Bug [#398]: Assigning Tech to Large Craft Maintenance
+ Bug: assigning of techs to Small Craft maintenance and repair confused - should always use Aero tech
+ Bug [#396]: assign tech list oversized without scrolling
+ RFE: Personnel Market - This market should be used in place of Hire and Hire in Bulk
options and provides a more realistic atmosphere of transient personnel availability
+ Bug: Personnel Market shows rank instead of Person for Graphic, and vice versa for General
+ Bug: Personnel Market incorrect renderer
+ last maintenance report now kept for each unit, no more logging
+ Bug [#400]: personnel ages in the personnel market
+ refactored BasicInfo and Sorter classes from CampaignGUI into separate files
+ used separate PersonnelTableModel for PersonnelMarketDialog.java
+ refactored PersonnelTableModel to a separate class (experimental)
+ Bug: No maintenance costs when not using the new StratOps maintenance options
+ Major refactoring of CampaignGUI, phase one - all TableModels and initComponents refactored
+ Major refactoring of CampaignGUI, phase two - cleanup
+ backwards compatability - large vessels had enginepart in addition to spacecraft engine leading to inflated values
+ Major update to the Personnel Market (WIP)
There are now four methods of randomization to choose from.
Dylan's method and the Random (original implementation) method both generate daily, but don't "clear"
Dylan's method uses a weighted version of the Random method to frequently choose personnel for your most common unit type(s)
Random method is totally random, though it now has options on how personnel are removed based on roll on 2d6 (if it's less than that target)
FM:Mercs Revised method is as close as I could code to what that book offers with a couple of TODO for roll modifiers
StratOps method follows the rules in StratOps based on whatever you set your Maint. Cycle as
This is still a WIP and there are currently no tooltips for the options.
+ Bug: Report pane not scrolling with reports
+ Updated MM and MML jar files
+ Updated UnitSelectorDialog to be compatible with new MM jar
+ Bug: Dylan's Method in Personnel Market incorrect percentage conversion
+ Bug [#401]: Personnel Market Sorts Incorrectly
+ Bug: parts in Loot not saved to XML
+ Bug: advanced search dialog shenanigans
+ Bug: Re-implement fix for UnitSelectorDialog from "+ Updated UnitSelectorDialog to be compatible with new MM jar"
+ RFE: Hyperlink Personnel Market refresh report
+ report text pane restructured into a vertical and detachable split pane
+ double-clicking on personnel and unit table expands and collapses the view
+ determine initial size based on users screen size
+ couple of grammatical corrections
+ Bug: partial repair penalty applied to unmaintained units
+ added Repair bay hyperlink to units damaged by maintenance
+ Added CampaignGUI.getTabIndexByName()
+ Bug: CampaignGUI.focusOnUnit() and CampaignGUI.focusOnPerson() using hard coded indexes (now uses CampaignGUI.getTabIndexByName())
+ Bug: Phantom Weapons on ASFs as a result of weapon groups not being filtered out in Unit.initializeParts()
+ Bug: Phantom Weapons due to EquipmentParts being skipped during campaign file loading
I've added a routine that should remove these phantom parts as well
+ Bug [#404]: Unable to assign Quirks to mechs
+ new MegaMek.jar
+ resolve scenario wizard now allows for viewing and editing of all units
v0.3.2 (2013-09-13)
+ maintenance checks (WIP)
+ Bug: maintenance options not being saved
+ added optional logging of maintenance rolls
+ Bug: Non-active personnel showing in infirmary when they have injuries under advanced injuries rules.
+ Bug [#388]: Penalty For Clan Tech Still Applied w/ Clan Trained Techs
+ RFE 122: Personnel kill tracking
+ allow assignment of tech to more than one maintenance job
+ show unit status column on general view
+ assign tech for maintenance from unit context menu
+ Bug [#389]: Certain Parts on Clan 'Meks Not Receiving Clan Penalty
+ Improved Cargo Handling & Added a Transport Overview
+ Bug: Prisoners & Bondsmen mixed when sorting by rank
+ Bug [#391]: Repair tasks no longer show if the replacement part is available or not
+ Bug [#392]: Scenario Force Icons do not size the same as the TO&E
+ Bug: GM Mode Complete Task for Ammo Acquisition fails and reports: You shouldn't be here (AmmoBin.find())
+ Bug [#386]: Missing help text for Finances tab
+ RFE [#108]: MM and MML histories & other docs
+ maintenance fixes for self-maintained vessels
+ added a Unit.isAvailable convenience function for units that are not deployed, are present, and not refitting and whatever else in the future would disallow making various types of changes
+ allow mothballing of units
+ graphical display option for personnel and unit table
+ pay individual unit maintenance costs when maintenance cycle is up instead of weekly all at once
+ used parts value options depend on quality rating
+ Bug: Customs files created when loading a campaign get saved under a "My Campaign" folder because campaign name isn't set yet
+ Bug: Customs disappearing from campaign saves
+ packaging_local.xml updated to keep in line with full packaging.xml functionality
+ docs folder cleaned up to prevent duplicates now that we import the MegaMek and MegaMekLab docs
+ Bug: mekhq.png in data/images/misc wasn't being included in releases
+ Bug: new graphical hits images not included with either packaging file
+ Fixed MegaMek.4j.xml file to force inclusion of new xml save libs
+ new Report class - allows for flexible inclusion of various generated reports
+ moved overview items to a reports menu
+ more packaging fixes to pull files from other projects automatically
+ removed overview tab code from CampaignGUI
+ export personnel and unit tables as CSV
+ unofficial option to set minimum hits and randomize hits for wounded multi-vehicle crews and infantry
+ new feature: add potential loot (currently money and units) to scenario that can be added during scenario resolution
v0.3.1 (2013-09-5)
+ Planetary Data Update 36
+ New MegaMekLab.jar
+ Bug 366: Broken MekLabPanel compile with latest MML trunk compiled into jar
+ Bug: Conventional fighter pilot addition code not correctly reassigning Vessel Pilots.
+ Bug: canPerformRole() missing check for conventional fighter pilots.
+ Bug: Conventional fighter pilot backwards compatibility check correction for 0.3.0 to 0.3.1
+ Bug: Campaign file upgrade code runs twice on old campaigns
+ Bug: More conventional pilot fixes.
+ Check if existing Aerospace Pilots with Conventional Sklls and adjust to conventional pilots.
+ Add "Conventional Pilots" to the GUI's Personnel tab sort by type dropdown
+ Bug 363: All "new" units end up with no camo and the blue default non-camo colorization when a campaign camo is set.
+ Updated MegaMek.jar with revision 9541
+ Updated getTechLevel() calls to include a year for compatibility with MegaMek.
+ Update MegaMekLab.jar
+ Fix deprecation warnings with new MegaMek.jar
+ New MegaMek.jar to fix Tanks.java NPE
+ Changed how the Individual Camo option is displayed.
+ Bug 369: Removing / Paying Off Loans
+ Added more bank names for the loan randomization
+ Removed arbitrary secondary role limitation - Many of my techs are also (albeit poor ones) MekWarriors.
+ Make Male/Female portrait folders so they can be embedded inside other folders.
Also allow folders that just end in Male or Female (ie ralgith_Female)
+ Added four Canon banks to the array for randomizing the bank name for Loans
+ Fixed bug with hangar popup menu not displaying Customization options (accidentally deleted the menu.add() call)
+ Added conventional pilots to getAbilitiesFor()
+ Bug: GM Menu letting you Add XP even when not in GM Mode
+ Bug: GM Menu missing heal item
+ Added Jayof9s' Advanced Healing System
+ Added random experience to new recruits
+ Added menu items to Import/Export Personnel
+ Bug: Missing critical modifier for non-MW/ASF
+ Bug: Duplicated injuries
+ Bug: Injury time resets
+ Bug: Should only be 1 head injury possible
+ Added an Edit Injuries GM Option to the right click menu. Disabled as the background code is a WIP.
+ Bug: Vessel Crew/Pilots/Gunners/Navigators can't be multi-selected and assigned
+ Completed the Edit Injuries
+ Update the packaging scripts and utils folder to include the l4j.ini files for MegaMek and MegaMekLab
+ Update the MegaMek.app plist to grab the new libs for MegaMek's XML saves
+ Add MekHQ icon in png format to data/images/misc folder for usage by UNIX/Linux dist.
+ Dylan's Random Xp now uses unofficial campaign option.
+ Bug: All personnel were showing 'Returned from combat with the following injuries', even when uninjured.
+ Bug: Concurrent Modification Error with injuries on advance day
+ Bug: Windows version won't work when using "Start Game" from inside MekHQ
+ Bug: ProtoMech and Battle Armor "Armor" fixes for missing "instance of ..." in a lot of places.
+ Bug: Import Personnel adds twice & NPE when importing Personnel
+ Bug: Ghost Patients (doctor ID not correctly set to NULL when healed using injury system)
+ Bug: Edit Injury dialog not sized correctly for the column widths
+ Bug: Random Xp Option not visible
+ Bug: Resolution IndexOutOfBoundsException error
+ Bug: Critical Healing success for Advanced Injuries incorrect
+ Bug: Missing healing messages
+ Verify entity externalId matches UUID when loading campaign
+ Bug 374: Duplicate ExternalIDs
+ Bug 372: Refits start before parts/refit kit arrives in trunk.
+ removed Java 7 code. Do not use Java 7 please!
+ allow user customizable waiting time in days between healing checks
+ Bug: DropShips, JumpShips, and Warships with consolidated ammo (ie. LongTom Ammo:125) not detecting max ammo correctly
+ Bug: Views (Most especially Repair Bay) not refreshing after undeploying units from a scenario.
+ Bug: Hangar Right Click->GM Mode->Undeploy not working
+ Bug 373: Warship (DropShips? jumpships?) can have scheduled tasks worked on twice per day [#373]
+ Bug [#343]: MegaMek server cannot be restarted if it terminates prematurely (doesn't reach the victory phase)
+ Bug [#360]: Dragoon's Rating (both methods) doesn't take loans into account
+ Bug: Incorrect pronoun usage in injuries and reports
+ Bug [#120]: Load forces from MUL file doesn't load the pilots
+ Added a "random" crew generator that will create a crew with a specific skill target (For Bugs [#120] and [#233] - I'll fix 233 at a later time)
+ WIP [#193]: Financial issue - incorrect value on Jumpship sale
+ Feature: Prisoners and Bondsmen. You can now set this via the right click menu.
+ Bug: Prisoners and Bondsmen get paid.
+ Cargo Weight and Capacity on status bar
+ Bug [#375]: No Task XP From Procurement
+ Acquisitions Table improvements (Multi-select for GM Options & Items with 0 quantity no longer hang around)
+ RFE [#68]: Dependents (0-salary AsTechs)
+ RFE [#88]: Ability to assign an overall commander and abilities
+ RFE [#109]: Import/export parts
+ RFE [#77]: Add "Ammo Bin" category in Warehouse
+ RFE [#117]: Filter Parts by "In Transit"
+ Bug: Deploying a force, then deploying it's parent force, has the first force deployed twice.
+ Bug: Undeploy Unit doesn't correctly undeploy it's parent forces
+ RFE [#61]: Undeploy single units from TO&E
+ WIP RFE [#70]: Garrison & Factory Tags
+ Rounding for Cargo values!
+ WIP RFE [#70]: Garrison & Factory Tags, part 2
+ Bug: Commander flag incorrect code (Swapped "Better" CO)
+ RFE [#80]: Alternate Missile Tracking
+ Bug: Divide by zero in new ammo tracking code
+ Completed TODO for changing how onWarehouseTab() checks which tab it's on
+ NPE when attempting to resolve via MekHQ launching MegaMek due to new
"Prisoners and Bondsmen" code that should have been commented out.
+ Added "Undamaged" to Warehouse sorting
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page (So far only the basic layout and the Dragoons Rating section are finished)
+ Planetary Data Update 37
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page (Combat Personnel and Support Personnel overviews completed)
+ Bug: NPE when using a starting faction at a era where it has already died out (ie. Smoke Jaguars in 3067)
+ Condensed Overview personnel tabs into a single tab with a split pane.
+ Updated the data/mechfiles folder with the current (MM r9679) data in zipped format
+ Data [#2]: Sorensons Sabres Campaign Pack
+ Bug: URL Escape NPE for MercRosterAccess
+ Bug: Merc Roster Upload never completes
+ RFE: Customizations embedded in data/customs// folders for ease of sorting.
+ RFE: Percentage based maintenance costs
+ Bug: Support costs calculated off payroll, should be off maintenance
+ Bug: Edit Injury dialog doesn't refresh the Infirmary
+ Added a bit of logging for Refits when a part is null in the method to check if all parts have arrived
+ Bug: Cargo Tonnage/Capacity label causes NumberFormatException due to localization of numeric strings
+ Bug: Personnel Overview incorrectly showing MIA/KIA/Retired personnel in the active counts
+ Bug: Removing a person or changing their status does not display their name in the confirmation dialog
+ RFE: Right click unit in TO&E has option to go to unit in hangar and to go to pilot/commander in personnel
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page
(Hangar overview now has Mechs, ASF, Combat Vehicles, and Gun Emplacements. Other units later)
+ Bug: Cargo counts "In Transit" too
+ WIP RFE [#99]/[#63]: Overview Summary / Statistics page (Hangar Overview Finished)
+ Added unit name to refit confirmation dialog
+ RFE: Clan Trained Technician flag for captured clan techs to ignore the modifier for clan equipment
+ Bug: Commander, Dependent, and Clan Trained Technician flags not saving/loading in XML
+ Bug: Machine Gun Ammo reloads working incorrectly
+ Bug: NPE with new clan trained tech check
+ Bug: Bad hardcoded file separators with custom units created in the MekLab
+ Bug: Missing MASC Edge check
+ Bug [#378]: Thruster Repair (Missing Thruster Part)
+ Bug [383]: Weapons with incorrect multiple weights in Parts Store
+ Bug: NPE (Again) when trying to save to a campaign named folder if the folder doesn't exist
+ Bug [#384]: Gun Emplacements cannot be added to TO&E
+ Modified TO&E Menus to disable submenus with no items in them
+ unofficial option to destroy/damage parts by the margin of failure rather than by skill level of tech
+ Bug: NPE when resolving with a Gun Emplacement in your deployed forces
+ Bug: When using advanced medical option injured pilots not highlighted in red on TO&E
+ Bug: salvage being added even if not in control of field when resolving through MegaMek
+ Rewrote file exists exception to use IOException instead of Java 7's FileAlreadyExistsException
v0.3.0 (2013-04-25)
+ Bug 341: Conventional Pilots and Hire Full Complement
+ New acquisition procedure (see comments in ShoppingList for details)
+ Bug 342: NPE displaying Dragoon's Rating if unit has no commander
+ ShoppingListDialog
+ Bug: all acquisitions failing
+ better reporting in repair bay about acquisitions
+ added waiting times to shoppingList display
+ Bug 338: Dragoon's Rating error for tech support FMM:R method
+ Bug 334: Support hours for secondary personnel in dragoons rating
+ transit times for parts (highly customizable in campaign options)
+ Option to base mercenary contracts on value of force in TO&E (per StellarOps Beta)
+ Bug 260: BLC error (base on buy value no sell value)
+ Bug 350: Dragoon's Rating error FMM:R method for transportation
+ Data 1: Additional Force Icons
+ Dylan's Force Icons
+ Loans
+ disallow negative funds (take out loans instead) - still need to implement loan default
+ don't allow new day advancement until overdue loans are dealt with
+ finances.isInDebt change calculation to account for loans
+ loan payment and principal transaction codes for Transaction
+ LoanTable in finance tab
+ LoanTableMouseAdapter with Default, pay off, and remove (GM) options - need pay off collateral option
+ Bug: NPE in DragoonsRatingRevised
+ Bug 340: Dragoon's Rating error FMM:R method when in debt
+ Bug: overdue status not removed on loan payment
+ Bug 323/Patch 25: Individual camo not saving from MM/Patch for individual camo
+ Patch 26: GM Mode complete Task/Acquisition
+ Bug: Adjustment to Patch 26 code to support part transit times.
+ added context menu options Cancel Order and Deliver Part Now (GM) in warehouse
+ backwards compatability for conventional pilot types
+ put procurement list in warehouse tab instead of dialog
+ mouse adapter for procurement list table
+ restructured ShoppingList to add IAcquisitionWork instead of part
+ changed ShoppingListDialog to ProcurementTableModel and placed in CampaignGUI
+ put in can't afford it checks to ShoppingList.addShoppingItem and ShoppingList.newDay
+ Unit purchasing now used same method as parts acquisition
+ Unit procurement table in hangar tab
+ procure single and all item menu items for GM mode in ProcurementTableMouseAdapter
+ Bug: equipment parts not recognizing same status in warehouse
+ Bug: too much armor for custom refits
+ Bug: display off armor needed in refits incorrect
+ refit kits should take time too
+ refit kit fixes
+ change references to "shopping list" to "procurement list"
+ pay for recruitment option (2 x monthly salary)
+ option to disable StellarOps loan limits
+ recalculate loan limits based on rep modifier rather than dragoon rating
+ Bug: checking for insufficient funds when units and parts pay for options are false
+ Bug: wacky delivery times when acquisition roll set to auto success
+ Bug: NPE on unit purchases when they have no model name
+ financial report on finance tab
+ various Protomek parts
+ upload data to mercroster (wip)
+ protomek jump jet part
+ various fixes to protomech parts
+ removed outdated Part.getPartType
+ protomech gunnery skill and associated checks for protomech pilots
+ bug with ammo bin finding ammo
+ salvaged engine reduces proto to 0 MP
+ Fix for ammo counting on protos
+ adjustments for proto myomer booster and some WoR adjustments (jump jets and quad)
+ ammo fixes for protos
+ Ba Armor part
+ couple of proto fixes
+ New MegaMek.jar (9246)
+ PayCollateralDialog (WIP)
+ collect parts that should be the same when loading game for backwards compatability
+ Bug: warehouse parts go missing on save and re-load
+ Bug: no cap on clan price modifier max
v0.2.0 (2013-03-16)
+ Bug 318: Dragoon's Rating error FMM:R method
+ Bug 332: Dragoons Rating error FMM:R tech support
+ Bug 331: Text bug
+ Bug 335: Mech needing repair not showing up in repair bay
+ Removed all the unnecessary code from mm-startup.sh, lab.sh, and hq.sh.
v0.1.24 Release Candidate 3 (2013-03-12)
+ added version number to log file
+ confirmation dialog on deleting mission
+ Bug 317: New Force when canceled
+ confirmation dialog on deleting scenario
+ Bug 318: Dragoon's Rating error FMM:R method
+ Bug 320: Payment error for early failed contracts
+ Bug 319: Repair Bay ArrayIndexOutOfBoundsException
+ Planetary data update 35
+ better version tracking in campaign loading
+ escaping of some user data entry fields that were not being escaped
+ Bug 324: Deployment delay is being saved
+ Bug 328: weapon specialization does not save
v0.1.23 Release Candidate 2 (2013-03-03)
+ updated code for changes to MegaMek entity.setC3Master
+ Bug 312: Multiple entries in the units.cache
+ Bug 309: MekLab Body part Issue
+ Bug 310: Contract Travel Time
+ Bug 308: Quirks not exported to MUL files
+ Bug 313: Gyro damage /= gyro destroyed
+ Updated MM.jar to r9180
+ Bug 311: Unable to remove Contracts/Missions
+ Fixed a few of raw type references,
but there are still over 100 more on JComboBox
and DefaultComboBoxModel that I don't know how to handle.
v0.1.22 Release Candidate 1 (2013-02-17)
+ Bug: not able to save game when a refit with c3i is in progress
+ Bug 298: Missions disappear after edit, not able to save
+ Bug 303: Bulldog and Goblin Tanks prevent reload
+ Bug 154: Refit Kits - not clearing out
+ Bug 292: Missing Mech Bug (TO&E freezing up)
+ Bug 96: No differentiation between salvaged and acquired head (partial: cockpits not pre-loaded)
+ Bug 293: Null Campaign
+ Bug 304: Problems setting planet in contracts/mission
+ Put personnel type (e.g. Driver, Crew) after unit name in personnel roster for beter sorting
+ Bug 305: Tracking Dead w/ Ejected Pilots
+ RFE 60: Save File Timestamp Change!
v0.1.21 (2013-02-07)
+ Bug: infinite loop in MekGyro#updateConditionFromEntity
+ Added four shell files for Linux/UNIX users to start MegaMek easier.
hq.sh - starts MekHQ
lab.sh - starts MML
mm-server.sh - starts MegaMek with 1GB of RAM and uses the full script from the MegaMek package to use $HOME/.MegaMek
mm-startup.sh - starts MegaMek with 512MB of RAM and stays in the local MekHQ folder
+ Planetary Update 27, 28, and 29
+ update to stay current with MML
+ Planetary Update 30
+ updates for infantry in MekLabPanel
+ Planetary Update 31
+ updated location of MechView in MM.jar
+ Planetary update 32 and 33
+ updated MM and MML jars
+ updated packaging.xml
+ added an unscrambleEquipmentNumbers routine to campaign loading to deal with changing equip numbers in mounted
+ Bug 291: KIA,MIA and retired support personnel still count towards support needs.
+ check for invalid force ids in loading (associated with Bug 292)
+ part of Bug 294: Contract Location - hitting enter multiple times
+ Bug 297: MekLab outer stats doesn't correctly handle prototype DHS
+ Bug 296: Targeting Computer's weight tracked incorrectly
+ Planetary update 34
+ Bug 289: NPE on invalid location of Artemis IV FCS
+ Bug 287: Campaigns not saving tank motive system and engine hits
+ Bug 285: File not loading; Error refers back to Log file. (xml character escaping for equipment names)
+ Bug: NPE for contract dates
+ Bug 295: Mech Salvage selection bug after battle
+ Bug 281: Error with tech limits
+ updated MegaMek.jar
+ updated MML.jar
+ new mekhq icon
+ updated packaging_utils for windows build
+ Bug 304: Problems setting planet in contracts/mission
v0.1.20 (2012-10-12)
+ skip over entities in mul without externalIDs during scenario resolution (related to Bug 233)
+ Bug 275: Refit Description Bug
+ Bug 273: Customizing Infantry in MekHQ
+ Bug 272: Strange NPE on repair bay
+ new packaging.xml (WIP)
+ better windows executable packaging (just need better icons)
+ Bug 261: Name change: Mobile Field Base to Field Workshop
+ Bug 274: FMM:R DropShip tech support bug still not fixed
+ Bug 270: Dragoons error (both Taharqa and FMM:R methods)
+ Unit Loading Error Dialog to alert users to which entities MekHQ can't find in their files when loading
+ When save fails, existing save file is not overwritten by corrupted one
+ Bug 257: Reversing Weapons issue in MegaMekLab
+ Bug 258: Turrets of same weight being replaced
+ Planetary update 26
+ Bug 259: Doubling of IS/Clan ammo
+ error dialog when customized unit name is already in use
+ Bug 276: Secondary Role -> Doctor
+ SpacecraftEngine part
+ Bug: Overnight replacements get an Impossible repair roll on the replacement part
+ AeroLifeSupport part
+ non-part costs added for DropShips/small craft
+ fixes to FireControlSystem costs for DropShips/small craft
+ DropshipDockingCollar part
+ updated MM.jar
v0.1.19 (2012-10-05)
+ new MML.jar (should fix bug #271)
+ Bug 269: missing file: non_combat_units_list.conf
+ Bug 262: Dragoon's Rating tech support error when using the FMM:R method
+ Bug 265: Missing final contract payment
+ Bug 266: Choose-Unit price Alpha sort
+ Planetary data update 25
+ Conventional infantry customization (won't work until updated MML.jar is available)
+ updated MM and MML jars
v0.1.18 (2012-09-29)
+ kill logs now editable
+ Bug: shorthanded mod for DropShip/jumpship crews
+ Bug: DropShip/jumpship repairs not being scheduled
+ Bug: incorrect price multiplier for jumpships, warships, and space stations
+ updated svn call in packaging.xml
+ new MegaMek.jar
v0.1.17 (2012-09-28)
+ Bug 3529464: Divide by zero - Dragoon's Rating
+ Fixed NumberFormatException in AbstractDragoonsRating
+ Updated MegaMek.jar to r8823 for new Ultra AC options & unjamming bugfix
+ fixed error in FieldManualMercRevDragoonsRating - no BigDecimal.HUNDRED Bug
+ Bug 3529484: Tanks tagged as custom do not save to campaign file properly
+ Non-canon costs for infantry and infantry parts (WIP)
+ Fixed problem with Dragoons Rating Transport score not being limited to a max of 25.
+ InfantryArmorPart and other infantry parts improvements
+ Bug: new parts purchased for used cost
+ Bug 3530312: miscalculation in parts repairs.
+ Bug: units limited by calendar year even when option was not checked
+ Bug 3531266
+ Planetary data update 17
+ Bug: engines purchased through parts store or repaired have no unit tonnage or value
+ Patch 3530318: patch for bug 3530316
+ Bug 3523821: Refit techs list window too long.
+ Bug 3531225: C3 crashing campaign
+ Bug 3530489: Salvage Option Wrong
+ Bug 3496668: Duplicate Tech assignment
+ better information about why a part cannot be scrapped
+ Fixed the code for the Tech Rating portion of the Dragoons Rating.
+ allow multiple discontiguous selections in TO&E
+ set up c3i networks in TO&E tab (fix for bug 3537061 C3 Networking)
+ Planetary data update 18 & 19
+ added equipment.txt and Vehicle BLK Files Explained.txt to the docs folder
+ Bug 3535050: Build Error on incorrect import
+ Code for building with -dev-rXXXX revision versions
+ Updated tileset files to keep inline with the MegaMek versions (fixes a display bug)
+ Bug: C3/C3i NPE for refits. New Entity needs Player and Game objects set.
+ Updated data to match MM for new tileset images
+ Another tileset image update
+ Vehicles.zip update for Ontos correction from MegaMek.
+ Bug: Refitting a unit clears its C3UUID
+ Updating MM.jar to revision 8913
+ Updating MM.jar to revision 8916 (For EntityWeightClass.getClassName(int) functionality to be restored so that MekHQ will compile)
+ Updating with new hex image data from MegaMek
+ Updating with new lunar images from MegaMek
+ Updating mechfiles data for the Thor (Summoner) image correction from MegaMek
+ New RAT data from MegaMek
+ Planetary data update 20
+ RAT and mechfiles update to stay current with MegaMek
+ Planetary data update 21
+ Bug 3545347: Units names were not being made xml safe on save.
+ Bug 3547739: MegaMek disconnect during deploy phase
+ Patch 3547373/Bug 3547371: C-Bill cost truncated by int limit
+ Updated MegaMek.jar to r8958
+ Update mechset.txt to correct Thor (Summoner) images not loading on Linux/Mac where filename case matters
+ Bug: Changes to MegaMek's Mounted class removed getShotsLeft() function and replaced it with getBaseShotsLeft() instead
+ Bug: MML out of date for getShotsLeft() changes, updated to r1044 (which is up to date for the changes)
+ Planetary data update 22
+ Planetary data update 23
+ updated MM.jar and fixed reference bugs
+ Bug: unit numbering and id lost when resolving scenarios by MUL
+ set up C3 networks in TO&E tab
+ Bug: secondary techs and doctors get no time
+ Planetary data update 24
+ Bug 3532049: Sell Single not working for Ammo
+ Bug 236: Spend XP on KIA personell
+ Bug 243: Personell Tab filtered for techs includes Vessel Crew
+ Bug 180: only allow post starleague units
+ Bug 239: Parts repair leads to part loose Clan-qualifier
+ Bug 251: No Front Rightt Leg.
+ Bug 253: MMHQ uses all weapons in stack for some refits/cusomisations
+ Bug 240: duplicate Repairs without sufficent stock cause impossible c
+ additional code for Bug 240: need to clear out reservation on task completion
+ Bug: fields in MissingPart not being loaded when loadFieldsFromXML overriden by inheriting class
+ Bug 244: Repair Bay Bug: Re-Installed Parts
+ Bug: tech being de-selected after repair
+ Bug 256: Exchange Rights
+ Bug: Fox's Teeth campaign had wrong lastScenarioId value
v0.1.16 (2012-05-23)
+ removed PartsInventory, quantity is now tracked directly by part
+ include damage status in parts clones
+ repair damaged parts in warehouse (WIP)
+ finished repair warehouse parts feature
+ omnipod refitting
+ ChooseRefitDialog
+ show needed parts in MekLab
+ separate Part#issamePartTypeAndStatus int Part#isSamePartType and Part$isSameStatus
+ new infirmary layout
+ Bug: NPE when acquiring armor in the Repairs tab.
+ Bug: 3489734 - InSupply check being performed during salvage operations.
+ changes to make MekLabPanel more generalizable
+ Bug 3495174: Map NPEs
+ Bug 3493304: Unable to resolve scenarios
+ Broke out the Dragoons rating code to better handle support of multiple calculation methods.
+ Took the original Dragoons rating code written by Taharqa and moved into the TaharqaDragoonsRating class.
+ Created the FieldManualMercRevDragoonsRating class to try to emulate the method described in FM: Mercenaries (rev).
+ Created a new Campaign Option, "Dragoons Rating Method" that allows the user to select which method for calculating the Dragoons Rating that they prefer.
+ Created the Dragoons Rating Dialog to display a breakdown of how the Dragoons Rating was calculated. This is accessed by right-clicking the Dragoons
+ Rating Score in the main panel.
+ Bug 3507911: Salvage Tracking - applied patch 3509166
+ Planetary data & faction additions round 9
+ Fix of potential Divide By Zero errors.
+ Created a Quirks dialog for easier adding and deleting of quirks. This change uses the QuirksPanel from MegaMek.
+ Planetary data round 10
+ Updated MegaMek to version 0.35.29
+ Updated Unit Files
+ Updated defaultQuirks.xml
+ Added a Select Bombs option for aerospace units.
+ This utilizes the BombChoicePanel from MegaMek to allow the user to choose which bombs to load on their fighters.
+ This information will save into the MUL file for a scenario. However, currently it is not saving to the campaign save.
* Added the code needed for saving bombs loads to the campaign save and reading them back out again.
+ Planetary data & factions round 11
+ Bug 3516571 - Changed the bv and cost values of the ForceViewPanel to be long rather than integer, so they can handle 8-bit numbers. Now they have an upper limit of (2^63)-1
+ Bug 3516569 - Changed the code so that the Battle Record always gets refreshed.
+ Fixed how Medical and HR Support percentages are calculated.
+ Bug 3518894 - Removed the 'initialized' variable since it wasn't fully implemented anyway. I may revisit it at a later date. Also, corrected the score multiplier to 5 (it had been multiplying by 2).
+ Update 11 of planetary/faction data - planets + faction changes from Wars of Reaving
+ Patch 3519596 (Fix for bug 3519594) - When you have a mech in a force without a pilot, it generates an NPE when attempting to view the force/parent force.
+ Patch 3519613 (Fix for bug 3518860) - Customized mechs lose ID
+ Bug 3516563 - Parts repair bugs. Added code to make sure that the mode() value is cloned along with the rest of the Part being repaired.
+ Bug 3516563 - Parts repair bugs. Modified the fix to better follow the original code style.
+ Fixed problems with Dragoons Rating calculations of Transport and number of units.
+ Update 13 of planetary data
+ Patch 3522780 (Fix for bug 3522145) - Unable to use Get MUL when units have C3/C3i
+ Update 14 of planetary data
+ Updated MegaMek to latest version of SVN as of May 5, 2012
+ Update 15 of planetary data
+ Update 16 of planetary data
+ Patch 3461478 - Added Insects as option for highest native-life
+ Patch 3528147 (Fix for bug 3528117) - Dragoon's Rating Dividing by 0 (SVN)
+ tank customization with refit kit and MekLab
+ updated MML.jar
+ Updated MegaMek.jar & data folder from current MegaMek SVN as of May 22, 2012
+ new MM.jar and a few changes to account for new method of checking quirks
v0.1.15 (2012-02-11)
+ Bug 3486200: Previous version campaigns do not save...
+ updated princess_bot.properties
+ Bug: equality comparison of UUIDs for person and unit must use equals method not == or !=
+ Bug 3486199: GM mode remove person freezes personell tab
+ Bug 3486661: Armor replacement tasks not showing up
+ Bug: era mods option not saving with checkbox
+ Bug 3486666: Destroyed parts in warehouse
+ Patch 3486634: Test For No Armor Between Days
v0.1.14 (2012-02-08)
+ don't include conventional infantry as salvage
+ random skills (more to come)
+ tweaking of age randomization by skill
+ use UUID to identify units
+ use UUID to identify personnel
+ assign UUIDs to pilots and units and fix all references when loading older campaigns
+ Bug 3472687: External ID Conflict when managing both players with HQ
+ updated MM.jar for string external ids
+ proper faction object, indexed by string
+ option to disallow the purchase of star league era mechs
+ factions loaded from xml
+ ability for multiple factions to control a planet
+ added remaining clan factions and some other minor powers
+ Bug 3480666: scenario data not getting saved
+ era mods option
+ inner sphere team working on clan-tech modifier
+ altNames field in factions for name changes (e.g. Diamond Shark/Sea Fox)
+ updated planets.xml to new string based faction codes
+ FRR faction change on 3/13/3034
+ Lyran Alliance faction change on 09/13/3057
+ Ghost Bear/Smoke Jag/Nova Cat invasion corridor
+ Operation Bulldog map changes
+ Bug: NPE when saving scenario date if pending
+ Bug: solo pilot units not getting gunnery assigned correctly
+ Bug: Armor skill level needed not reset when fixed
+ filter techs in repair bay by appropriate type and skill minimum required, sort by skill
+ more helpful unit table in repair bay and integrated mech view
+ default sorting of tables
+ UUID bugs in resolve scenario tracker
+ Bug: Can't finish pending work if repair status switched
+ Bug: context menu does not choose right mech in serviced units table
+ Don't prevent user from repairing/replacing on equipment on limb with bad hip/shoulder, but do nag them
+ support personnel XP accumulation options
+ Bug: subforce scenario id not being set on deployment
+ Bug: scenario forces counting double
+ Bug 3477353: Hull Breaches cause regular crits
+ personnel logs
+ manual editing of personnel logs
+ customizable multipliers for the value of used and damaged parts
+ base value of units on parts (work in progress)
+ moved planet and faction data to data/universe
+ editable unit history
+ change callsign context menu option
+ keep the focus on selected units and personnel in the view when respective lists are refreshed
+ ammo swap options should follow tech limits
+ Bug: salvaged units have no value in resolveScenarioWizard
+ Bug 3477265: Salvaging MASC leads to campaign corruption
+ finished random skills and special abilities (need to allow user customization)
+ random portrait selection
+ NewRecruitDialog and HireBulkPersonnelDialog
+ warning dialog when game is not saved correctly
+ campaign option to generate portrait only for certain personnel types
+ Bug: tasksXP not being saved correctly
+ repairable parts in a destroyed location should be listed as salvage only regardless of unit status
+ random skill options in CampaignOptionsDialog
+ finished random skill options in CampaignOptionsDialog
+ Bug: can do task that is already being worked on
+ clear out game information from entity when resolving scenario (still needs work)
+ idle XP accumulation option
+ Bug 3484446: Green Repairs Become Impossible
+ Bug 3473292: Toughness doesn't save
+ new MM.jar
+ Bug 3472962: In the Hangar, BA do not show under the BA tab
+ Bug 3474830: Salvage show shorthanded when not
+ Bug 3477127: Weapons Missing from Parts List
+ Bug 3477779: Debt not carried over to new year
+ make text field of all spinners in CampaignOptionsDialog non-editable
+ re-attachable limbs/heads (yay!)
+ destroy detached limbs and their equipment when player does not control battlefield
+ roll for equipment destruction (d26 < 10) on all damaged equipment in scenario
+ Bug: blown off status not being saved
+ Bug 3473821: 0.1.13 Battle Armor loses all armor
+ Bug 3472965: Mass assign not working for BA
+ Bug 3473516: Force icons not resizing anymore - cropped
+ Bug 3482814: Missing carriage return on Recovered units
+ Bug 3485504: /n visible in mouseover of "Start Game" button
+ new MM.jar
+ remove units that are totally destroyed when loading campaign
v0.1.13 (2012-01-11)
+ added campaign reference to all parts (should fix NPE refit bug)
+ bug: campaign reference not set for refit shoppingList on load
+ limit refit kits by tech limits
+ correct calculation of engine tonnage and costs
+ updated MM.jar
+ Bug 3466916: Damaged Mech does not appear in Repair Bay
+ mekhq-load.png
+ correct costs and tonnage for physical weapons, MASC, and targeting computers and EquipmentPart set-up to make further additions easier
+ Bug: negative engine costs
+ subfolder for equipment parts in preparation for subclassing of variable ton/cost equipment
+ MASC suptype for EquipmentPart
+ Bug: equipTonnage is double when loading XML
+ Bug: need flag for MiscType when checking whether equipment type is MASC
+ Bug: NPE when loading refit and newArmorSupplies are null
+ don't add BA equipment and tank chassis modifications to parts store
+ Bug 3470231: Campaign refuses to advance day.
+ Bug: spare equipment parts all had zero tonnage
+ mission type field
+ crew assignments for large craft
+ Bug 3469928: Cannot repair damaged limbs after replacing
+ set missing status of critical slot and mounted to false for non-hittable items when replacing locations
+ set missing status of equipment parts to false when fixing and replacing
+ color understrength infantry units red in unit table
+ record date of scenario resolution
+ simplified gui code for tech task targets
+ large crafts fix themselves (sort of)
+ Bug 3470457: Negative time destroys Astech mins
+ Bug 3470662: Actuators listed in system components in warehouse
+ Bug 3469248: Mech sensors in warehouse - No Tonnage
+ Bug: aero sensors must be matched to unit tonnage since cost is variable by tonnage
+ Bug 3468357: Setting Edge to Multiple People
+ Bug 3468387: FRR Faction Typo
+ Bug 3468374: Green Techs roll like Astechs
+ MM listener starts resolution after victory screen not before
+ Bug: mission description getting cut off in MissionViewPanel
+ updated MM.jar and MML.jar
+ Bug: small craft aren't repaired by own crew
+ set number of pilots on small craft and DropShips to be 3
+ contributors doc
+ update MM.jar to 0.35.27
+ mekhq-splash.png
+ advanced search in unit selector
+ fluff images in unit selector
+ Bug: refits shown as costing nothing
v0.1.12 (2011-12-22)
+ restrict parts store by tech limits
+ restrict acquisitions from repair bay by tech limits
+ fixed sorting issues on some tables (salary on personnel, cost and weight on parts store)
+ type name not being changed on ammo change, leading to a reload item for unit when loading game
+ text filter in parts store
+ no infantry weapons in parts store
+ Bug 3456424: Prices in repair bay
+ Bug: doctor with 25 patients cannot heal them
+ Bug: units that should not be repairable sometimes are immediately after scenario
+ personnel in destroyed vees should be wounded or dead
+ personnel filter for conventional infantry
+ allow editing of after action report and status for completed scenarios
+ ForceStub object to keep a record of forces used in completed scenarios
+ cleaned up imports
+ keep completed missions visible for historical record
+ get all personnel filtering correct
+ updated RATs
+ Bug: main gui refreshing before resolve wizard done
+ better stopping of game thread (didn't fix memory problems)
+ attempts to fix memory leak
+ new MM.jar (should deal with various LRM problems)
+ use a single dialog with CardLayout to resolve scenarios
+ max gunnery and artillery should be 7 for it to read in MULs correctly
+ Bug: units in subforces not removed when super force removed
+ Bug 3462195: Typo in Administration skill
+ Bug 3461993: Callsigns do not carry over
+ added version information to XML input/output
+ Bug: wrong parts being sold when warehouse list is sorted
+ Bug: personnel with admin skill are losing all skill
+ Bug 3457522: no BLC bug
+ added docs from MegaMek
v0.1.11 (2011-12-09)
+ options to limit unit purchases by year, canonicity and type (Clan/IS)
+ changed layout of UnitSelectorDialog
+ "All" weight class option in UnitSelectorDialog
+ Bug: mmconf not being included with release
+ Bug: campaigns with personnel hired using the multiple hire option are not savable
+ no refreshing hire dialog on multiple hires
+ Bug: memory problems in PortraitChoiceDialog with lots of images
+ Bug: person hired twice
+ updated force icons (thanks Urban Kufahl!)
+ no NPE when portrait or force image is missing - replace with default
+ Y/N dialog on force deletion
+ change MM options based on tech limits selected
+ multiple part selection
+ adjust parts value by clan modifier
+ limit parts in parts store by IS/Clan depending on options
+ Bug: armor being charged even if parts not paid for
+ Bug: gunnery and piloting not rounding correctly for multiple personnel units
+ new unit right-menu item to hire all missing personnel
+ Bug: not able to customize units in MM because artillery skill outside 0-8 range by default
+ Dragoons Rating (no support rating though)
+ approximation to support rating for Dragoons rating (waiting on StellarOps for final word)
+ set allowCanonOnly to false by default
+ Bug 3304647: Interstellar Map drop down remains open
+ some personnel pictures still not being properly scaled and sanity-checked
v0.1.10 (2011-12-05)
+ beginnings of a proper splash and loading screen
+ added load campaign and quit options to splash screen
+ improvements to splash and load screen operations
+ save and loading XML is the default (no more binary saves!)
+ RFE 3304267: EXIT
+ improvements to layout of top and bottom panels
+ added missing data from MM data folders
+ beginning of MM game threading
+ moved directory items and `Mek tileset from MekHQView to MekHQApp
+ print record sheets for scenario
+ resolution of MM games from within MHQ
+ proper starting and stopping of MM host within MHQ
+ added images for record sheet printing
+ gridlayout for scenario buttons
+ grey out scenario buttons when no scenario selected, selected scenario is completed, or scenario has no units assigned
+ load/save MM game options in xml serialization
+ Kill object and kills record for personnel
+ beginning of kill assignment from scenario resolution
+ ResolveWizard for kill assignment
+ look and feel setting done in MekHQApp#initialize
+ replaced jdesktop.ResourceMap with ResourceBundle in CustomizeScenarioDialog as an example
this will eventually be done for all gui objects in anticipation of removing the SingleFrameApplication framework
+ customizable XP awards for kills
+ switched from ResourceMap to ResourceBundle and moved most dialogs to mekhq.gui
+ remainder of dialogs updated
+ removed swing-layout and swing-worker libs (yay! - only one more left)
+ consolidated all the *Info classes into a single BasicInfo class
+ show portraits of techs and doctors in repair bay and infirmary
+ replaced resourceMap with ResourceBundle in all panels and moved to mekhq.gui
+ converted MekHQView to CampaignGUI and removed FrameView
+ MekHQApp renamed MekHQ and no longer inherits from SingleFrameApplication
+ nag when quitting
+ created gui subfolders for dialogs and views
+ really crappy about box
+ updated MM.jar and MML.jar
+ new build.xml (this one works)
+ changed xml save suffix to cpnx (and updated FoxsTeeth to it)
+ added a default campaigns folder for saved campaigns
+ added PngEncoder library and source code for TinyXML
+ corrected mmconf files to default
+ trying out Nimbus look and feel
+ forgot to set default loading directory to campaigns in CampaignGUI
+ menu items to choose look and feel from available L&F
+ get rid of grid lines in Tables
+ beginning of a parts store dialog
+ gridlayout for mission buttons
+ better display of planetary neighbors in PlanetViewPanel
+ insets for view objects in Personnel, Unit, and Parts tab
+ Patch 3385171: fixes bug 3373903 (destroyed units not removed from TO&E), thank tathas!
+ added "Load Last Save" button to StartUpGUI
+ changed the layout of StartUpGUI so that the splash image is the background
+ use static string for campaign directory
+ mekhq.properties file (contains only L&F feel preferences for now, but expandable)
+ check campaigns subdirectories for last save
+ parts store dialog actually allows you to buy parts
+ more parts for the parts store
+ beginning of a chat client/server
+ beginning of MegaMekLab integration
+ a partially functional Refit object
+ Bug: phantom parts
+ improvements to refit calculation
+ refit tech assignment and rolls
+ improvements to refit/customization process
+ xml load/save for Refit object
+ armor refits processed properly
+ added system position to planet data
+ custom unit info is saved within xml so that cpnx are transportable without accompanying custom data
+ dont remove unit from lab when tech is missing on refit
+ add detail column to parts store
+ updateConditionFromPart method for MissingParts for refits
+ Bug: total armor amount for Armor part incorrect when salvaging
+ Bug: field refits showing up as Class D
+ Bug: alternate munition ammo type not properly loaded with xml
+ improvements to look of MekLabPanel
+ Bug: NPE when refitting
+ don't refit for a change in munition type
+ add in heat sink type changes and CASE changes
+ Bug: no refit kits for non-`Mek units
+ properly sourced refit kits
+ Bug: Center Torso not being replaced when internal structure changed
+ reserved status for refit kit parts (still need to include armor and ammo here)
+ tag unit as a custom unit menu option
+ proper reservation of armor for refitting
+ Bug 3403515: Negative Fix times
+ Bug 3430084: Artillery skill does not get saved in MUL file
+ personnel options affect corresponding MegaMek options
+ Bug 3413047: 0.1.9 Deployed Units Issue
+ Bug: checked units not recovered in resolveMissingUnitsDialog
+ OrgTreeModel: no more TO&E collapsing
+ Cockpit part type (made up values until next errata)
+ Bug 3402178: Mechs with destroyed cockpit still usable
+ Bug 3380632: Mechs with Destroyed Head never Usable
+ Bug 3430515: Cannot Load Campaign
+ Bug 3403476: Using Ampersand In Scenario/Mission Description Causes Issue
+ Bug 3401092: Loading a save with "MekWarrior" units crashes MekHQ
+ Bug 3398514: JumpShips inoperable
+ Bug 3371755: Medic Count
+ Bug 3369530: Infantry
+ Bug 3371759: Vehicle Crews
+ Bug 3380630: Warehouse Fields All Sort as strings
+ Bug 3373302: Able to salvage or repair components in a destroyed location
+ Bug 3401029: Non-Salvageable Torso
+ Bug 3376390: Cannot Scrap Arm
+ Bug: GM Mode not properly set on button when campaign loaded
+ Bug 3288072: Search query is case-sensitive
+ Bug 3440335: Contract Transportation Bug
+ Patch 3411830: Patch for 3288090 (Date Chooser), thanks derikpage!
+ Bug 3317572: Salvaged units bug
+ Bug 3388419: Destroyed Units Repairable
+ Bug 3323097: Clan tech price modifier bug
+ Bug 3371756: One-Shot Ammo
+ Patch 3411833: GM Edit & Delete Financial Transactions
+ Patch 3413431: Hire/Add Multiple Infantry (Feature Request 3391637)
+ increment display name for multiple units of the same type
+ added cockpits, more armor, and mek locations to the parts store
+ Drag-n-Drop functionality for OrgTree
+ don't allow customization that adds new equipment to missing locations
+ Bug: armor not set to actual amount when customization complete
+ various gui checks and notifications when unit is being customized or is in Lab
+ various fixes to new ammo in customizations
+ Bug: customization not handled right when armor type remains same but amount changes
+ updated MM.jar and MML.jar
+ Bug: ammo munitions getting switched in Refit#unscrambleEquipmentNumbers
+ Bug: refit armor amounts reverting to old unit values when refit is loaded from save
+ Bug: refitClass not being saved to XML
+ Bug: canceling at tech selection and model name does not stop refit
+ Bug: don't include techs for selection of refit who are already working on a refit
+ Bug: variable cost EquipmentParts screwing up equipment cost calculation
+ aero and vehicle parts for parts store
+ new MM.jar
+ check for internal name and munition type when restoring type in AmmoBin (MML problem)
+ Bug: NPE on game resolution when no killer
+ Bug: slots in destroyed locations are set as repairable when loading even if they have been scrapped
v0.1.9 (2011-07-17)
+ beginning of personnel switch (hold on to your hats!)
+ updated personnel views with new skills
+ updated PersonViewPanel with new skills
+ SkillType object
+ improvements to CustomizePersonDialog
+ more improvements to CustomizePersonDialog
+ re-added spending XP on skills and special abilities
+ re-added setting of edge triggers
+ Bug: MekEngine and MissingMekEngine xml loading
+ Bug: campaign not being set for units in xml loading
+ assignment of personnel to units (allowing for the assignment of pilots, drivers, gunners, and soldiers)
+ when buying units, don't include default pilot or soldiers (so BA and infantry is just the equipment)
+ reverse compatibility in assigning pilots to units for XML loading
+ skill summary for personnel by primary type (using FM: Mercs Supplemental Update)
+ backwards compatibility for reading in techs and doctor personnel
+ resetPilotAndEntity on unit when loading in XML
+ update entity pilot when personnel characteristics are changed
+ Bug 3313715 and 3316912: Reloading game problem/destroyed parts in warehouse
+ infantry personnel type
+ change Force to unit-specific rather than person-specific (to accommodate multi-person crews)
+ corrected scenario Ids
+ Astech and medic personnel types (they don't do anything yet)
+ changes to resolveScenarioTracker to allow for more diverse units
+ fixed missing fields in Person for save/load XML
+ added Skill to XML serialization
+ assign casualties to infantry in ResolveScenarioTracker
+ assign casualties to vehicle crews in ResolveScenarioTracker
+ beginning of Astech Pool
+ adjust modifiers for overtime and shorthanded when carrying tasks over from day to day
+ removing and adding astechs changes astech pool time
+ astech pool menu items
+ report overtime in tech description
+ make sure shorthanded mod carries over on multiple day assignments
+ check tech type
+ removed outdated methods from SupportTeam
+ incorrect skill levels on Armor part
+ added tech and astech variables to XML serialization
+ only allow personnel type changing for new hires in CustomizePersonDialog
+ modifiers for rush jobs
+ release all techs from pool menu item
+ updated MM.jar
+ updated unit and image files to current MegaMek status
+ better checking in Person#isTech
+ remove personnel from unit when removed from game
+ removed repair system option from CampaignOptionDialog (outdated)
+ astech overtime
+ Bug: skill min not updating correctly when repairs fail
+ customizable XP cost for skills and abilities campaign options
+ changed default XP to be consistent with TW and SO defaults
+ adjustments to admin skill
+ added Admin personnel type
+ Skill costs added to XML serialization
+ ability costs moved from SkillCosts to SkillType
+ SkillCosts.java removed (costs now kept in SkillType)
+ jump over levels with XP costs of zero when improving skills
+ Bug 3317567: Inactive personnel show up in lists
+ Bug 3317565: Costs not paid
+ Bug 3317554: Salvage value not saved/loaded
+ default green, regular, veteran, and elite skill levels in SkillType
+ removed NameGen.java
+ changed personnel type to primaryRole and added secondaryRole variable
+ Person#canPerformRole
+ Personnel menu item to change primary and secondary role
+ Bug: the tech level of repaired parts does not reset to green
+ Add tech time for secondary role
+ Can't be an astech and tech at the same time
+ Patch 3357529: Fix for 3352712: XML Escaping of Entities (Thanks, Josh Street!)
+ Bug 3352712: Program won't load saved xml
+ adjust salary for secondary role
+ report secondary role in GUI displays
+ restored infirmary functionality
+ shorthanded mods for doctors
+ reverse compatability for primary role of combat personnel when loading XML
+ menu item for medic pools
+ customize skill targets and levels in campaign options dialog
+ separate VEE_CREW role into ground vee drivers, naval vessel drivers, VTOL pilots, and gunners
+ improvements to CustomizePersonDialog
+ maintain selected skill levels between hires in CustomizePersonDialog
+ resized personnel view panel to account for longer skill names
+ load callsigns from XML
+ improvements to personnel table
+ better instructions in XP tab
+ only support roles can be secondary
+ use a tabbed pane in force view to display pilot and unit
+ stats bar on the bottom
+ better PopupValueChoiceDialog layout
+ cancel button for PopupValueChoiceDialog
+ add commander special abilities to unit pilot
+ set hits for pilot from personnel
+ remove unit and doctor assignments when personnel changed to non-active status
+ re-assign personnel to infantry and tank units when healed
+ Bug: infantry casualties not calculated correctly
+ Bug: temp medic number not showing
+ can't choose none as primary role and can always choose none as secondary role
+ customizable XP bonus for scenario completion
+ improvements to ResolveWizardPilotStatus to allow hit editing
+ not counting soldiers without anti-mech skills
+ list whether driver or gunner in unit assignment for vee crewmembers
+ toughness back in
+ don't allow deployment of undermanned vees
+ Bug: astechs being counted twice
+ Bug 3317564: Bug in jumpship recharge
+ updated MM.jar
+ updated Fox's Teeth campaign
+ need to reset skill types during XML load
v0.1.8 (2011-06-13)
+ beginning of custom XP costs
+ custom XP costs
+ SkillCosts added to XML serialization
+ scenarioXP field in SkillCosts and option in CampaignOptionsDialog
+ apply scenarioXP when resolving scenario
+ BLC for lost units (duh)
+ better default theming of look and feel by system
+ Bug 3308725: All SPA's broken
+ new MM.jar
+ Bug 3309501: Campaign Loading
+ Bug 3309012: Command rights not updating
+ Bug 3309015: Pilots marked KIA show up MIA
+ Bug 3309014: Doctor always has 1 patient
+ Bug: structuralIntegrity has no default constructor
+ track name in PilotPerson not MM pilot (this should resolve save/load issues for pilots with special characters in their names)
+ avionics part
+ fcs part
+ engine repair/replacement for aeros and vees
+ motive system part
+ vee sensor part
+ vee stabilizer part
+ rotor part
+ some fixes for turrets
+ made rotor and turret parts a subclass of TankLocation part
+ fix weight and cost for turrets
+ don't allow scrapping of locations that still have stuff on them
+ Bug: no vee stabiliser in the body
+ turret lock "part"
+ vtol motive system repairs
+ functional and repairable conditions for aeros
+ aero sensors part
+ landing gear part
+ updated MM.jar
+ aero heat sink part
+ Bug 3314180: Campaign Options
+ Bug 3308346: Typo in mission interface
+ Bug 3309013: Contract start date not working (payment starts too soon)
+ by default, start contract on the estimated date of arrival
+ fixes for part XML save/load problems
v0.1.7 (2011-05-26)
+ MekLab tab (no functionality yet, but there it is)
+ load a `Mek into the MekLab via the unit context menu (still doesn't do much)
+ A* pathfinding for finding jump paths
+ updated MegaMekLab.jar
+ use Graphics2D class to draw interstellar map so that coordinates are exact
+ dynamic faction changes to map
+ new planets database that takes account of faction changes using the PRSC time points
(2575,2750,3025,3030,3040,3052,3057,3062)
+ currentPlanet tracked in campaign and on map
+ alt-click on map to calculate jump path between clicked planet and currently selected planet
+ correction to A* pathfinding technique
+ alt+shift click to add a planet manually to the jump path
+ all jump paths calculated starting from current planetary location
+ new functoinality to mousePressed in InterstellarMapPanel:
alt+click - jump path from current planet to clicked planet; shift+click - extend existing jump path to clicked planet
+ calculate jump path button for InterstellarMap
+ begin transit button for interstellar map (doesn't do anything yet)
+ change color of planet names when on jump path
+ dragging on the map doesn't select a planet
+ list of planets within 30 light years to PlanetViewPanel
+ landMass and satellite data and tags for planets
+ use line-wrapping text areas for planetary information instead of labels
+ use line-wrapping text areas for unit information instead of labels
+ some improvements to quirk reporting in UnitViewPanel
+ socio-industrial levels and HPG class
+ updated planet data so that faction as of 3025 in PRSC goes back to 2900
+ JumpPathViewPanel
+ JumpPath object
+ CurrentLocation object
+ radio buttons for status of missing pilots in retrieval wizard
+ ability to move force along jump path
+ made JumpPath and CurrentLocation serializable
+ jumpPath and CurrentLocation added to XML serialization
+ distinction between plotted paths and actual paths in map
+ some calculation errors in jump path display
+ when adding to the path by shift+click, planets were counted twice along path
+ center and zoom map initially on current location
+ move to planet automagically using GM mode
+ pay for transportation option
+ updated MM.jar
+ beginning of Contract.java
+ use concentric rings to indicate selected planet (white), current planet (orange), selected jump path (white), current jump path (yellow)
+ additions to NewContractDialog
+ MRBC fee
+ improvements to NewContractDialog layout
+ some accounting adjustments to contract (MRBC fee does not include signing bonus and signing bonus is part of advance)
+ getEsimatedTotalProfit in Contract.java
+ advance money and monthly payout transactions
+ employer text field in New Contract Dialog
+ ContractViewPanel
+ Battle Loss Compensation when resolving contract-based scenario
+ added Contract.java to XML serialization
+ custom ranks in Campaign Options
+ Salvage rights
+ added salvage fields in Contract to XML serialization
+ removed suggest.jar (added source code instead, thanks RakuDave!)
+ added planetary location fields to contracts and missions
+ Transport terms for contracts
+ contract start date (contracts are done!)
+ set the location of all dialogs so that they center on the main frame
+ removed NetBeans *.form files
+ matching on startWith rather than contains for JSuggestField
+ Bug 3306391: Resurection of pilots
+ Bug 3304919: Selling of Parts error
+ Bug 3306402: Resolution wizard
+ separate Planets object that keeps a static hash of all planets so it isn't reloaded every time campaign is loaded
+ make Planets.java more like MechSummaryCache.java
+ remove MechSummaryCache loading from MekHQApp
+ DataLoadingDialog (not fully working)
+ Bug: unattached personnel overlapping with last force in ForceViewPanel
+ Bug 3306386: Salvage times for equipment
+ better tracking of quad `Mek parts
+ Structural Integrity part
+ Bug: busted actuators dont show up in repair bay for quad `Meks
+ improvements to jump path user interaction
v0.1.6 (2011-05-17)
+ beginning of Briefing Room tab
+ mission and scenario view panels
+ deploy forces and personnel to scenarios from TOE tab
+ color-coding of deployed forces and personnel in TOE
+ Bug: force not deleting once deployed
+ save and load scenarioId to XML in Force
+ scenario related buttons (not fully functional)
+ Clear Units from scenario button
+ Bug: can deploy a force even when already deployed
+ beginning of Resolve Scenario Wizard
+ removed unused deploy boolean in Unit.java
+ resolve missing pilots wizard
+ resolve casualties wizard
+ resolve salvage wizard
+ process resolved scenario
+ final check resolution wizard
+ allow for skipping of irrelevant wizards
+ separate after-action report from description
+ mission and scenario added to XML serialization
+ Bug: scenarios not loading through XML
+ various bugs with mission and scenario id loading
+ description fields in customizeMission and customizeScenario dialogs
+ context menu for scenario table
+ edit mission and complete mission buttons in Briefing Room
+ don't allow the completion of missions with pending scenarios
+ various improvements to the Briefing Room GUI
+ added time to jump point, gravity, atmospheric pressure, and recharge station tags (see El Dorado, for an example)
+ added menu scroller for all popup menus with lots of potential entries
+ updated MegaMek.jar (should resolve problem with Unit view for units with unassigned pilots
+ Bug: personnel reassigned to different force or unassigned do not have scenario id reset
+ deployed units should not show up in Repair Bay
+ removed Combat Loss menu option (handled from scenario resolution now)
+ Bug 3294979: Support personnel age
+ Bug: force id of new personnel set to overall force id
+ removed PersonnelWorkItem, implemented IWork and IMedicalWork interface to handle pilot healing
+ Bug 3299547: Problems w/ loading campagin files (removed dateFormat and simpleDateFormat from XML load and save)
+ star type, recharge time, life form, climate, temperature, and percent water added to Planet
+ beginning of BIG change to repair system - no more tasks, repairs are performed directly on parts
don't use this yet, salvage and replacement are not implemented
+ Mech repairs complete under new system (still need salvage and replacement)
+ `Mek salvage complete under new system
+ tasktablemouseadapter
+ MissingPart and MissingMekGyro (beginning of replacements under new system)
+ Mech replacements complete under new system
+ Bug: repair destroyed `Mek locations
+ added conditional checks for whether repairs, replacements, and salvages can be done
+ when techs are short on time, repairs are made the following day
+ initializeParts to XML loading
+ initializeParts should look for MissingParts
+ Bug: location repair mods are reversed
+ Bug: overtime not working right
+ dont allow salvaging or replacing of center torso
+ different time and difficulty for jump jets and heat sinks than other equipment parts
+ Bug: salvage times and difficulties not right
+ beginning of acquisition work
+ completed acqusition work
+ armor needs to be acquired
+ Bug 2854851: Part scrounging bug
+ Bug 2834251: time used for incomplete repair (armor)
+ new parts fully integrated into XML load and save
+ when armor replacement fails by elite tech, armor should be removed from spares and skill min reset to Green
+ beginning of ammo part replacement and reloading
+ ammo swapping
+ look for missing ammo bin in Unit#initializeParts
+ better reporting of ammo bin reloading
+ finished ammo work
+ removed all WorkItems, parts refactoring project complete
+ reorganized initializeParts for non-`Mek units
+ TankLocation part
+ adjust time for armor replacement by unit type
+ Tank MissingTurret part
+ VTOL MissingRotor part
+ Bug 3288578: Cannot add aero pilots to aerospace units
+ Bug 3298152: TO&E Tab Locks Up with Aerospace Force 0.1.5
+ Bug 3298314: Dropship added to unit cannot be deleted
+ Bug 3291774: Damaged Limbs
+ Bug: Unit#initializeParts choking on BattleArmor and Infantry
+ Bug: "Add XP" doesn't do anything for support personnel
+ Bug 3301119: Doctor is not a recognized Personnel Type
+ getCost for units follows StratOps, pg. 181 (1/2 for undamaged, 1/3 for damaged, 1/10 for destroyed)
+ some improvements to part costs (but it is still a mess)
+ separate unit tonnage from part tonnage (part tonnage still needs lots of work)
+ show parts needed in unit table
+ Bug: current description not showing when editing missions and scenarios
+ replaced Part#computeCost with getCurrentValue and getPurchasePrice, removed static cost variable from Part
+ removed salvage boolean from Part (it has no use) and removed all referencing methods
+ change getStatus() in Part to return Functional/Damaged/Destroyed
+ improvements to replacement part checking
+ report details in parts table
+ values for equipment parts (catching NPE errors as a result of null entities)
+ boolean variable identifying clan-based armor in Armor.java
+ tonnage for equipment parts (catching NPE errors as a result of null entities)
+ improvements to look of parts table
+ don't load a damaged replacement part if an undamaged one exists
+ SubmitBug.html
+ filter for parts table
+ very basic Jtextfield with auto-complete for planet searching
+ added temperature, surface water, and life forms to planet view panel
+ 30-light year radius bubble around selected planet when zoomed in
+ only show faction name of planet, when there are duplicates
+ put name of scenario in personnel deployment column rather than "Y/N"
+ Bug: ammo not being used up from supplies when loaded and wrong type being unloaded when swapping
+ improved some parts reporting and refreshing issues
+ Bug: problems with restoring some equipment parts
+ acuisition list not updating when parts removed
+ separate HeatSink part inheriting from EquipmentPart
+ separate JumpJet part inheriting from EquipmentPart
+ Bug: techs can still do repairs with 0 time left
+ Bug: can't salvage ammo bins
+ rounding of tonnage in parts table
+ Bug: unit ids not being set in Campaign#addUnit
+ Bug: get target number before reducing time in Campaign#fixParts
+ Bug: gyro not fixing the first time
+ Bug: salvage units disappear from unit list sometimes
+ Bug: non-hittable slots remaine critted when location is replaced
+ errors with XML loading of engines and Sensors
+ mul for scenario deployment named after scenario not campaign
+ Bug: sometimes new ammo and armor spare part created when existing one should be increased
+ color-coding of availability in work descriptions
+ scrap and canScrap methods in Part.java
+ Bug: completely salvaged `Mek showing up with new parts to be salvaged when game is reloaded
+ Bug: engine rating and type were reversed in constructor
+ Bug: XML not being saved as UTF-8
+ team name not reported correctly in Campaign#acquirePart
+ UTF-8 compliant female names
+ Bug: armor and ammo for free
+ Balance column for finance table
+ Bug: repairs being allowed on arms and legs with hip and shoulder damage
+ calculate distance and time to jump point in Planet.java
v0.1.5 (2011-05-05)
+ refactored Hangar Panel into separate Hangar and Repair Bay panel
+ UnitTable and UnitTableModel in HangarPanel
+ sorting of UnitTable
+ Unit type filter for UnitTable
+ only units needing service should show up in the Repair Bay
+ unit view selector in UnitTable (General, Details, and Status)
+ Unit Viewer in Hangar
+ updated MegaMek.jar
+ improvements to UnitViewPanel
+ allow fluff images in UnitViewPanel
+ show unit image if no fluff image in UnitViewPanel
+ color-coding of UnitTable rows by condition
+ Bug: tasks not displaying when mul added after xml loaded
+ changed FoxsTeeth Unit fluff pictures to mini pics
+ tooltips for UnitTable
+ use JSplitPanes for personnel and unit tables and views (duh)
+ Patch 3294109: Doing anything with an empty personal list currently causes an array out of bounds exception. (Thanks Longinus00!)
+ bug: personnel and unit view scroll to the bottom when selected or if the split pane is resized
+ hierarchically-structured Force object
+ beginning of TO&E Panel (not yet functional)
+ use TreeModel to set up treeNodes for forces
+ context-menu for OrgTree
+ ability to add forces and personnel to orgTree
+ "remove force" menu item for orgTree context menu
+ "remove person from force" menu item for orgTree context menu
+ custom renderer for orgTree
+ define DirectoryItems (portraits, camos) once in MekHQView and pass them as needed into other components
+ added force icons and ability to set them
+ changes to PilotPerson#toString
+ save lastForceId in XML
+ saved forceId to XML
+ writeToXML function for Force (still need the function to reconstruct it)
+ context menu for unit table
+ keep personnel ids not personnel in Force.java
+ loading of force organization from XML
+ updated FoxsTeeth.xml with force organization
+ deployment and retrieval button belong in hangar
+ color coding for deployed units and a deployed (Y/N) column for personnelTable and unitTable
+ Bug: pilot external ids not being set when campaign reloaded from XML
+ rank name and condition color coding added to ForceRenderer for personnel
+ height issue of orgTree personnel nodes
+ force column in personnel table
+ sort personnel in orgTable by rank
+ Bug: unitId not set on personnel entered via MUL
+ ForceViewPanel for personnel on TO&E tab
+ ForceViewPanel (needs filling in)
+ improvements to ForceViewPanel
+ unit selected in unit context menu is the one highlighted not moused over
+ adjust contextmenu depending on single or multiple unit selection
+ person selected in person context menu is the one highlighted not moused over
+ adjust contextmenu depending on single or multiple person selection
+ Bug: top-level buttons and comboboxes not showing up above unit table
+ assign to force menu in personnel table
+ simplified code for assigning units
+ fixed refresh issues with ForceViewPanel
+ only allow unassigned pilots to be assigned in unit context menu
+ put "Repair" and "Salvage" menu items in a sub-menu called "Repair Status" in unit table context menu
+ use Quirks campaign option
+ beginning of parts table redesign
+ some basic code for InterstellarMap (not much yet, don't get excited)
+ Finances and Transaction object
+ finance campaign options
+ pay salaries and overhead expenses finance options
+ included a rank reference from campaign in Person.java and refactored Campaign#GetTitleFor(Person) into Person.java
+ adjust salaries by experience and officer status
+ financial balance sheet in Finance tab
+ added Finances to XML load and save
+ pay for maintenance, sell units for money, and sell parts for money options added
+ Planet object
+ read in planet.xml data (from MekWars) for InterstellarMap
+ color coding of InterstellarMap by faction
+ mouseListener for InterStellarMap
+ mouseWheelListener for InterStellarMap
+ changed x,y variable in Planet to double
+ changed planets.xml map to one based off the PRSC data in 3062
+ color-coding of all factions on InterstellarMap
+ improvements to mouse interaction in InterstellarMap
+ highlight selected planet
+ keep selected planet in center when rescaling
+ context menu for InterstellarMap
+ improved zooming
+ top elements of main panel and main TabbedPane places in a split pane (so you can maximize whichever view you want)
+ "Select planet" context menu option (planets organized alphabetically, in submenus (A,B,C,etc)
+ improvements to zooming
+ improved planets.xml
+ PlanetViewPanel
+ changed color of Chaos March to a lighter gray
+ load planets.xml in Campaign.restore()
+ Bug: map context menu should be a result of popup trigger not mouse 3 button
+ Mission and Scenario objects
v0.1.4 (2011-04-28)
+ Bug: personnel options not updating in CampaignOptionsDialog
+ improvements to NewPilotDialog.java
+ new MegaMek.jar
+ gender and birthdate choosers in HirePilotDialog
+ refactored NewPilotDialog.java to CustomizePilotDialog.java and use it for both new hires and editing
+ move the creation of new PilotPersons from CustomizePilotDialog to Campaign
+ converted NewTechTeamDialog to CustomizeTechTeamDialog
+ converted NewMedicalteamDialog to CustomizeMedicalTeamDialog
+ put refresh commands inside each Customize dialog
+ Bug: editing personnel does not update on other lists
+ Bug: context menu for personnel table picking wrong personnel when sorted
+ added birthdate and gender choosers to CustomizeTechDialog
+ Bug: problem with new personnel when personnel table columns are sorted
+ custom sorting comparators for personnel skills
+ replaced support skill column with overall skill summary
+ consolidated Person types in Person class
+ Bug: not able to hire all types of personnel
+ personnel filter
+ personnel rankings
+ rank system added to Campaign Options
+ added rank information to XML save and load
+ added ranks for five main factions and clans
+ assigned unit column in personnel tab
+ set preferred widths of personnel table column
+ view chooser in PersonnelTable
+ Personnel Viewer
+ replaced Personnel#GetDossier with a PersonnelViewPanel
+ added optional skills to PersonnelViewPanel
+ Fox's Teeth example campaign data
+ Bug: Personnel portrait not correct scale
+ vertical allignment of personnelviewpanel in scrollbar fixed
+ added fluff information view to PersonnelTable
+ better text wrapping in PersonnelViewTable
+ Bug: personnel portraits not being correctly loaded with XML
+ "Assign to Unit" menu in PersonnelTable context menu
+ status variable (active,retired,MIA,KIA) in Person and associated functionality in MekHQView
+ Add XP should not be a GM-mode action
+ GM Mode skill change menu items removed (Edit.. menu item can be used instead)
+ "Spend XP" menu in PersonnelTable context menu
+ Spend XP for Support staff too
+ "None" as an option in "Assign to Unit" menu
+ removed PersonnelViewDialog and Person#getDossier
+ added special abilities and implants to PersonViewPanel
+ separated edge from other special abilities in PersonnelViewPanel and added edge column to PersonnelTable
+ updated MegaMek.jar
+ added "use edge" campaign option
+ addded "Select Edge Trigger" menu option and "Set Edge" menu (GM mode) option to PersonnelTable context menu
+ custom renderer for PersonnelTable
+ special ability, implants, and hits columns for PersonnelTable
+ tiger striping of PersonnelTable for readability
+ wounded personnel have a red background in PersonnelTable
+ get rid of annoying table borders in PersonnelTable
+ TextAreaDialog and "Change Biography" menu item in PersonnelTable context menu
+ Spend XP on special abilities
+ weapon specialist options in Spend XP > Special Abilities
+ context menu selecting wrong person on sorted rows
+ changes to packaging.xml and resource handling
+ consolidated CustomizeTechTeamDialog and CustomizeMedicalTeamDialog into CustomizeSupportTeamDialog
+ random name button in CustomizeSupportTeamDialog
+ added examples to packaging.xml build
+ reset game for entity in Campaign#restore()
v0.1.3 (2011-04-22)
+ Bug 3288095: Tasks are not refreshing and dates do not advance
+ MegaMek Random Name Generator
+ Bug 3288083: GM Mode - Set XP spinner not working
+ Removed SSW library and all references to it (availability and tech codes should always be checked through MM)
+ forgot to recode availiability code X in Availability.java
+ Bug 3289622: Repair Crash
+ availability and tech ratings for all parts (specific equipment codes still need to be entered in MM)
+ tech ratings for all UnitWorkItems
+ tech rating modifier for repair, replacement, and salvage
+ moved random name generator from MekHQView.java to Campaign.java
+ Added random name generator properties to XML load/save
+ chooser for random name generator faction
+ Bug: name generator not being populated with XML load
+ new tab in Campaign Options for name generator
+ percent female slider for random name options
+ option (true by default) to assign random name generator based on faction selection
+ beginning of acquisition table
+ Acquisition table
+ Bug: NPE on MekGryo.canBeUsedBy check
+ Bug: selected task should remain current even when moving tabs
+ unofficial faction modifiers off by default
+ improvements to descriptions for replacement items and parts
+ renamed Personnel tab to Infirmary and refactored all "personnel" named variables in MekHQView to "patient"
+ personnelTable
+ added type and support skill columns to personnel table
+ only wounded personnel are in the infirmary
+ moved PatientMouseAdapter to PersonnelMouseAdapter
+ sortable columns in personnel table
+ gender variable in Person (still need to link it to random name generator)
+ birthday and age variables in Person
+ Bug: personnelTable not refreshing when new personnel are hired
+ Personnel Options tab
+ Game options to use artillery skill, init bonus, tactics bonus, and toughness
+ NPE when cancelling loadXML
+ PersonnelList not refreshing when doctors hired
+ Doctors not able to be assigned
+ incorrect mods listed in Acquisition Info
+ Bug: personnelMouseAdapter referencing patientTable
v0.1.2 (2011-04-15)
+ updated MegaMek.jar
+ pilot portraits
+ unit camo
+ CamoChoiceDialog
+ close button for PersonViewDialog
+ updated build.xml
+ PortraitChoiceDialog (not fully working)
+ updated nbproject properties
+ set default campaign options to vanilla StratOps
+ campaign options reset to private variables accessed by normal methods
+ Bug: campaign does not need to be passed into unit diagnostics because it is a variable in Unit.java
+ finances are disabled by default
+ Bug: finances disabled, replacement not possible due to lack of finances
+ refresh unit view when buying units
+ refresh respective views when hiring pilots and techs
+ removed "Store Time" option (no time machines!)
+ Techs can now begin a task on one day and finish it the next if they run out of time
+ Added one version of a random name generator
+ Name Gen class
+ Random names on "hire personnel" dialogs
+ First-pass resource files for first names, last names, and name patterns.
+ Added menu items and partial implementation of Save/Load to/from XML for campaign, in parallel to binary serialization.
+ Menu entries for save to/load from XML
+ Functions for saving Campaigns and most sub-objects to XML (Entity and Mounted currently outstanding)
+ Functions for loading Campaign and most sub-objects from XML (units, personnel, tasks, teams, parts, campaign options outstanding)
+ Added beginnings of a more flexible log framework handled through MekHQApp object.
+ Change "funds" var from int to long. MAX_INT is only 4.3 billion or so, and there are DropShips that cost 1.6 billion...
+ Changed cost of parts from int to long, plus a couple of supporting functions that used it.
+ Changed instances of "
" to "
" for XML parser compatibility on comments and text window.
+ Changed instances of "" to "
" for XML parser compatibility on comments and text window.
+ Added "reCalc" function to all Units, Parts, Persons, WorkItems, and Teams.
+ Moved all calculated values in constructors into reCalc and called in constructors.
+ Added "reCalc" to XML de-serialization to catch up on missing values.
+ XML Serialization/de-serialization completed.
+ Altered NewTechTeamDialog so that it generates a new name once a tech is hired.
+ Put partial implementation of "getMonthlySalary()" on Person, as a step towards finances (using FM:Mercs(R) rules).
+ Added "Team Type" to SupportTeam for differentiation without class type comparison.
+ Re-factored MekGyro to more closely reflect actual calculations (based on gyro tonnage, not unit tonnage/walk MP).
+ Cleaned up numerous unnecessary imports.
+ Cleaned up some hanging references/unreferenced locals in code.
+ Bug 2908482: Unable to deploy any vehicles
+ Bug 3065623: Lock up when trying to do tasks
+ avoid concurrent looping problems in Campaign.RemoveAllTasksFor(Unit)
+ updated MegaMek.jar to 0.35.22
+ Bug 3262646: Report Pane doesn't auto scroll
+ Bug 3014569: Load Campaign Dialog Filter
+ updated mechfiles
+ Bug 3193405: Cannot Hire Pilots---Latest SVN
+ Bug: setCaretPosition for txtPaneReport not getting right length
+ Updating unit images to 0.35.22
+ Bug: Armor replacement on locations with no armor left 3 points unfixed
+ reversed ordering of report (new items are added to the top) to remove issue of inconsistent auto-scrolling
v0.1.1 (2009-09-29)
+ declare pilots KIA and retired
+ Bug: canon only button not filtering properly
+ report notifications for recovered units and personnel
+ report notifications for new units and personnel
+ pilot advantages and implants in NewPilotDialog
+ RFE 2843210: Save campaign with campaign name
+ canon only button in UnitSelectorDialog
+ added unit picture to UnitSelectorDialog
+ Bug: entities not being restored on load game
+ UnitSelectorDialog (for hiring new units)
+ tooltip text and button labels for Deploy Units and Retrieve Units updated
+ load forces from MUL menu item (for loading initial forces including pilots)
+ RFE 2841678: Dialogue on unsuccessful deploy
+ Clan/IS ammo limits
+ Bug: NPE when getTasksForUnit called and no units selected
+ Era
+ campaign faction option
+ campaign date option
+ campaign name option
+ Campaign Options Dialog
+ Main window title shows campaign name and date
+ GM Mode toggle button
+ Overtime toggle button
+ changed layout of master buttons panel
+ changed Personnel tab to GridBagLayout
+ changed hangar tab to GridBagLayout
+ changed layout of main panel to GridBagLayout
+ Bug 2834266: automatic recovery for wounded personnel
+ Bug: torso can be salvaged before arm
+ updated MegaMek.jar
+ Bug: `Mek CT cannot be scrapped
+ Ejected pilots read in
+ Only existing pilots are read from Load Unit dialog (use Hire Pilot to get new ones)
+ don't need R/L torso to salvage/replace R/L Leg
+ changed color and focus indicator for Info items
+ check for unit repairability and functionality on deployment and diagnosis
+ obtain replacement check
+ added detail line to TaskInfo and WorkItems
+ Bug: internal damage percentage not being set in MekLocationRepair
+ Scrap Component option enabled in Task context menu
+ improvements to Parts display
+ added restore methods for transient equipmentType field in EquipmentPart
+ campaign name
+ window name issues
+ improved task reporting
+ disallow salvaging of heat sinks integral to the engine
+ location salvage allowed only after all items salvaged or scapped; torso salvage only possible after limb salvage
+ Bug: engine salvage NPE
+ Elite failure of repair item does not automatically mutate to replacement item in case player still wants to use damaged part
+ Bug: salvaged locations not set to IArmorState.ARMOR_DESTROYED
+ smaller fonts on Info
+ scrapping component destroys part
+ refactored success and failure of tasks out of SupportTeam
+ Bug: removed comment out on parts check for target roll
+ Bug: parts re-assignment not resetting to null when no useable parts are available
+ Bug: destroying components on Elite team replacement failure
+ improvements to armor replacement and salvage
+ improved naming of various salvage, repair, and replacement items and parts
+ remove salvage work item from within repairItem#replace method
+ Bug: all ammo bins showing as needing to be replaced
+ when scrapping repairs, the component should be set to unrepairable status
+ helper functions in Unit for damaging, destroying, and repairing critical slots and associated uses
+ bug: duplicating salvage items on reload
+ added name and time to armor salvage
+ refactored actuator repairs and replacement into single repair and replace items with a type variable
+ more work on salvage/replacement compatability and diagnosis
+ salvage/repair switch in Unit context menu
+ isRepairable checks to Unit#runDiagnostic
+ updated MegaMek.jar
+ abstract salvage item
+ more parts
+ PartsTable
+ different color for replacement renderers without parts
+ elite tech failure on replacement destroys part
+ more parts and check for parts in ReplacementItem
+ Unit#canDeploy
+ start of Parts package
+ modular weapons quirk
+ fast reload quirk
+ difficult to maintain quirk mod
+ easy to maintain quirk mod
+ experimental component modifier
+ overtime work
+ Combat Loss menu item in Unit popup menu for deployed units
+ Deployed unit label text white
+ Bug 2830562: Arm Can Be Replaced, Even When Torso Is Missing
+ removed equipment destruction check from runDiagnostic (should be done from within MegaMek)
+ changed deployed unit background to dark gray
+ Bug: NPE on deploying units because of null tasks in Person
+ corrected initial date formatting (extra line)
+ WorkItem#sameAs method for determining whether a work item refers to the same component (and tons of overrides)
+ transfer skill min requirements from old tasks to new tasks when reloading units
+ reassign tasks when reloading units
+ refresh pilot when reloading units
+ load unit method now will reload entities for existing units rather than making duplicates (partial)
+ removed assignedTasks arrayList from SupportTeam (all Team assignment information is held by WorkItem)
+ added PilotPerson variable to unit
+ deployed units and personnel are not removed but rather set to a deployed status
+ set ExternalId of entities to be the same as unit id
+ updated MegaMek.jar
+ changed font size and enabled word wrapping on textTarget display
+ change "location" to "site"
+ extra time
+ rush jobs
+ location switcher added to Unit right-click menu
+ location mods
+ support team casualty mods
+ widened TaskTable
+ removed AmmoType variables from ReloadItem (because they are not serialized)
+ enabled loading of campaigns
+ enabled saving of campaigns
+ changed font and added wrapping to textTarget
+ removed unused imports
+ added some javadoc to Campaign.java
+ removed unused dialogs
+ wounded personnel will heal on their own in 15 cycles
+ make MekHQ compilable in Eclipse
+ native-looking menus for Mac OSX
+ Bug 2854866: MekWarrior with 1 hit unable to be healed by medic team
+ double-click for view of pilot personnel
+ updated mechfiles
+ GM mode options
+ improved tooltips
+ README.txt
v0.1.0 (2009-07-29)
+ Bug: some weapon repair/replacements not being diagnosed
+ no CASE repairs
+ Bug: double heat sinks not being picked up in diagnostic
+ uncrittable equipment should be skipped in diagnostic
+ updated Example.mul
+ Vee Sensor replacment item
+ Stabilizer replacement item (partial, no method in MM reset)
+ Stabilizer repair item (partial, no method in MM to rest)
+ TurreLock repair item (partial, no method in MM to reset)
+ refactored InternalRepair into MekInternalRepair and VeeInternalRepair
+ Rotor Replacement item
+ Rotor Repair item
+ Turret Replacement item
+ corrected labels
+ changed versioning
+ Bug: getting impossible rolls where they should be possible
+ populate a menu for swap ammo option in Task popup menu
+ scrap component option in Task popup menu
+ made corrections to RepairItem
+ swap ammo menu option in Unit popup menu
+ assign all tasks menu option in Unit popup menu
+ sell unit menu option in Unit popup menu
+ change pilot menu option in Unit popup menu
+ yellow color for units with tasks
+ team variable in WorkItem and associated methods
+ doctor assignment string to Person HTML report
+ red color for Personnel with unassigned tasks
+ fixed doctor/patient task assignment and updating
+ Bug: NPE on UpdateTargetText
+ target number label
+ added TextPane for reports
+ changed all icons to icons from the Open Clip Art Library
+ centralized impossible tasks checks in SupportTeam#getTargetFor
+ improvements to reporting on row labels
+ replaced DoctorList with DoctorTable
+ replaced PersonList with PersonTable
+ Renderer for TaskTable
+ abstract class ArrayTableModel
+ right-click menu for UnitTable
+ switched UnitList to UnitTable
+ MekTableModel and renderer
+ MekInfo
+ added work queue to SupportTeam.java to support user re-ordering of tasks
+ pass Team rather than TeamId into WorkItem
+ single selection of OrganizeTaskDialog table
+ fileFilters for saving and loading MULs
+ Start of OrganizeTasksDialog
+ switched to JDK6.0
+ Bug: TaskTable not being declared
+ Bug: front armor being added twice when rear armor doesn't exist
+ replaced TaskList with TaskTable
+ Calendar
+ Campaign#getTechTeams and remove medical teams from hangar team list
+ refactor SupportTeam into TechTeam and MedicalTeam
+ assignment and processing of HealPilot work items
+ HealPilot work item
+ refactor WorkItem into UnitWorkItem extending new abstract class WorkItem
+ label for ChoosePilotDialog
+ allow user to select a subset of units for deployment
+ allow pilot switching among units
+ hire new pilot dialog
+ list of personnel
+ SupportPerson class
+ PilotPerson class
+ Person class
+ Personnel tab
+ embedded main panel in tabbed pane
+ improve reporting of full ammo reloads
+ Show entity name in task report
+ Bug: NPE on single-shot ammo
+ time multipliers for reloading
+ View Unit button now working
+ tooltips on main window buttons
+ View Unit button
+ added log file
+ roll 3d6 taking two lowest on mismatched tech
+ dissallow doctors from making repairs
+ more ammo limitations
+ Include ReloadItems for all ammo bins because user may wish to swap ammo in full bins
+ Ammo Swapping
+ ReloadItem
+ AmmoBinReplacement item
+ failed Elite replacement checks reset level to Green
+ added impossibilty checks for tasks in destroyed locations
+ added check for impossible tasks
+ Replace button
+ messages about replacement/repair failure of Elite techs
+ Engine replacement item
+ Engine repair item
+ repair items failed by elite tech become replacement items
+ Heat sink replacement item
+ Heat sink repair item
+ Jump jet replacement item
+ Jump jet repair item
+ Life support repair item
+ Sensor replacement item
+ Actuator replacement items
+ Equipment replacement item
+ Equipment repair item
+ rear armor included in armor replacement diagnostic
+ Internal structure replacement items
+ Internal structure repair items
+ Actuator repair items
+ Gyro repair items
+ Life support repair items
+ Sensor repair items
+ added fix methods for GyroReplacement and GyroRepair
+ refactored Campaign#runDiagnostic into Unit#runDiagnostic
+ added Unit class as wrapper for Entity
+ added doc folder and version history
+ abstract classes RepairItem, Replacment Item, ReloadItem
+ Gyro repair and replacement
+ serialized classes
+ changed package structure
+ Fixed list selection indexing
+ mul example
+ new MegaMek.jar
+ added Game() to Entities to avoid NPEs
+ titles corrected
+ TinyXML.jar
+ lib folder
+ Initial SVN
================================================
FILE: MekHQ/docs/long-term-injury.md
================================================
# Long-Term Effects of Injuries on Mortality Rates
## Technical Specification
## 1. Base Concept
After recovery from injuries, certain types of trauma leave lasting effects that increase mortality rates. These are
separate from permanent injuries (like lost limbs) and represent the overall weakening of health due to past trauma.
## 2. Long-Term Impact Categories
### 2.1 Minor Impact (+2% to base mortality)
Previous injuries that healed well:
- Simple broken bones
- Minor burns
- Concussions (single incident)
- Deep cuts/lacerations
- Temporary organ bruising
### 2.2 Moderate Impact (+5% to base mortality)
More serious previous trauma:
- Multiple broken bones from same incident
- Major burns (recovered)
- Multiple concussions
- Internal injuries (healed)
- Combat fatigue/sustained stress
- Multiple hospital stays
- Exposure to extreme environments
### 2.3 Significant Impact (+10% to base mortality)
Serious previous trauma:
- Multiple serious injuries in career
- Major internal organ damage (healed)
- Severe burns (recovered)
- Brain trauma (recovered)
- Extended coma recovery
- Life-support requirement history
- Multiple surgeries from same incident
### 2.4 Critical Impact (+15% to base mortality)
Most severe previous trauma:
- Multiple near-death experiences
- History of complete system failure
- Multiple major organ repairs
- Extensive reconstructive surgery
- Extended life support periods
- Severe brain trauma recovery
## 3. Stacking Rules
### 3.1 Basic Stacking
- First recorded trauma: Full value
- Second recorded trauma: 75% of value
- Third recorded trauma: 50% of value
- Additional trauma: 25% of value
- Maximum total: +25% to base mortality rate
Example:
```
History:
- Major internal injuries (Significant: +10%)
- Multiple broken bones (Moderate: +3.75% [75% of 5%])
- Multiple concussions (Moderate: +2.5% [50% of 5%])
Total: +16.25% increase to base mortality rate
```
### 3.2 Recovery Factor
Time since trauma affects impact:
- Recent (< 1 year): 100% of modifier
- Medium (1-5 years): 75% of modifier
- Long-term (5-10 years): 50% of modifier
- Very long-term (>10 years): 25% of modifier
## 4. Medical Technology Impact
### 4.1 Faction Modifiers
Advanced medical care reduces long-term impacts:
- Clan: Reduce effects by 30%
- Major Inner Sphere: Reduce by 20%
- Minor Inner Sphere: Reduce by 10%
- Periphery: No reduction
### 4.2 Era Modifiers
Medical technology advancement:
- Star League: -30% to long-term effects
- Succession Wars: No modifier
- Clan Invasion Era: -10% to long-term effects
- Republic Era: -15% to long-term effects
- Dark Age: -20% to long-term effects
## 5. Implementation Structure
### 5.1 Tracking System
```java
public class InjuryHistory {
private List traumaHistory;
private MedicalTechLevel medicalLevel;
private Era era;
public double calculateLongTermEffect() {
double totalModifier = 0.0;
double stackingFactor = 1.0;
for (PastTrauma trauma : sortByImpact(traumaHistory)) {
double baseEffect = trauma.getImpact().getModifier();
double timeEffect = trauma.getTimeFactor();
totalModifier += (baseEffect * stackingFactor * timeEffect);
stackingFactor *= 0.75; // Reduce impact of each additional trauma
}
// Apply medical technology reduction
totalModifier *= (1.0 - medicalLevel.getReduction());
totalModifier *= (1.0 - era.getMedicalModifier());
return Math.min(totalModifier, 0.25); // Cap at 25%
}
}
```
## 6. Example Cases
### 6.1 Veteran MechWarrior
```
History:
- Cockpit trauma 10 years ago (Significant: +10% × 0.25 for time = +2.5%)
- Multiple bone breaks 2 years ago (Moderate: +5% × 0.75 × 0.75 for stacking = +2.81%)
- Recent internal injuries (Minor: +2% × 0.5 for stacking = +1%)
Location: Federated Suns (-20% to effects)
Era: Clan Invasion (-10% to effects)
Final Modifier: +4.52% to base mortality rate
```
### 6.2 Infantry Veteran
```
History:
- Multiple combat injuries 5 years ago (Significant: +10% × 0.5 for time = +5%)
- Severe burns 3 years ago (Moderate: +5% × 0.75 × 0.75 for stacking = +2.81%)
- Recent head trauma (Moderate: +5% × 0.5 for stacking = +2.5%)
Location: Periphery (No reduction)
Era: Succession Wars (No modifier)
Final Modifier: +10.31% to base mortality rate
```
## 7. Integration with Random Death System
### 7.1 Modifier Application
The long-term injury modifier is applied to the base mortality rate before other current condition modifiers:
```java
public double calculateFinalMortalityRate(Person person) {
double baseRate = getBaseRate(person.getAge(), person.getGender());
double longTermMod = person.getInjuryHistory().calculateLongTermEffect();
// Apply long-term injury modifier first
baseRate *= (1 + longTermMod);
// Then apply other modifiers (faction, current conditions, etc.)
return applyCurrentModifiers(baseRate, person);
}
```
Would you like me to expand on any aspect of these long-term effects or provide additional implementation details?
================================================
FILE: MekHQ/docs/scenariomodifiers.md
================================================
# Scenario Modifiers
- `modifierName` - name of the modifier, intended to be displayed in the various modifier dropdowns. Currently not
working.
- `additionalBriefingText` - adds extra arbitrary text to the scenario briefing. Works fine.
- `benefitsPlayer` - used to indicate whether this modifier is helpful to the player or not. Unused.
- `blockFurtherEvents` - used to indicate that no further events should be processed after this modifier. Not sure if
working or not, probably not.
- `eventTiming` - PreForceGeneration or PostForceGeneration. Indicates when the modifier is eligible to be applied.
- `forceDefinition` - a ScenarioForceTemplate definition.
- `skillAdjustment` - adjusts the skill rating of all the units generated up until this point up or down the
indicated # of levels.
- `qualityAdjustment` - adjusts the equipment quality of all units generated from this point on up or down the
indicated # of levels.
- `eventRecipient` - to which forces (Player, Allied, Opposing, Third, PlanetOwner) this modifier will apply.
- `battleDamageIntensity` - how many points of damage maximum to apply to the armor of every enemy unit (each unit
gets 1-# damage, no internal damage)
- `ammoExpenditureIntensity` - how many shots of a random amount of ammo to use from every enemy unit. Probably not
implemented.
- `unitRemovalCount` - get rid of # randomly selected units from the eventRecipient.
- `allowedMapLocations` - which map types this modifier should be applicable to. Not implemented.
- `useAmbushLogic` - pretty sure this hides some random number of units for the eventRecipient. Not sure if
implemented.
- `switchSides` - causes units from the `eventRecepient` to switch to the opposing side if allied. Not sure if
implemented.
- `objectives` - one or more ScenarioObjectives to be added to the scenario template. Implemented.
================================================
FILE: MekHQ/mmconf/customWeaponOrder.xml
================================================
================================================
FILE: MekHQ/mmconf/defaultKeyBinds.xml
================================================
scrollN
87
0
true
scrollS
83
0
true
scrollE
68
0
true
scrollW
65
0
true
toggleChat
10
0
false
toggleChatCmd
47
0
false
deployTurnUnit
84
64
false
moveStepForward
87
64
false
moveStepBackward
83
64
false
turnLeft
65
64
false
turnRight
68
64
false
twistLeft
65
64
false
twistRight
68
64
false
fire
70
0
false
nextWeapon
40
0
false
prevWeapon
38
0
false
nextUnit
9
0
false
prevUnit
9
64
false
nextTarget
39
0
false
prevTarget
37
0
false
nextTargetValid
39
64
false
prevTargetValid
37
64
false
nextTargetNoAllies
39
128
false
prevTargetNoAllies
37
128
false
nextTargetValidNoAllies
39
192
false
prevTargetValidNoAllies
37
192
false
physPunch
80
0
false
physKick
75
0
false
physPush
80
64
false
viewActingUnit
86
0
false
undoLastStep
8
0
false
undo
90
128
false
redo
89
128
false
centerOnSelected
32
0
false
autoArtyDeployZone
90
64
false
cancel
27
0
false
done
10
128
false
doneNoAction
10
192
false
udGeneral
112
0
false
udPilot
113
0
false
udArmor
114
0
false
udWeapons
115
0
false
udSystems
116
0
false
udExtras
117
0
false
toggleJump
74
0
false
moveBackUp
66
0
false
moveGoProne
80
0
false
moveGetUp
85
0
false
toggleConversion
77
0
false
prevMode
225
0
false
nextMode
224
0
false
pause
80
192
false
unpause
80
640
false
reportKeyNext
78
0
false
reportKeyPrev
78
64
false
reportKeySelNext
78
128
false
reportKeySelPrev
78
192
false
reportFilterKeySelNext
70
192
false
reportFilterKey
70
64
false
toggleIso
84
0
false
movementEnvelope
81
128
false
fieldOfFire
82
0
false
toggleDrawLabels
66
128
false
toggleHexCoords
71
128
false
toggleMinimap
77
128
false
viewLosSetting
76
640
false
toggleUnitDisplay
68
128
false
toggleUnitOverview
85
128
false
toggleKeybinds
75
128
false
togglePlanetaryConditions
80
128
false
toggleTurnDetails
84
128
false
clientSettings
67
512
false
incGuiScale
107
128
false
decGuiScale
109
128
false
roundReport
82
128
false
zoomIn
521
0
false
zoomOut
45
0
false
zoomOverviewToggle
90
0
false
quickLoad
76
192
false
quickSave
83
192
false
localLoad
76
128
false
localSave
83
128
false
replacePlayer
82
192
false
viewModEnvelope
87
128
false
sensorRange
67
0
false
undoSingleStep
8
128
false
toggleForceDisplay
70
128
false
extendTurnTimer
115
128
false
toggleBotCommandsDisplay
71
192
false
================================================
FILE: MekHQ/mmconf/defaultQuirks.xml
================================================
Atlas
AS7-C
command_mech
Atlas
AS7-CM
command_mech
Atlas
AS7-D (Danielle)
command_mech
Atlas
AS7-D
command_mech
Atlas
AS7-D-DC
command_mech
Atlas
AS7-Dr
command_mech
Atlas
AS7-K
command_mech
Atlas
AS7-K2
command_mech
Atlas
AS7-K3
command_mech
Atlas
AS7-RS
command_mech
Atlas
AS7-S
command_mech
Atlas
AS7-S2
command_mech
Atlas
AS7-WGS Samsonov
command_mech
Atlas
AS8-D
command_mech
Atlas II
AS7-D-H
command_mech
Atlas II
AS7-D-H2
command_mech
BattleMaster
BLR-1D
command_mech
BattleMaster
BLR-1G Red Corsair
command_mech
BattleMaster
BLR-1G
command_mech
BattleMaster
BLR-1Gb
command_mech
BattleMaster
BLR-1Gbc
command_mech
BattleMaster
BLR-1Gc
command_mech
BattleMaster
BLR-1G-DC
command_mech
BattleMaster
BLR-1S
command_mech
BattleMaster
BLR-2C
command_mech
BattleMaster
BLR-3M (Rogers)
command_mech
BattleMaster
BLR-3M
command_mech
BattleMaster
BLR-3S
command_mech
BattleMaster
BLR-4L
command_mech
BattleMaster
BLR-4S Calvin II
command_mech
BattleMaster
BLR-4S Calvin
command_mech
BattleMaster
BLR-4S
command_mech
BattleMaster
BLR-5M
command_mech
BattleMaster
BLR-6X
command_mech
BattleMaster
BLR-10S
command_mech
BattleMaster
BLR-10S2
command_mech
BattleMaster
BLR-CM
command_mech
BattleMaster
BLR-K3
command_mech
BattleMaster
BLR-K4
command_mech
BattleMaster
BLR-M3
command_mech
BattleMaster
BLR-C
command_mech
Black Knight
BL6b-KNT
command_mech
Black Knight
BL-6-KNT
command_mech
Black Knight
BL-6-KNT Ian
command_mech
Black Knight
BL-7-KNT
command_mech
Black Knight
BL-7-KNT-L
command_mech
Black Knight
BL-9-KNT
command_mech
Black Knight
BL-10-KNT Ross
command_mech
Black Knight
BL-12-KNT
command_mech
Blackjack
BJ-1
bad_rep
Blackjack
BJ-1DB
bad_rep
Blackjack
BJ-1DC
bad_rep
Blackjack
BJ-1X
bad_rep
Blackjack
BJ-2
bad_rep
Blackjack
BJ2-O
bad_rep
Blackjack
BJ2-OA
bad_rep
Blackjack
BJ2-OB
bad_rep
Blackjack
BJ2-OC
bad_rep
Blackjack
BJ2-OD
bad_rep
Blackjack
BJ2-OE
bad_rep
Blackjack
BJ2-OF
bad_rep
Blackjack
BJ2-OR
bad_rep
Blackjack
BJ2-OU
bad_rep
Blackjack
BJ2-OX
bad_rep
Blackjack
BJ-3
bad_rep
Blackjack
BJ-4
bad_rep
Bushwacker
BSW-L1
no_twist
Bushwacker
BSW-S1
no_twist
Bushwacker
BSW-S2r
no_twist
Bushwacker
BSW-X1
no_twist
Bushwacker
BSW-X2
no_twist
Chameleon
CLN-4V
easy_pilot
Chameleon
CLN-7V
easy_pilot
Chameleon
CLN-7W
easy_pilot
Chameleon
CLN-7Z
easy_pilot
Clint
CLNT-1-2R
non_standard
Clint
CLNT-2-3T
non_standard
Clint
CLNT-2-3T Denton
non_standard
Clint
CLNT-2-3U
non_standard
Clint
CLNT-2-3UL
non_standard
Clint
CLNT-2-4T
non_standard
Clint
CLNT-3-3T
non_standard
Clint
CLNT-5U
non_standard
Clint
CLNT-6S
non_standard
Commando
COM-1B
exp_actuator
Commando
COM-1A
exp_actuator
Commando
COM-1D
exp_actuator
Commando
COM-2D
exp_actuator
Commando
COM-2Dr
exp_actuator
Commando
COM-3A
exp_actuator
Commando
COM-4H
exp_actuator
Commando
COM-5S
exp_actuator
Commando
COM-7B
exp_actuator
Commando
COM-7S
exp_actuator
Commando
COM-7S2
exp_actuator
Crockett
CRK-5003-0
easy_pilot
Crockett
CRK-5003-1
easy_pilot
Crockett
CRK-5003-1b
easy_pilot
Crockett
CRK-5003-3
easy_pilot
Crockett
CRK-5003-4
easy_pilot
Crockett
CRK-5005-1
easy_pilot
Katana (Crockett)
CRK-5003-2
easy_pilot
Katana (Crockett)
CRK-5003-C
easy_pilot
Katana (Crockett)
CRK-5003-CJ
easy_pilot
Katana (Crockett)
CRK-5003-CM
easy_pilot
Cyclops
CP-10-HQ
battle_computer
cowl
Cyclops
CP-10-Q
battle_computer
cowl
Cyclops
CP-10-Z
battle_computer
cowl
Cyclops
CP-11-A
battle_computer
cowl
Cyclops
CP-11-B
battle_computer
cowl
Cyclops
CP-11-C
battle_computer
cowl
Cyclops
CP-11-C2
battle_computer
cowl
Cyclops
CP-11-C3
battle_computer
cowl
Cyclops
CP-11-G
battle_computer
cowl
Cyclops
CP-11-H
battle_computer
cowl
Cyclops
CP-12-K
battle_computer
cowl
Cygnus
exposed_linkage
LA
3
CLUltraAC10
exposed_linkage
RA
3
CLUltraAC10
Cygnus
2
exposed_linkage
LA
2
CLHAG40
exposed_linkage
RA
2
CLHAG40
Cygnus
3
exposed_linkage
LA
2
CLHAG20
exposed_linkage
RA
2
CLHAG20
Dragon
DRG-1C
stable
Dragon
DRG-1N
stable
Dragon
DRG-2Y Yoriyoshi
stable
Dragon
DRG-5N
stable
Dragon
DRG-5Nr
stable
Dragon Fire
DRG-3F
stable
Dragon Fire
DRG-4F
stable
Dragon Fire
DRG-6FC
stable
Dragon Fire
DRG-6FC2 Kishi
stable
Grand Dragon
DRG-1G (Douglas)
stable
Grand Dragon
DRG-1G Emory
stable
Grand Dragon
DRG-1G
stable
Grand Dragon
DRG-5K
stable
Grand Dragon
DRG-7K
stable
Grand Dragon
DRG-7K Mark
stable
Grand Dragon
DRG-7KC
stable
Grand Dragon
DRG-9KC
stable
Grand Dragon
DRG-C
stable
Enforcer
ENF-4R
fast_reload
RA
3
Autocannon/10
Enforcer III
ENF-6H
fast_reload
RA
2
ISUltraAC20
Enforcer III
ENF-6M
fast_reload
RA
3
ISUltraAC10
Enforcer III
ENF-6Ma
fast_reload
RA
3
Autocannon/10
Guillotine
GLT-3N
searchlight
Guillotine
GLT-4L
searchlight
Guillotine
GLT-4P
searchlight
Guillotine
GLT-5M
searchlight
Guillotine
GLT-6WB
searchlight
Guillotine
GLT-6WB2
searchlight
Guillotine
GLT-8D
searchlight
Hatchetman
HCT-3F
fast_reload
RT
2
Autocannon/10
Hatchetman
HCT-3F Austin
fast_reload
RT
2
ISLBXAC10Prototype
Hatchetman
HCT-5D
fast_reload
LT
3
ISUltraAC10
Hatchetman
HCT-5DD
fast_reload
LT
3
ISRotaryAC2
Hatchetman
HCT-5S Austin
fast_reload
RT
2
ISLBXAC10
Hatchetman
HCT-5S
fast_reload
RT
4
ISLBXAC10
Hatchetman
HCT-6D
fast_reload
RT
3
ISRotaryAC5
Hatchetman
HCT-6S
fast_reload
RT
2
ISLBXAC10
Highlander
HGN-732
reinforced_legs
Highlander
HGN-732 Colleen
reinforced_legs
Highlander
HGN-732b
reinforced_legs
Highlander
HGN-733
reinforced_legs
Highlander
HGN-733C
reinforced_legs
Highlander
HGN-733P
reinforced_legs
Highlander
HGN-734
reinforced_legs
Highlander
HGN-736
reinforced_legs
Highlander
HGN-738
reinforced_legs
Javelin
JVN-10N
unbalanced
Javelin
JVN-10F "Fire Javelin"
unbalanced
Fire Javelin
JVN-11N
unbalanced
Javelin
JVN-10P
unbalanced
Javelin
JVN-11B
unbalanced
Javelin
JVN-11D
unbalanced
Javelin
JVN-11F
unbalanced
Jenner
JR7-A
no_twist
Jenner
JR7-C
no_twist
Jenner
JR7-C2
no_twist
Jenner
JR7-C3
no_twist
Jenner
JR7-4
no_twist
Jenner
JR7-D
no_twist
Jenner
JR7-F
no_twist
Jenner
JR7-K Grace II
no_twist
Jenner
JR7-K Grace
no_twist
Jenner
JR7-K
no_twist
Jenner
JR10-X
no_twist
Jenner
JR7-K (Samuli)
no_twist
King Crab
KGC-0000
command_mech
King Crab
KGC-000
command_mech
King Crab
KGC-000b
command_mech
King Crab
KGC-001
command_mech
King Crab
KGC-005
command_mech
King Crab
KGC-005r
command_mech
King Crab
KGC-008
command_mech
King Crab
KGC-009
command_mech
King Crab
KGC-010
command_mech
Lancelot
LNC25-07
low_profile
Lancelot
LNC25-01
low_profile
Lancelot
LNC25-02
low_profile
Lancelot
LNC25-03
low_profile
Lancelot
LNC25-04
low_profile
Lancelot
LNC25-05
low_profile
Lancelot
LNC25-06
low_profile
Locust
LCT-1E
no_arms
Locust
LCT-1L
no_arms
Locust
LCT-1M
no_arms
Locust
LCT-1S
no_arms
Locust
LCT-1V
no_arms
Locust
LCT-1V2
no_arms
Locust
LCT-1Vb
no_arms
Locust
LCT-3D
no_arms
Locust
LCT-3M
no_arms
Locust
LCT-3S
no_arms
Locust
LCT-3V
no_arms
Locust
LCT-5M
no_arms
Locust
LCT-5T
no_arms
Locust
LCT-5V
no_arms
Locust
LCT-5W
no_arms
Locust
LCT-5W2
no_arms
Locust
LCT-6M
no_arms
Marauder
MAD-1R
command_mech
Marauder
Bounty Hunter 3015
command_mech
Marauder
Bounty Hunter 3044
command_mech
Marauder
MAD-C
command_mech
Marauder
MAD-2R
command_mech
Marauder
MAD-3D
command_mech
Marauder
MAD-3L
command_mech
Marauder
MAD-3M
command_mech
Marauder
MAD-3R
command_mech
Marauder
MAD-5D
command_mech
Marauder
MAD-5L
command_mech
Marauder
MAD-5M
command_mech
Marauder
MAD-5R
command_mech
Marauder
MAD-5S
command_mech
Marauder
MAD-5T
command_mech
Marauder
MAD-6L
command_mech
Marauder
MAD-7D
command_mech
Marauder
MAD-9M
command_mech
Marauder
MAD-9M2
command_mech
Marauder
MAD-9S
command_mech
Marauder
MAD-9W
command_mech
Marauder
MAD-9W2
command_mech
Marauder
MAD-SD Douglass
command_mech
Mongoose
MON-66
command_mech
Mongoose
MON-66b
command_mech
Mongoose
MON-67
command_mech
Mongoose
MON-68
command_mech
Mongoose
MON-70
command_mech
Mongoose
MON-76
command_mech
Mongoose
MON-86
command_mech
Quickdraw
QKD-4G
hyper_actuator
Quickdraw
QKD-4H
hyper_actuator
Quickdraw
QKD-5A
hyper_actuator
Quickdraw
QKD-5K
hyper_actuator
Quickdraw
QKD-5M
hyper_actuator
Quickdraw
QKD-5Mr
hyper_actuator
Quickdraw
QKD-8K
hyper_actuator
Quickdraw
QKD-8X
hyper_actuator
Quickdraw
QKD-C
hyper_actuator
Raptor II
RPT-2X
no_eject
Raptor II
RPT-2X1
no_eject
Raptor II
RPT-3X
no_eject
Raptor II
RPT-5X
no_eject
Rifleman
RFL-3C
searchlight
Rifleman
RFL-3Cr
searchlight
Rifleman
RFL-3N
searchlight
Rifleman
RFL-4D
searchlight
Rifleman
RFL-5D
searchlight
Rifleman
RFL-5M
searchlight
Rifleman
RFL-6D
searchlight
Rifleman
RFL-6X
searchlight
Rifleman
RFL-7M
searchlight
Rifleman
RFL-7X
searchlight
Rifleman
RFL-8D
searchlight
Rifleman
RFL-8X
searchlight
Rifleman
RFL-9T
searchlight
Rifleman
RFL-X3 MUSE WIND
searchlight
Rifleman
C
searchlight
Shadow Hawk
C
imp_life_support
Shadow Hawk
SHD-1R
imp_life_support
Shadow Hawk
SHD-2D
imp_life_support
Shadow Hawk
SHD-2D2
imp_life_support
Shadow Hawk
SHD-2H
imp_life_support
Shadow Hawk
SHD-2Hb
imp_life_support
Shadow Hawk
SHD-2K
imp_life_support
Shadow Hawk
SHD-3K
imp_life_support
Shadow Hawk
SHD-5D
imp_life_support
Shadow Hawk
SHD-5M
imp_life_support
Shadow Hawk
SHD-7CS
imp_life_support
Shadow Hawk
SHD-7M
imp_life_support
Shadow Hawk
SHD-8L
imp_life_support
Shadow Hawk
SHD-9D
imp_life_support
Shadow Hawk
SHD-11CS
imp_life_support
Shadow Hawk
SHD-12C
imp_life_support
Spider
SDR-5D
no_eject
Spider
SDR-5K
no_eject
Spider
SDR-5V
no_eject
Spider
SDR-7K
no_eject
Spider
SDR-7K2
no_eject
Spider
SDR-7KC
no_eject
Spider
SDR-7Kr
no_eject
Spider
SDR-7M
no_eject
Spider
SDR-C
no_eject
Stalker
STK-3F Jagawen
combat_computer
no_arms
Stalker
STK-3F
combat_computer
no_arms
Stalker
STK-3Fb
combat_computer
no_arms
Stalker
STK-3H
combat_computer
no_arms
Stalker
STK-4N
combat_computer
no_arms
Stalker
STK-5M
combat_computer
no_arms
Stalker
STK-5S
combat_computer
no_arms
Stalker
STK-7C3BS
combat_computer
no_arms
Stalker
STK-7D
combat_computer
no_arms
Stalker
STK-8S
combat_computer
no_arms
Stinger
STG-3G
cramped_cockpit
Stinger
STG-3R
cramped_cockpit
Stinger
STG-3Gb
cramped_cockpit
Stinger
STG-3P
cramped_cockpit
Stinger
STG-5G
cramped_cockpit
Stinger
STG-5M
cramped_cockpit
Stinger
STG-5R
cramped_cockpit
Stinger
STG-5T
cramped_cockpit
Stinger
STG-6L
cramped_cockpit
Stinger
STG-6S
cramped_cockpit
Stinger
STG-7S
cramped_cockpit
Thorn
THE-N
easy_maintain
Thorn
THE-N1
easy_maintain
Thorn
THE-N2
easy_maintain
Thorn
THE-Nb
easy_maintain
Thorn
THE-S
easy_maintain
Thorn
THE-T
easy_maintain
UrbanMek
UM-AIV
low_profile
UrbanMek
UM-R60
low_profile
UrbanMek
UM-R60L
low_profile
UrbanMek
UM-R63
low_profile
UrbanMek
UM-R68
low_profile
UrbanMek
UM-R69
low_profile
UrbanMek
UM-R70
low_profile
UrbanMek
UM-R80
low_profile
Vulcan
VL-2T
low_profile
Vulcan
VL-5T
low_profile
Vulcan
VL-5M
low_profile
Vulcan
VL-5S
low_profile
Vulcan
VL-5Sr
low_profile
Vulcan
VL-6C
low_profile
Vulcan
VL-6M
low_profile
Warhammer
C
searchlight
Warhammer
WHD-10CT
searchlight
Warhammer
WHM-4L
searchlight
Warhammer
WHM-5L
searchlight
Warhammer
WHM-6D
searchlight
Warhammer
WHM-6K
searchlight
Warhammer
WHM-6L
searchlight
Warhammer
WHM-6R
searchlight
Warhammer
WHM-6Rb
searchlight
Warhammer
WHM-7A
searchlight
Warhammer
WHM-7K
searchlight
Warhammer
WHM-7M
searchlight
Warhammer
WHM-7S
searchlight
Warhammer
WHM-8D
searchlight
Warhammer
WHM-8K
searchlight
Warhammer
WHM-8M
searchlight
Warhammer
WHM-9D
searchlight
Warhammer
WHM-9S
searchlight
Warhammer
WHM-10T
searchlight
Warhammer
WHM-11T
searchlight
Wolverine
WVR-6K
command_mech
cramped_cockpit
Wolverine
WVR-6M
command_mech
cramped_cockpit
Wolverine
WVR-6R
command_mech
cramped_cockpit
Wolverine
WVR-7D
command_mech
cramped_cockpit
Wolverine
WVR-7K
command_mech
cramped_cockpit
Wolverine
WVR-7M
command_mech
cramped_cockpit
Wolverine
WVR-8C
command_mech
cramped_cockpit
Wolverine
WVR-8D
command_mech
cramped_cockpit
Wolverine
WVR-8K
command_mech
cramped_cockpit
Wolverine
WVR-9D
command_mech
cramped_cockpit
Wolverine
WVR-9K
command_mech
cramped_cockpit
Wolverine
WVR-9M
command_mech
cramped_cockpit
Wolverine
WVR-9W
command_mech
cramped_cockpit
Wolverine
WVR-9W2
command_mech
cramped_cockpit
Balac Strike VTOL
vtol_rotor
Balac Strike VTOL
(Spotter)
vtol_rotor
Balac Strike VTOL
(LRM)
vtol_rotor
Estevez AA
gas_hog
obsolete
Estevez MBT
gas_hog
obsolete
Karnov UR Transport
(AC)
vtol_rotor
Karnov UR Transport
(Artillery)
vtol_rotor
Karnov UR Transport
(Gunship)
vtol_rotor
Karnov UR Transport
vtol_rotor
Karnov UR Transport
(3055 Upgrade)
vtol_rotor
Karnov UR Transport
(BA)
vtol_rotor
Karnov UR Transport
(Periphery)
vtol_rotor
Warrior Attack Helicopter
H-7
vtol_rotor
Warrior Attack Helicopter
H-7A
vtol_rotor
Warrior Attack Helicopter
H-7C
vtol_rotor
Warrior Attack Helicopter
H-10
vtol_rotor
Warrior Attack Helicopter
H-8
vtol_rotor
Warrior Attack Helicopter
H-9
vtol_rotor
Warrior Attack Helicopter
HX-9
vtol_rotor
================================================
FILE: MekHQ/mmconf/defaultQuirksSchema.xsl
================================================
================================================
FILE: MekHQ/mmconf/defaultSkin.xml
================================================
defaultElement
monitor_top_left.png
monitor_top_right.png
monitor_bottom_left.png
monitor_bottom_right.png
monitor_top_line.png
monitor_right_line.png
monitor_left_line.png
monitor_bottom_line.png
defaultButton
button_top_left.png
button_top_right.png
button_bottom_left.png
button_bottom_right.png
button_top_line.png
button_right_line.png
button_left_line.png
button_bottom_line.png
monitor_bg.png
monitor_bg_pressed.png
================================================
FILE: MekHQ/mmconf/keyBindingSchema.xsd
================================================
================================================
FILE: MekHQ/mmconf/log4j2.xml
================================================
%d{ABSOLUTE} %-5p [%logger{36}] {%t}%n%l - %m%n%ex%n
%d{ABSOLUTE}\t%p\t[%logger{36}]\t{%t}\t%l\t%m\t%ex%n
================================================
FILE: MekHQ/mmconf/milestoneReleases.yml
================================================
# This file should NOT be edited by non-developers.
# It WILL brick your game, and it won't be immediately obvious until it's too late.
milestone_releases:
- label: "v0.48.0" # This is the user-facing label, it also corresponds to the tail-end of the GitHub download page
version: "0.48.0" # This is used to construct the version information used in MekHQ to verify compatibility.
useFallbackHyperlink: false # Set to 'true' in the event that a Web Page is unavailable for this release
- label: "v0.49.7"
version: "0.49.7"
useFallbackHyperlink: false
- label: "v0.49.19.1"
version: "0.49.19-01"
useFallbackHyperlink: false
- label: "v0.50.06"
version: "0.50.06"
useFallbackHyperlink: false
- label: "v0.50.11"
version: "0.50.11"
useFallbackHyperlink: false
================================================
FILE: MekHQ/mmconf/non_combat_units_list.conf
================================================
; The purpose of this file is to maintain a list of non-combat units. Non-combat units will not checked for weapon
; ranges or damage output in regards to the Crippled Units and Forced Withdrawal rules in Total Warfare.
; Industrial Mechs
DemolitionMech, WI-DM
DemolitionMech, WI-DM2
Hyena SalvageMech, HYN-4A
Jabberwocky ConstructionMech, JAW-66D
Jabberwocky ConstructionMech, JAW-66C
Jabberwocky ConstructionMech, JAW-66B
Kiso, K-3N-KR4
Kiso, K-3N-KR5
Lumberjack, LM4/C
Lumberjack, LM4/P
Patron LoaderMech,
Patron-I LoaderMech,
Diomede, D-M3D-3 ConstructionMech
Diomede, D-M3D-4 DemolitionMech
Fwltur, FWL-3R SalvageMech
Fwltur, FWL-3V SalvageMech
Sokuryou, SKU-181 SurveyMech
Sokuryou, SKU-197 SurveyMech
Sokuryou, SKU-198 SurveyMech
Rock Hound ProspectorMech, AM-PRM-RH7 "Rock Possum"
Rock Hound ProspectorMech, AM-PRM-RH7
Rock Hound ProspectorMech, AM-PRM-RH7A "Rock Otter"
Space Hound ProspectorMech, AM-PRM-SH1
Buster Class HaulerMech, BC XV
Carbine ConstructionMech, CON-1
Crosscut LoggerMech, ED-X2 (Flamer)
Crosscut LoggerMech, ED-X2
Daedalus, GTX2A Stevedore
Daedalus, GTX2B Navvy
Harvester Ant, KIC-3 (MG)
Marco, MR-8C
Marco, MR-8D
Marco, MR-8E
Powerman LoaderMech, SC XI
; Conventional Aircraft
Planetlifter Air Transport,
Planetlifter Support Aircraft,
; Small Craft
Long-Range Shuttlecraft, KR-61
Long-Range Shuttlecraft, KR-61C
Bus, S-7A
; Vehicles
Air Car,
Ground Car,
Jeep,
Jet Sled,
M.A.S.H. Truck, (FWL)
M.A.S.H. Truck, (Small)
Skimmer,
Speeder,
Wheeled Scout,
Marten Scout VTOL, (Infantry)
Armored Personnel Carrier, (Hover MG)
Armored Personnel Carrier, (Hover)
Armored Personnel Carrier, (Tracked MG)
Armored Personnel Carrier, (Tracked)
Armored Personnel Carrier, (Wheeled MG)
Armored Personnel Carrier, (Wheeled)
Coolant Truck, 135-K
Coolant Truck, (Hover)
Coolant Truck, (Tracked)
Engineering Vehicle,
Engineering Vehicle, (Flamer)
Ferret Light Scout VTOL,
Ferret Light Scout VTOL,(Cargo)
Ferret Light Scout VTOL,(Armor)
Hi-Scout Drone, (PathTrak)
Hi-Scout Drone, (NapFind)
J-27 Ordnance Transport,
J-27 Ordnance Transport, (Armor)
J-27 Ordnance Transport, (Fusion)
J-27 Ordnance Transport, (Trailer)
Karnov UR Transport,
Karnov UR Transport, (Artillery)
Karnov UR Transport, (Gunship)
M.A.S.H. Truck, (ICE)
Swift Wind Scout Car,
Swift Wind Scout Car, (ICE)
Swift Wind Scout Car, (ICE - Speed)
Swift Wind Scout Car, (ICE - Cargo)
O-66 'Oppie' Hazardous Materials Recovery Vehicle, O-66 HMRV
================================================
FILE: MekHQ/mmconf/princessBehaviors.xml
================================================
Skirmisher (pPT)
NONE
NEAREST
true
false
false
4
6
4
4
3
WARNING
Sniper (pPT)
NONE
NEAREST
true
false
false
5
1
6
2
4
WARNING
Scout (pPT)
NONE
NEAREST
true
false
false
4
8
6
3
7
WARNING
LRM Missile Boat (pPT)
NONE
NEAREST
true
false
false
5
1
4
3
6
WARNING
SRM Missile Boat (pPT)
NONE
NEAREST
true
false
false
5
6
6
7
6
WARNING
Striker (pPT)
NONE
NEAREST
true
false
false
5
9
2
7
5
WARNING
Juggernaut (pPT)
NONE
NEAREST
true
false
false
5
9
3
5
5
WARNING
BERSERK v2
NONE
NEAREST
false
false
false
5
10
3
8
2
WARNING
Brawler (pPT)
NONE
NEAREST
true
false
false
5
4
5
2
8
WARNING
ESCAPE
NONE
NEAREST
true
false
false
5
3
10
4
8
WARNING
DEFAULT
NONE
NEAREST
true
true
false
5
5
5
5
5
WARNING
DEFAULT v2 BRAVER
NONE
NEAREST
false
false
false
5
5
3
8
2
WARNING
COWARDLY
NONE
NEAREST
true
false
false
8
1
10
8
2
WARNING
Ambusher
NONE
NEAREST
true
false
false
5
7
6
4
7
WARNING
================================================
FILE: MekHQ/mmconf/skinSchema.xsl
================================================
================================================
FILE: MekHQ/mmconf/skins/BW - Capellan Confederation.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Capellan Confederation/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#009c55
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#009c55
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#009c55
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#009c55
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Capellan Confederation/button/buttonNormal.png
Bloodwolf/Capellan Confederation/button/buttonPushed.png
false
#009c55
#7f7f7f
#009c55
false
true
UnitDisplay
Bloodwolf/Capellan Confederation/unit/tab_general_idle.gif
Bloodwolf/Capellan Confederation/unit/tab_pilot_idle.gif
Bloodwolf/Capellan Confederation/unit/tab_armor_idle.gif
Bloodwolf/Capellan Confederation/unit/tab_systems_idle.gif
Bloodwolf/Capellan Confederation/unit/tab_weapon_idle.gif
Bloodwolf/Capellan Confederation/unit/tab_extras_idle.gif
Bloodwolf/Capellan Confederation/unit/tab_general_active.gif
Bloodwolf/Capellan Confederation/unit/tab_pilot_active.gif
Bloodwolf/Capellan Confederation/unit/tab_armor_active.gif
Bloodwolf/Capellan Confederation/unit/tab_systems_active.gif
Bloodwolf/Capellan Confederation/unit/tab_weapon_active.gif
Bloodwolf/Capellan Confederation/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Circinus Federation.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Circinus Federation/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#c6243a
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#c6243a
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#c6243a
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#c6243a
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Circinus Federation/button/buttonNormal.png
Bloodwolf/Circinus Federation/button/buttonPushed.png
false
#c6243a
#7f7f7f
#c6243a
false
true
UnitDisplay
Bloodwolf/Circinus Federation/unit/tab_general_idle.gif
Bloodwolf/Circinus Federation/unit/tab_pilot_idle.gif
Bloodwolf/Circinus Federation/unit/tab_armor_idle.gif
Bloodwolf/Circinus Federation/unit/tab_systems_idle.gif
Bloodwolf/Circinus Federation/unit/tab_weapon_idle.gif
Bloodwolf/Circinus Federation/unit/tab_extras_idle.gif
Bloodwolf/Circinus Federation/unit/tab_general_active.gif
Bloodwolf/Circinus Federation/unit/tab_pilot_active.gif
Bloodwolf/Circinus Federation/unit/tab_armor_active.gif
Bloodwolf/Circinus Federation/unit/tab_systems_active.gif
Bloodwolf/Circinus Federation/unit/tab_weapon_active.gif
Bloodwolf/Circinus Federation/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Blood Spirit.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Blood Spirit/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ff6347
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ff6347
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ff6347
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ff6347
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Blood Spirit/button/buttonNormal.png
Bloodwolf/Clan Blood Spirit/button/buttonPushed.png
false
#ff6347
#7f7f7f
#ff6347
false
true
UnitDisplay
Bloodwolf/Clan Blood Spirit/unit/tab_general_idle.gif
Bloodwolf/Clan Blood Spirit/unit/tab_pilot_idle.gif
Bloodwolf/Clan Blood Spirit/unit/tab_armor_idle.gif
Bloodwolf/Clan Blood Spirit/unit/tab_systems_idle.gif
Bloodwolf/Clan Blood Spirit/unit/tab_weapon_idle.gif
Bloodwolf/Clan Blood Spirit/unit/tab_extras_idle.gif
Bloodwolf/Clan Blood Spirit/unit/tab_general_active.gif
Bloodwolf/Clan Blood Spirit/unit/tab_pilot_active.gif
Bloodwolf/Clan Blood Spirit/unit/tab_armor_active.gif
Bloodwolf/Clan Blood Spirit/unit/tab_systems_active.gif
Bloodwolf/Clan Blood Spirit/unit/tab_weapon_active.gif
Bloodwolf/Clan Blood Spirit/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Burrock.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Burrock/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffa500
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffa500
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffa500
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffa500
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Burrock/button/buttonNormal.png
Bloodwolf/Clan Burrock/button/buttonPushed.png
false
#ffa500
#7f7f7f
#ffa500
false
true
UnitDisplay
Bloodwolf/Clan Burrock/unit/tab_general_idle.gif
Bloodwolf/Clan Burrock/unit/tab_pilot_idle.gif
Bloodwolf/Clan Burrock/unit/tab_armor_idle.gif
Bloodwolf/Clan Burrock/unit/tab_systems_idle.gif
Bloodwolf/Clan Burrock/unit/tab_weapon_idle.gif
Bloodwolf/Clan Burrock/unit/tab_extras_idle.gif
Bloodwolf/Clan Burrock/unit/tab_general_active.gif
Bloodwolf/Clan Burrock/unit/tab_pilot_active.gif
Bloodwolf/Clan Burrock/unit/tab_armor_active.gif
Bloodwolf/Clan Burrock/unit/tab_systems_active.gif
Bloodwolf/Clan Burrock/unit/tab_weapon_active.gif
Bloodwolf/Clan Burrock/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Cloud Cobra.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Cloud Cobra/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#9370db
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#9370db
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#9370db
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#9370db
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Cloud Cobra/button/buttonNormal.png
Bloodwolf/Clan Cloud Cobra/button/buttonPushed.png
false
#9370db
#7f7f7f
#9370db
false
true
UnitDisplay
Bloodwolf/Clan Cloud Cobra/unit/tab_general_idle.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_pilot_idle.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_armor_idle.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_systems_idle.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_weapon_idle.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_extras_idle.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_general_active.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_pilot_active.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_armor_active.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_systems_active.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_weapon_active.gif
Bloodwolf/Clan Cloud Cobra/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Coyote.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Coyote/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#0000cd
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#0000cd
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#0000cd
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#0000cd
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Coyote/button/buttonNormal.png
Bloodwolf/Clan Coyote/button/buttonPushed.png
false
#0000cd
#7f7f7f
#0000cd
false
true
UnitDisplay
Bloodwolf/Clan Coyote/unit/tab_general_idle.gif
Bloodwolf/Clan Coyote/unit/tab_pilot_idle.gif
Bloodwolf/Clan Coyote/unit/tab_armor_idle.gif
Bloodwolf/Clan Coyote/unit/tab_systems_idle.gif
Bloodwolf/Clan Coyote/unit/tab_weapon_idle.gif
Bloodwolf/Clan Coyote/unit/tab_extras_idle.gif
Bloodwolf/Clan Coyote/unit/tab_general_active.gif
Bloodwolf/Clan Coyote/unit/tab_pilot_active.gif
Bloodwolf/Clan Coyote/unit/tab_armor_active.gif
Bloodwolf/Clan Coyote/unit/tab_systems_active.gif
Bloodwolf/Clan Coyote/unit/tab_weapon_active.gif
Bloodwolf/Clan Coyote/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Diamond Shark.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Diamond Shark/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#00ffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#00ffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#00ffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#00ffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Diamond Shark/button/buttonNormal.png
Bloodwolf/Clan Diamond Shark/button/buttonPushed.png
false
#00ffff
#7f7f7f
#00ffff
false
true
UnitDisplay
Bloodwolf/Clan Diamond Shark/unit/tab_general_idle.gif
Bloodwolf/Clan Diamond Shark/unit/tab_pilot_idle.gif
Bloodwolf/Clan Diamond Shark/unit/tab_armor_idle.gif
Bloodwolf/Clan Diamond Shark/unit/tab_systems_idle.gif
Bloodwolf/Clan Diamond Shark/unit/tab_weapon_idle.gif
Bloodwolf/Clan Diamond Shark/unit/tab_extras_idle.gif
Bloodwolf/Clan Diamond Shark/unit/tab_general_active.gif
Bloodwolf/Clan Diamond Shark/unit/tab_pilot_active.gif
Bloodwolf/Clan Diamond Shark/unit/tab_armor_active.gif
Bloodwolf/Clan Diamond Shark/unit/tab_systems_active.gif
Bloodwolf/Clan Diamond Shark/unit/tab_weapon_active.gif
Bloodwolf/Clan Diamond Shark/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Fire Mandrill.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Fire Mandrill/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#a52a2a
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#a52a2a
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#a52a2a
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#a52a2a
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Fire Mandrill/button/buttonNormal.png
Bloodwolf/Clan Fire Mandrill/button/buttonPushed.png
false
#a52a2a
#7f7f7f
#a52a2a
false
true
UnitDisplay
Bloodwolf/Clan Fire Mandrill/unit/tab_general_idle.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_pilot_idle.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_armor_idle.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_systems_idle.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_weapon_idle.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_extras_idle.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_general_active.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_pilot_active.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_armor_active.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_systems_active.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_weapon_active.gif
Bloodwolf/Clan Fire Mandrill/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Ghost Bear.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Ghost Bear/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#bcdeeb
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#bcdeeb
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#bcdeeb
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#bcdeeb
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Ghost Bear/button/buttonNormal.png
Bloodwolf/Clan Ghost Bear/button/buttonPushed.png
false
#bcdeeb
#7f7f7f
#bcdeeb
false
true
UnitDisplay
Bloodwolf/Clan Ghost Bear/unit/tab_general_idle.gif
Bloodwolf/Clan Ghost Bear/unit/tab_pilot_idle.gif
Bloodwolf/Clan Ghost Bear/unit/tab_armor_idle.gif
Bloodwolf/Clan Ghost Bear/unit/tab_systems_idle.gif
Bloodwolf/Clan Ghost Bear/unit/tab_weapon_idle.gif
Bloodwolf/Clan Ghost Bear/unit/tab_extras_idle.gif
Bloodwolf/Clan Ghost Bear/unit/tab_general_active.gif
Bloodwolf/Clan Ghost Bear/unit/tab_pilot_active.gif
Bloodwolf/Clan Ghost Bear/unit/tab_armor_active.gif
Bloodwolf/Clan Ghost Bear/unit/tab_systems_active.gif
Bloodwolf/Clan Ghost Bear/unit/tab_weapon_active.gif
Bloodwolf/Clan Ghost Bear/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Goliath Scorpion.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Goliath Scorpion/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#eee8aa
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#eee8aa
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#eee8aa
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#eee8aa
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Goliath Scorpion/button/buttonNormal.png
Bloodwolf/Clan Goliath Scorpion/button/buttonPushed.png
false
#eee8aa
#7f7f7f
#eee8aa
false
true
UnitDisplay
Bloodwolf/Clan Goliath Scorpion/unit/tab_general_idle.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_pilot_idle.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_armor_idle.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_systems_idle.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_weapon_idle.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_extras_idle.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_general_active.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_pilot_active.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_armor_active.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_systems_active.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_weapon_active.gif
Bloodwolf/Clan Goliath Scorpion/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Hell's Horses.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Hell's Horses/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#f1a86e
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#f1a86e
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#f1a86e
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#f1a86e
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Hell's Horses/button/buttonNormal.png
Bloodwolf/Clan Hell's Horses/button/buttonPushed.png
false
#f1a86e
#7f7f7f
#f1a86e
false
true
UnitDisplay
Bloodwolf/Clan Hell's Horses/unit/tab_general_idle.gif
Bloodwolf/Clan Hell's Horses/unit/tab_pilot_idle.gif
Bloodwolf/Clan Hell's Horses/unit/tab_armor_idle.gif
Bloodwolf/Clan Hell's Horses/unit/tab_systems_idle.gif
Bloodwolf/Clan Hell's Horses/unit/tab_weapon_idle.gif
Bloodwolf/Clan Hell's Horses/unit/tab_extras_idle.gif
Bloodwolf/Clan Hell's Horses/unit/tab_general_active.gif
Bloodwolf/Clan Hell's Horses/unit/tab_pilot_active.gif
Bloodwolf/Clan Hell's Horses/unit/tab_armor_active.gif
Bloodwolf/Clan Hell's Horses/unit/tab_systems_active.gif
Bloodwolf/Clan Hell's Horses/unit/tab_weapon_active.gif
Bloodwolf/Clan Hell's Horses/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Ice Hellion.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/CIH.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#f8f8ff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#f8f8ff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#f8f8ff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#f8f8ff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#f8f8ff
#7f7f7f
#f8f8ff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Jade Falcon.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Jade Falcon/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#acd073
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#acd073
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#acd073
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#acd073
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Jade Falcon/button/buttonNormal.png
Bloodwolf/Clan Jade Falcon/button/buttonPushed.png
false
#acd073
#7f7f7f
#acd073
false
true
UnitDisplay
Bloodwolf/Clan Jade Falcon/unit/tab_general_idle.gif
Bloodwolf/Clan Jade Falcon/unit/tab_pilot_idle.gif
Bloodwolf/Clan Jade Falcon/unit/tab_armor_idle.gif
Bloodwolf/Clan Jade Falcon/unit/tab_systems_idle.gif
Bloodwolf/Clan Jade Falcon/unit/tab_weapon_idle.gif
Bloodwolf/Clan Jade Falcon/unit/tab_extras_idle.gif
Bloodwolf/Clan Jade Falcon/unit/tab_general_active.gif
Bloodwolf/Clan Jade Falcon/unit/tab_pilot_active.gif
Bloodwolf/Clan Jade Falcon/unit/tab_armor_active.gif
Bloodwolf/Clan Jade Falcon/unit/tab_systems_active.gif
Bloodwolf/Clan Jade Falcon/unit/tab_weapon_active.gif
Bloodwolf/Clan Jade Falcon/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Mongoose.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Mongoose/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#6495ed
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#6495ed
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#6495ed
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#6495ed
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Mongoose/button/buttonNormal.png
Bloodwolf/Clan Mongoose/button/buttonPushed.png
false
#6495ed
#7f7f7f
#6495ed
false
true
UnitDisplay
Bloodwolf/Clan Mongoose/unit/tab_general_idle.gif
Bloodwolf/Clan Mongoose/unit/tab_pilot_idle.gif
Bloodwolf/Clan Mongoose/unit/tab_armor_idle.gif
Bloodwolf/Clan Mongoose/unit/tab_systems_idle.gif
Bloodwolf/Clan Mongoose/unit/tab_weapon_idle.gif
Bloodwolf/Clan Mongoose/unit/tab_extras_idle.gif
Bloodwolf/Clan Mongoose/unit/tab_general_active.gif
Bloodwolf/Clan Mongoose/unit/tab_pilot_active.gif
Bloodwolf/Clan Mongoose/unit/tab_armor_active.gif
Bloodwolf/Clan Mongoose/unit/tab_systems_active.gif
Bloodwolf/Clan Mongoose/unit/tab_weapon_active.gif
Bloodwolf/Clan Mongoose/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Nova Cat.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/CNC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#f5fffa
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#f5fffa
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#f5fffa
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#f5fffa
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#f5fffa
#7f7f7f
#f5fffa
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Sea Fox.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Sea Fox/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#00ffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#00ffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#00ffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#00ffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Sea Fox/button/buttonNormal.png
Bloodwolf/Clan Sea Fox/button/buttonPushed.png
false
#00ffff
#7f7f7f
#00ffff
false
true
UnitDisplay
Bloodwolf/Clan Sea Fox/unit/tab_general_idle.gif
Bloodwolf/Clan Sea Fox/unit/tab_pilot_idle.gif
Bloodwolf/Clan Sea Fox/unit/tab_armor_idle.gif
Bloodwolf/Clan Sea Fox/unit/tab_systems_idle.gif
Bloodwolf/Clan Sea Fox/unit/tab_weapon_idle.gif
Bloodwolf/Clan Sea Fox/unit/tab_extras_idle.gif
Bloodwolf/Clan Sea Fox/unit/tab_general_active.gif
Bloodwolf/Clan Sea Fox/unit/tab_pilot_active.gif
Bloodwolf/Clan Sea Fox/unit/tab_armor_active.gif
Bloodwolf/Clan Sea Fox/unit/tab_systems_active.gif
Bloodwolf/Clan Sea Fox/unit/tab_weapon_active.gif
Bloodwolf/Clan Sea Fox/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Smoke Jaguar.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Smoke Jaguar/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#98a481
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#98a481
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#98a481
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#98a481
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Smoke Jaguar/button/buttonNormal.png
Bloodwolf/Clan Smoke Jaguar/button/buttonPushed.png
false
#98a481
#7f7f7f
#98a481
false
true
UnitDisplay
Bloodwolf/Clan Smoke Jaguar/unit/tab_general_idle.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_pilot_idle.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_armor_idle.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_systems_idle.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_weapon_idle.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_extras_idle.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_general_active.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_pilot_active.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_armor_active.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_systems_active.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_weapon_active.gif
Bloodwolf/Clan Smoke Jaguar/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Snow Raven.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Snow Raven/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#87ceeb
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#87ceeb
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#87ceeb
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#87ceeb
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Snow Raven/button/buttonNormal.png
Bloodwolf/Clan Snow Raven/button/buttonPushed.png
false
#87ceeb
#7f7f7f
#87ceeb
false
true
UnitDisplay
Bloodwolf/Clan Snow Raven/unit/tab_general_idle.gif
Bloodwolf/Clan Snow Raven/unit/tab_pilot_idle.gif
Bloodwolf/Clan Snow Raven/unit/tab_armor_idle.gif
Bloodwolf/Clan Snow Raven/unit/tab_systems_idle.gif
Bloodwolf/Clan Snow Raven/unit/tab_weapon_idle.gif
Bloodwolf/Clan Snow Raven/unit/tab_extras_idle.gif
Bloodwolf/Clan Snow Raven/unit/tab_general_active.gif
Bloodwolf/Clan Snow Raven/unit/tab_pilot_active.gif
Bloodwolf/Clan Snow Raven/unit/tab_armor_active.gif
Bloodwolf/Clan Snow Raven/unit/tab_systems_active.gif
Bloodwolf/Clan Snow Raven/unit/tab_weapon_active.gif
Bloodwolf/Clan Snow Raven/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Star Adder.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Star Adder/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#daa520
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#daa520
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#daa520
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#daa520
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Star Adder/button/buttonNormal.png
Bloodwolf/Clan Star Adder/button/buttonPushed.png
false
#daa520
#7f7f7f
#daa520
false
true
UnitDisplay
Bloodwolf/Clan Star Adder/unit/tab_general_idle.gif
Bloodwolf/Clan Star Adder/unit/tab_pilot_idle.gif
Bloodwolf/Clan Star Adder/unit/tab_armor_idle.gif
Bloodwolf/Clan Star Adder/unit/tab_systems_idle.gif
Bloodwolf/Clan Star Adder/unit/tab_weapon_idle.gif
Bloodwolf/Clan Star Adder/unit/tab_extras_idle.gif
Bloodwolf/Clan Star Adder/unit/tab_general_active.gif
Bloodwolf/Clan Star Adder/unit/tab_pilot_active.gif
Bloodwolf/Clan Star Adder/unit/tab_armor_active.gif
Bloodwolf/Clan Star Adder/unit/tab_systems_active.gif
Bloodwolf/Clan Star Adder/unit/tab_weapon_active.gif
Bloodwolf/Clan Star Adder/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Steel Viper.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Steel Viper/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#7fff00
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#7fff00
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#7fff00
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#7fff00
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Steel Viper/button/buttonNormal.png
Bloodwolf/Clan Steel Viper/button/buttonPushed.png
false
#7fff00
#7f7f7f
#7fff00
false
true
UnitDisplay
Bloodwolf/Clan Steel Viper/unit/tab_general_idle.gif
Bloodwolf/Clan Steel Viper/unit/tab_pilot_idle.gif
Bloodwolf/Clan Steel Viper/unit/tab_armor_idle.gif
Bloodwolf/Clan Steel Viper/unit/tab_systems_idle.gif
Bloodwolf/Clan Steel Viper/unit/tab_weapon_idle.gif
Bloodwolf/Clan Steel Viper/unit/tab_extras_idle.gif
Bloodwolf/Clan Steel Viper/unit/tab_general_active.gif
Bloodwolf/Clan Steel Viper/unit/tab_pilot_active.gif
Bloodwolf/Clan Steel Viper/unit/tab_armor_active.gif
Bloodwolf/Clan Steel Viper/unit/tab_systems_active.gif
Bloodwolf/Clan Steel Viper/unit/tab_weapon_active.gif
Bloodwolf/Clan Steel Viper/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Widowmaker.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Widowmaker/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#deb887
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#deb887
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#deb887
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#deb887
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Widowmaker/button/buttonNormal.png
Bloodwolf/Clan Widowmaker/button/buttonPushed.png
false
#deb887
#7f7f7f
#deb887
false
true
UnitDisplay
Bloodwolf/Clan Widowmaker/unit/tab_general_idle.gif
Bloodwolf/Clan Widowmaker/unit/tab_pilot_idle.gif
Bloodwolf/Clan Widowmaker/unit/tab_armor_idle.gif
Bloodwolf/Clan Widowmaker/unit/tab_systems_idle.gif
Bloodwolf/Clan Widowmaker/unit/tab_weapon_idle.gif
Bloodwolf/Clan Widowmaker/unit/tab_extras_idle.gif
Bloodwolf/Clan Widowmaker/unit/tab_general_active.gif
Bloodwolf/Clan Widowmaker/unit/tab_pilot_active.gif
Bloodwolf/Clan Widowmaker/unit/tab_armor_active.gif
Bloodwolf/Clan Widowmaker/unit/tab_systems_active.gif
Bloodwolf/Clan Widowmaker/unit/tab_weapon_active.gif
Bloodwolf/Clan Widowmaker/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Wolf.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Wolf/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#cf723a
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#cf723a
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#cf723a
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#cf723a
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Wolf/button/buttonNormal.png
Bloodwolf/Clan Wolf/button/buttonPushed.png
false
#cf723a
#7f7f7f
#cf723a
false
true
UnitDisplay
Bloodwolf/Clan Wolf/unit/tab_general_idle.gif
Bloodwolf/Clan Wolf/unit/tab_pilot_idle.gif
Bloodwolf/Clan Wolf/unit/tab_armor_idle.gif
Bloodwolf/Clan Wolf/unit/tab_systems_idle.gif
Bloodwolf/Clan Wolf/unit/tab_weapon_idle.gif
Bloodwolf/Clan Wolf/unit/tab_extras_idle.gif
Bloodwolf/Clan Wolf/unit/tab_general_active.gif
Bloodwolf/Clan Wolf/unit/tab_pilot_active.gif
Bloodwolf/Clan Wolf/unit/tab_armor_active.gif
Bloodwolf/Clan Wolf/unit/tab_systems_active.gif
Bloodwolf/Clan Wolf/unit/tab_weapon_active.gif
Bloodwolf/Clan Wolf/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Clan Wolverine.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Clan Wolverine/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#8fbc8f
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#8fbc8f
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#8fbc8f
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#8fbc8f
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Clan Wolverine/button/buttonNormal.png
Bloodwolf/Clan Wolverine/button/buttonPushed.png
false
#8fbc8f
#7f7f7f
#8fbc8f
false
true
UnitDisplay
Bloodwolf/Clan Wolverine/unit/tab_general_idle.gif
Bloodwolf/Clan Wolverine/unit/tab_pilot_idle.gif
Bloodwolf/Clan Wolverine/unit/tab_armor_idle.gif
Bloodwolf/Clan Wolverine/unit/tab_systems_idle.gif
Bloodwolf/Clan Wolverine/unit/tab_weapon_idle.gif
Bloodwolf/Clan Wolverine/unit/tab_extras_idle.gif
Bloodwolf/Clan Wolverine/unit/tab_general_active.gif
Bloodwolf/Clan Wolverine/unit/tab_pilot_active.gif
Bloodwolf/Clan Wolverine/unit/tab_armor_active.gif
Bloodwolf/Clan Wolverine/unit/tab_systems_active.gif
Bloodwolf/Clan Wolverine/unit/tab_weapon_active.gif
Bloodwolf/Clan Wolverine/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - ComStar.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/ComStar.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Default.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Draconis Combine.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Draconis Combine/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ea2d2e
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ea2d2e
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ea2d2e
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ea2d2e
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Draconis Combine/button/buttonNormal.png
Bloodwolf/Draconis Combine/button/buttonPushed.png
false
#ea2d2e
#7f7f7f
#ea2d2e
false
true
UnitDisplay
Bloodwolf/Draconis Combine/unit/tab_general_idle.gif
Bloodwolf/Draconis Combine/unit/tab_pilot_idle.gif
Bloodwolf/Draconis Combine/unit/tab_armor_idle.gif
Bloodwolf/Draconis Combine/unit/tab_systems_idle.gif
Bloodwolf/Draconis Combine/unit/tab_weapon_idle.gif
Bloodwolf/Draconis Combine/unit/tab_extras_idle.gif
Bloodwolf/Draconis Combine/unit/tab_general_active.gif
Bloodwolf/Draconis Combine/unit/tab_pilot_active.gif
Bloodwolf/Draconis Combine/unit/tab_armor_active.gif
Bloodwolf/Draconis Combine/unit/tab_systems_active.gif
Bloodwolf/Draconis Combine/unit/tab_weapon_active.gif
Bloodwolf/Draconis Combine/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Eridani Light Horse.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCELH.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Federated Commonwealth.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Federated Commonwealth/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#f8d42c
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#f8d42c
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#f8d42c
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#f8d42c
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Federated Commonwealth/button/buttonNormal.png
Bloodwolf/Federated Commonwealth/button/buttonPushed.png
false
#f8d42c
#7f7f7f
#f8d42c
false
true
UnitDisplay
Bloodwolf/Federated Commonwealth/unit/tab_general_idle.gif
Bloodwolf/Federated Commonwealth/unit/tab_pilot_idle.gif
Bloodwolf/Federated Commonwealth/unit/tab_armor_idle.gif
Bloodwolf/Federated Commonwealth/unit/tab_systems_idle.gif
Bloodwolf/Federated Commonwealth/unit/tab_weapon_idle.gif
Bloodwolf/Federated Commonwealth/unit/tab_extras_idle.gif
Bloodwolf/Federated Commonwealth/unit/tab_general_active.gif
Bloodwolf/Federated Commonwealth/unit/tab_pilot_active.gif
Bloodwolf/Federated Commonwealth/unit/tab_armor_active.gif
Bloodwolf/Federated Commonwealth/unit/tab_systems_active.gif
Bloodwolf/Federated Commonwealth/unit/tab_weapon_active.gif
Bloodwolf/Federated Commonwealth/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Federated Suns.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Federated Suns/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#f8d42c
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#f8d42c
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#f8d42c
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#f8d42c
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Federated Suns/button/buttonNormal.png
Bloodwolf/Federated Suns/button/buttonPushed.png
false
#f8d42c
#7f7f7f
#f8d42c
false
true
UnitDisplay
Bloodwolf/Federated Suns/unit/tab_general_idle.gif
Bloodwolf/Federated Suns/unit/tab_pilot_idle.gif
Bloodwolf/Federated Suns/unit/tab_armor_idle.gif
Bloodwolf/Federated Suns/unit/tab_systems_idle.gif
Bloodwolf/Federated Suns/unit/tab_weapon_idle.gif
Bloodwolf/Federated Suns/unit/tab_extras_idle.gif
Bloodwolf/Federated Suns/unit/tab_general_active.gif
Bloodwolf/Federated Suns/unit/tab_pilot_active.gif
Bloodwolf/Federated Suns/unit/tab_armor_active.gif
Bloodwolf/Federated Suns/unit/tab_systems_active.gif
Bloodwolf/Federated Suns/unit/tab_weapon_active.gif
Bloodwolf/Federated Suns/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Free Rasalhague Republic.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Free Rasalhague Republic/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#74abce
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#74abce
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#74abce
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#74abce
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Free Rasalhague Republic/button/buttonNormal.png
Bloodwolf/Free Rasalhague Republic/button/buttonPushed.png
false
#74abce
#7f7f7f
#74abce
false
true
UnitDisplay
Bloodwolf/Free Rasalhague Republic/unit/tab_general_idle.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_pilot_idle.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_armor_idle.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_systems_idle.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_weapon_idle.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_extras_idle.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_general_active.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_pilot_active.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_armor_active.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_systems_active.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_weapon_active.gif
Bloodwolf/Free Rasalhague Republic/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Free Worlds League.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Free Worlds League/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#a55ea0
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#a55ea0
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#a55ea0
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#a55ea0
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Free Worlds League/button/buttonNormal.png
Bloodwolf/Free Worlds League/button/buttonPushed.png
false
#a55ea0
#7f7f7f
#a55ea0
false
true
UnitDisplay
Bloodwolf/Free Worlds League/unit/tab_general_idle.gif
Bloodwolf/Free Worlds League/unit/tab_pilot_idle.gif
Bloodwolf/Free Worlds League/unit/tab_armor_idle.gif
Bloodwolf/Free Worlds League/unit/tab_systems_idle.gif
Bloodwolf/Free Worlds League/unit/tab_weapon_idle.gif
Bloodwolf/Free Worlds League/unit/tab_extras_idle.gif
Bloodwolf/Free Worlds League/unit/tab_general_active.gif
Bloodwolf/Free Worlds League/unit/tab_pilot_active.gif
Bloodwolf/Free Worlds League/unit/tab_armor_active.gif
Bloodwolf/Free Worlds League/unit/tab_systems_active.gif
Bloodwolf/Free Worlds League/unit/tab_weapon_active.gif
Bloodwolf/Free Worlds League/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Gray Death Legion.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCGDL.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Kell Hounds.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCKH.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Lyran Alliance.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Lyran Alliance/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#007cba
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#007cba
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#007cba
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#007cba
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Lyran Alliance/button/buttonNormal.png
Bloodwolf/Lyran Alliance/button/buttonPushed.png
false
#007cba
#7f7f7f
#007cba
false
true
UnitDisplay
Bloodwolf/Lyran Alliance/unit/tab_general_idle.gif
Bloodwolf/Lyran Alliance/unit/tab_pilot_idle.gif
Bloodwolf/Lyran Alliance/unit/tab_armor_idle.gif
Bloodwolf/Lyran Alliance/unit/tab_systems_idle.gif
Bloodwolf/Lyran Alliance/unit/tab_weapon_idle.gif
Bloodwolf/Lyran Alliance/unit/tab_extras_idle.gif
Bloodwolf/Lyran Alliance/unit/tab_general_active.gif
Bloodwolf/Lyran Alliance/unit/tab_pilot_active.gif
Bloodwolf/Lyran Alliance/unit/tab_armor_active.gif
Bloodwolf/Lyran Alliance/unit/tab_systems_active.gif
Bloodwolf/Lyran Alliance/unit/tab_weapon_active.gif
Bloodwolf/Lyran Alliance/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Lyran Commonwealth.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Lyran Commonwealth/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#007cba
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#007cba
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#007cba
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#007cba
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Lyran Commonwealth/button/buttonNormal.png
Bloodwolf/Lyran Commonwealth/button/buttonPushed.png
false
#007cba
#7f7f7f
#007cba
false
true
UnitDisplay
Bloodwolf/Lyran Commonwealth/unit/tab_general_idle.gif
Bloodwolf/Lyran Commonwealth/unit/tab_pilot_idle.gif
Bloodwolf/Lyran Commonwealth/unit/tab_armor_idle.gif
Bloodwolf/Lyran Commonwealth/unit/tab_systems_idle.gif
Bloodwolf/Lyran Commonwealth/unit/tab_weapon_idle.gif
Bloodwolf/Lyran Commonwealth/unit/tab_extras_idle.gif
Bloodwolf/Lyran Commonwealth/unit/tab_general_active.gif
Bloodwolf/Lyran Commonwealth/unit/tab_pilot_active.gif
Bloodwolf/Lyran Commonwealth/unit/tab_armor_active.gif
Bloodwolf/Lyran Commonwealth/unit/tab_systems_active.gif
Bloodwolf/Lyran Commonwealth/unit/tab_weapon_active.gif
Bloodwolf/Lyran Commonwealth/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Magistracy of Canopus.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Magistracy of Canopus/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#399e91
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#399e91
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#399e91
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#399e91
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Magistracy of Canopus/button/buttonNormal.png
Bloodwolf/Magistracy of Canopus/button/buttonPushed.png
false
#399e91
#7f7f7f
#399e91
false
true
UnitDisplay
Bloodwolf/Magistracy of Canopus/unit/tab_general_idle.gif
Bloodwolf/Magistracy of Canopus/unit/tab_pilot_idle.gif
Bloodwolf/Magistracy of Canopus/unit/tab_armor_idle.gif
Bloodwolf/Magistracy of Canopus/unit/tab_systems_idle.gif
Bloodwolf/Magistracy of Canopus/unit/tab_weapon_idle.gif
Bloodwolf/Magistracy of Canopus/unit/tab_extras_idle.gif
Bloodwolf/Magistracy of Canopus/unit/tab_general_active.gif
Bloodwolf/Magistracy of Canopus/unit/tab_pilot_active.gif
Bloodwolf/Magistracy of Canopus/unit/tab_armor_active.gif
Bloodwolf/Magistracy of Canopus/unit/tab_systems_active.gif
Bloodwolf/Magistracy of Canopus/unit/tab_weapon_active.gif
Bloodwolf/Magistracy of Canopus/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Marian Hegemony.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Marian Hegemony/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ec8841
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ec8841
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ec8841
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ec8841
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Marian Hegemony/button/buttonNormal.png
Bloodwolf/Marian Hegemony/button/buttonPushed.png
false
#ec8841
#7f7f7f
#ec8841
false
true
UnitDisplay
Bloodwolf/Marian Hegemony/unit/tab_general_idle.gif
Bloodwolf/Marian Hegemony/unit/tab_pilot_idle.gif
Bloodwolf/Marian Hegemony/unit/tab_armor_idle.gif
Bloodwolf/Marian Hegemony/unit/tab_systems_idle.gif
Bloodwolf/Marian Hegemony/unit/tab_weapon_idle.gif
Bloodwolf/Marian Hegemony/unit/tab_extras_idle.gif
Bloodwolf/Marian Hegemony/unit/tab_general_active.gif
Bloodwolf/Marian Hegemony/unit/tab_pilot_active.gif
Bloodwolf/Marian Hegemony/unit/tab_armor_active.gif
Bloodwolf/Marian Hegemony/unit/tab_systems_active.gif
Bloodwolf/Marian Hegemony/unit/tab_weapon_active.gif
Bloodwolf/Marian Hegemony/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - McCarron's Armored Calvary.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCMAC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Mercenary 3052.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCMerc3052.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Mercenary.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCMerc.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Northwind Highlanders.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCNH.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Oberon Confederation.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Oberon Confederation/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#32cd32
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#32cd32
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#32cd32
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#32cd32
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Oberon Confederation/button/buttonNormal.png
Bloodwolf/Oberon Confederation/button/buttonPushed.png
false
#32cd32
#7f7f7f
#32cd32
false
true
UnitDisplay
Bloodwolf/Oberon Confederation/unit/tab_general_idle.gif
Bloodwolf/Oberon Confederation/unit/tab_pilot_idle.gif
Bloodwolf/Oberon Confederation/unit/tab_armor_idle.gif
Bloodwolf/Oberon Confederation/unit/tab_systems_idle.gif
Bloodwolf/Oberon Confederation/unit/tab_weapon_idle.gif
Bloodwolf/Oberon Confederation/unit/tab_extras_idle.gif
Bloodwolf/Oberon Confederation/unit/tab_general_active.gif
Bloodwolf/Oberon Confederation/unit/tab_pilot_active.gif
Bloodwolf/Oberon Confederation/unit/tab_armor_active.gif
Bloodwolf/Oberon Confederation/unit/tab_systems_active.gif
Bloodwolf/Oberon Confederation/unit/tab_weapon_active.gif
Bloodwolf/Oberon Confederation/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Outworlds Alliance.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Outworlds Alliance/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#d2be99
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#d2be99
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#d2be99
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#d2be99
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Outworlds Alliance/button/buttonNormal.png
Bloodwolf/Outworlds Alliance/button/buttonPushed.png
false
#d2be99
#7f7f7f
#d2be99
false
true
UnitDisplay
Bloodwolf/Outworlds Alliance/unit/tab_general_idle.gif
Bloodwolf/Outworlds Alliance/unit/tab_pilot_idle.gif
Bloodwolf/Outworlds Alliance/unit/tab_armor_idle.gif
Bloodwolf/Outworlds Alliance/unit/tab_systems_idle.gif
Bloodwolf/Outworlds Alliance/unit/tab_weapon_idle.gif
Bloodwolf/Outworlds Alliance/unit/tab_extras_idle.gif
Bloodwolf/Outworlds Alliance/unit/tab_general_active.gif
Bloodwolf/Outworlds Alliance/unit/tab_pilot_active.gif
Bloodwolf/Outworlds Alliance/unit/tab_armor_active.gif
Bloodwolf/Outworlds Alliance/unit/tab_systems_active.gif
Bloodwolf/Outworlds Alliance/unit/tab_weapon_active.gif
Bloodwolf/Outworlds Alliance/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Rim Worlds Republic.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Rim Worlds Republic/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#e8caad
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#e8caad
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#e8caad
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#e8caad
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Rim Worlds Republic/button/buttonNormal.png
Bloodwolf/Rim Worlds Republic/button/buttonPushed.png
false
#e8caad
#7f7f7f
#e8caad
false
true
UnitDisplay
Bloodwolf/Rim Worlds Republic/unit/tab_general_idle.gif
Bloodwolf/Rim Worlds Republic/unit/tab_pilot_idle.gif
Bloodwolf/Rim Worlds Republic/unit/tab_armor_idle.gif
Bloodwolf/Rim Worlds Republic/unit/tab_systems_idle.gif
Bloodwolf/Rim Worlds Republic/unit/tab_weapon_idle.gif
Bloodwolf/Rim Worlds Republic/unit/tab_extras_idle.gif
Bloodwolf/Rim Worlds Republic/unit/tab_general_active.gif
Bloodwolf/Rim Worlds Republic/unit/tab_pilot_active.gif
Bloodwolf/Rim Worlds Republic/unit/tab_armor_active.gif
Bloodwolf/Rim Worlds Republic/unit/tab_systems_active.gif
Bloodwolf/Rim Worlds Republic/unit/tab_weapon_active.gif
Bloodwolf/Rim Worlds Republic/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Snord's Irregulars.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCSI.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - St Ives Compact.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/St Ives Compact/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#bcdfba
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#bcdfba
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#bcdfba
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#bcdfba
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/St Ives Compact/button/buttonNormal.png
Bloodwolf/St Ives Compact/button/buttonPushed.png
false
#bcdfba
#7f7f7f
#bcdfba
false
true
UnitDisplay
Bloodwolf/St Ives Compact/unit/tab_general_idle.gif
Bloodwolf/St Ives Compact/unit/tab_pilot_idle.gif
Bloodwolf/St Ives Compact/unit/tab_armor_idle.gif
Bloodwolf/St Ives Compact/unit/tab_systems_idle.gif
Bloodwolf/St Ives Compact/unit/tab_weapon_idle.gif
Bloodwolf/St Ives Compact/unit/tab_extras_idle.gif
Bloodwolf/St Ives Compact/unit/tab_general_active.gif
Bloodwolf/St Ives Compact/unit/tab_pilot_active.gif
Bloodwolf/St Ives Compact/unit/tab_armor_active.gif
Bloodwolf/St Ives Compact/unit/tab_systems_active.gif
Bloodwolf/St Ives Compact/unit/tab_weapon_active.gif
Bloodwolf/St Ives Compact/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Star League.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Star League/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#b0c4de
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#b0c4de
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#b0c4de
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#b0c4de
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Star League/button/buttonNormal.png
Bloodwolf/Star League/button/buttonPushed.png
false
#b0c4de
#7f7f7f
#b0c4de
false
true
UnitDisplay
Bloodwolf/Star League/unit/tab_general_idle.gif
Bloodwolf/Star League/unit/tab_pilot_idle.gif
Bloodwolf/Star League/unit/tab_armor_idle.gif
Bloodwolf/Star League/unit/tab_systems_idle.gif
Bloodwolf/Star League/unit/tab_weapon_idle.gif
Bloodwolf/Star League/unit/tab_extras_idle.gif
Bloodwolf/Star League/unit/tab_general_active.gif
Bloodwolf/Star League/unit/tab_pilot_active.gif
Bloodwolf/Star League/unit/tab_armor_active.gif
Bloodwolf/Star League/unit/tab_systems_active.gif
Bloodwolf/Star League/unit/tab_weapon_active.gif
Bloodwolf/Star League/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Taurian Concordat.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Taurian Concordat/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#b33e26
false
true
MainMenuBorder
true
top
bottom
left
right
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#b33e26
false
false
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#b33e26
false
true
defaultButton
true
top
bottom
left
right
Bloodwolf/Taurian Concordat/button/buttonNormal.png
Bloodwolf/Taurian Concordat/button/buttonPushed.png
false
#b33e26
#7f7f7f
#b33e26
false
true
MainMenuButton
true
top
bottom
left
right
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#b33e26
false
false
Battletech Oldstyle
12
UnitDisplay
Bloodwolf/Taurian Concordat/unit/tab_general_idle.gif
Bloodwolf/Taurian Concordat/unit/tab_pilot_idle.gif
Bloodwolf/Taurian Concordat/unit/tab_armor_idle.gif
Bloodwolf/Taurian Concordat/unit/tab_systems_idle.gif
Bloodwolf/Taurian Concordat/unit/tab_weapon_idle.gif
Bloodwolf/Taurian Concordat/unit/tab_extras_idle.gif
Bloodwolf/Taurian Concordat/unit/tab_general_active.gif
Bloodwolf/Taurian Concordat/unit/tab_pilot_active.gif
Bloodwolf/Taurian Concordat/unit/tab_armor_active.gif
Bloodwolf/Taurian Concordat/unit/tab_systems_active.gif
Bloodwolf/Taurian Concordat/unit/tab_weapon_active.gif
Bloodwolf/Taurian Concordat/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Terran Hegemony.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TH.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Wolf's Dragoons.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Default/boardview/TCWD.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#ffffff
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Default/button/buttonNormal.png
Bloodwolf/Default/button/buttonPushed.png
false
#ffffff
#7f7f7f
#ffffff
false
true
UnitDisplay
Bloodwolf/Default/unit/tab_general_idle.gif
Bloodwolf/Default/unit/tab_pilot_idle.gif
Bloodwolf/Default/unit/tab_armor_idle.gif
Bloodwolf/Default/unit/tab_systems_idle.gif
Bloodwolf/Default/unit/tab_weapon_idle.gif
Bloodwolf/Default/unit/tab_extras_idle.gif
Bloodwolf/Default/unit/tab_general_active.gif
Bloodwolf/Default/unit/tab_pilot_active.gif
Bloodwolf/Default/unit/tab_armor_active.gif
Bloodwolf/Default/unit/tab_systems_active.gif
Bloodwolf/Default/unit/tab_weapon_active.gif
Bloodwolf/Default/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/BW - Word of Blake.xml
================================================
PhaseDisplayBorder
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#ffffff
false
true
BoardViewBorder
false
Bloodwolf/Parts/boardview/TLC.gif
Bloodwolf/Parts/boardview/TRC.gif
Bloodwolf/Parts/boardview/BLC.gif
Bloodwolf/Parts/boardview/BRC.gif
Bloodwolf/Parts/boardview/TLCT.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Word of Blake/boardview/TC.gif
false
Bloodwolf/Parts/boardview/TE.gif
true
Bloodwolf/Parts/boardview/TRCT.gif
false
top
Bloodwolf/Parts/boardview/BE.gif
true
bottom
Bloodwolf/Parts/boardview/LE.gif
true
left
Bloodwolf/Parts/boardview/RE.gif
true
right
Bloodwolf/Parts/boardview/background.png
Bloodwolf/Parts/boardview/backdrop.png
true
#cdc0b0
false
true
defaultElement
false
Bloodwolf/Parts/phase/TLC.gif
Bloodwolf/Parts/phase/TRC.gif
Bloodwolf/Parts/phase/BLC.gif
Bloodwolf/Parts/phase/BRC.gif
Bloodwolf/Parts/phase/TE.gif
true
top
Bloodwolf/Parts/phase/BE.gif
true
bottom
Bloodwolf/Parts/phase/LE.gif
true
left
Bloodwolf/Parts/phase/RE.gif
true
right
Bloodwolf/Parts/phase/background.png
true
#cdc0b0
false
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/boardview/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#cdc0b0
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#cdc0b0
false
false
Battletech Oldstyle
12
defaultButton
true
Bloodwolf/Word of Blake/button/buttonNormal.png
Bloodwolf/Word of Blake/button/buttonPushed.png
false
#cdc0b0
#7f7f7f
#cdc0b0
false
true
UnitDisplay
Bloodwolf/Word of Blake/unit/tab_general_idle.gif
Bloodwolf/Word of Blake/unit/tab_pilot_idle.gif
Bloodwolf/Word of Blake/unit/tab_armor_idle.gif
Bloodwolf/Word of Blake/unit/tab_systems_idle.gif
Bloodwolf/Word of Blake/unit/tab_weapon_idle.gif
Bloodwolf/Word of Blake/unit/tab_extras_idle.gif
Bloodwolf/Word of Blake/unit/tab_general_active.gif
Bloodwolf/Word of Blake/unit/tab_pilot_active.gif
Bloodwolf/Word of Blake/unit/tab_armor_active.gif
Bloodwolf/Word of Blake/unit/tab_systems_active.gif
Bloodwolf/Word of Blake/unit/tab_weapon_active.gif
Bloodwolf/Word of Blake/unit/tab_extras_active.gif
Bloodwolf/Parts/unit/idle_corner.gif
Bloodwolf/Parts/unit/active_corner.gif
Bloodwolf/Parts/unit/background.png
Bloodwolf/Parts/unit/TE.gif
Bloodwolf/Parts/unit/BE.gif
Bloodwolf/Parts/unit/LE.gif
Bloodwolf/Parts/unit/RE.gif
Bloodwolf/Parts/unit/TLC.gif
Bloodwolf/Parts/unit/BLC.gif
Bloodwolf/Parts/unit/TRC.gif
Bloodwolf/Parts/unit/BRC.gif
Bloodwolf/Parts/unit/bg_mek.gif
================================================
FILE: MekHQ/mmconf/skins/defaultSkin.xml
================================================
BoardViewBorder
kiro/01.gif
kiro/07.gif
kiro/19.gif
kiro/13.png
kiro/02.gif
false
kiro/03.gif
true
kiro/04.gif
false
kiro/05.gif
true
kiro/06.gif
false
top>
kiro/08.gif
false
kiro/09.png
true
kiro/10.gif
false
kiro/11.gif
true
kiro/12.gif
false
right>
kiro/18.gif
false
kiro/17.gif
true
kiro/16.gif
false
kiro/15.gif
true
kiro/14.png
false
bottom>
kiro/24.gif
false
kiro/23.gif
true
kiro/22.gif
false
kiro/21.gif
true
kiro/20.gif
false
left>
kiro/hexpattern_02.png
hyades.jpg
PhaseDisplayBorder
monitor_top_left.png
monitor_top_right.png
monitor_bottom_left.png
monitor_bottom_right.png
monitor_top_line.png
true
top>
monitor_right_line.png
true
right>
monitor_bottom_line.png
true
bottom>
monitor_left_line.png
true
left>
tile.gif
#FFFF00
defaultElement
monitor_top_left.png
monitor_top_right.png
monitor_bottom_left.png
monitor_bottom_right.png
monitor_top_line.png
true
top>
monitor_right_line.png
true
right>
monitor_bottom_line.png
true
bottom>
monitor_left_line.png
true
left>
tile.gif
defaultButton
true
false
SpaceD/buttonNormal.png
SpaceD/buttonPushed.png
#ffffff
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/title/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
================================================
FILE: MekHQ/mmconf/skins/defaultSkinScrollBars.xml
================================================
BoardViewBorder
kiro/01.gif
kiro/07.gif
kiro/19.gif
kiro/13.png
kiro/02.gif
false
kiro/03.gif
true
kiro/04.gif
false
kiro/05.gif
true
kiro/06.gif
false
top>
kiro/08.gif
false
kiro/09.png
true
kiro/10.gif
false
kiro/11.gif
true
kiro/12.gif
false
right>
kiro/18.gif
false
kiro/17.gif
true
kiro/16.gif
false
kiro/15.gif
true
kiro/14.png
false
bottom>
kiro/24.gif
false
kiro/23.gif
true
kiro/22.gif
false
kiro/21.gif
true
kiro/20.gif
false
left>
kiro/hexpattern_02.png
hyades.jpg
true
PhaseDisplayBorder
monitor_top_left.png
monitor_top_right.png
monitor_bottom_left.png
monitor_bottom_right.png
monitor_top_line.png
true
top>
monitor_right_line.png
true
right>
monitor_bottom_line.png
true
bottom>
monitor_left_line.png
true
left>
tile.gif
#FFFF00
defaultElement
monitor_top_left.png
monitor_top_right.png
monitor_bottom_left.png
monitor_bottom_right.png
monitor_top_line.png
true
top>
monitor_right_line.png
true
right>
monitor_bottom_line.png
true
bottom>
monitor_left_line.png
true
left>
tile.gif
defaultButton
true
false
SpaceD/buttonNormal.png
SpaceD/buttonPushed.png
#ffffff
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/title/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/Parts/title/buttonNormal.png
Bloodwolf/Parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
================================================
FILE: MekHQ/mmconf/skins/plainSkin.xml
================================================
defaultElement
defaultButton
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/title/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/parts/title/buttonNormal.png
Bloodwolf/parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
================================================
FILE: MekHQ/mmconf/skins/plainSkinScrollBars.xml
================================================
defaultElement
defaultButton
BoardViewBorder
true
MainMenuBorder
true
../misc/megamek_splash_spooky_fhd.png
Bloodwolf/Parts/title/background.png
../misc/megamek_splash_spooky_uhd.png
../misc/megamek_splash_spooky_hd.png
true
#ffffff
false
false
MainMenuButton
true
Bloodwolf/parts/title/buttonNormal.png
Bloodwolf/parts/title/buttonPushed.png
false
#7f7f7f
#000000
#ffffff
false
false
Battletech Oldstyle
12
================================================
FILE: MekHQ/resources/META-INF/services/mekhq.module.api.PersonnelMarketMethod
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
mekhq.campaign.market.PersonnelMarketRandom
mekhq.campaign.market.PersonnelMarketFMMr
mekhq.campaign.market.PersonnelMarketCampaignOps
mekhq.campaign.market.PersonnelMarketDylan
mekhq.campaign.market.PersonnelMarketDisabled
mekhq.module.atb.PersonnelMarketAtB
================================================
FILE: MekHQ/resources/log4j2.component.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
log4j2.configurationFile=mmconf/log4j2.xml
================================================
FILE: MekHQ/resources/mekhq/resources/ATOWLegalityRating.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedProperty" for the whole file
ATOWLegalityRating.A.description=Unrestricted
ATOWLegalityRating.B.description=Monitored
ATOWLegalityRating.C.description=Licensed
ATOWLegalityRating.D.description=Controlled
ATOWLegalityRating.E.description=Restricted
ATOWLegalityRating.F.description=Highly Restricted
================================================
FILE: MekHQ/resources/mekhq/resources/AbortingResolveScenarioWizard.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
errorMessage.withSentry=An error occurred while resetting the state of the crew involved in the battle after the \
resolve scenario wizard was canceled or closed. You may enable the error reporting tool (Sentry) to automatically \
report this error. Otherwise, please open an issue on GitHub with the error log and your game save.
errorMessage.withoutSentry=An error occurred while resetting the state of the crew involved in the battle after the \
resolve scenario wizard was canceled or closed. The error reporting tool (Sentry) is enabled. \
You may still open an issue on GitHub with the error log and your game save as it will give us more information \
to solve this problem.
errorMessage.title=Unexpected error after aborting Resolve Scenario Wizard!
================================================
FILE: MekHQ/resources/mekhq/resources/AbstractProcreation.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedProperty" for whole file
## Procreation
# AbstractProcreation Class
cannotProcreate.Gender.text=MekHQ procreation is female-based, and thus males cannot procreate.
cannotProcreate.NotTryingForABaby.text=She is not trying for a baby.
cannotProcreate.AlreadyPregnant.text=She is already pregnant.
cannotProcreate.Inactive.text=She is currently inactive.
cannotProcreate.Deployed.text=She is actively deployed.
cannotProcreate.Child.text=She is a child. Those 18 and under cannot procreate in MekHQ.
cannotProcreate.TooOld.text=She is too old to have child. Those fifty-one and over cannot procreate in MekHQ.
cannotProcreate.ClanPersonnel.text=She is from a clan, and clan personnel procreation is disabled.
cannotProcreate.Prisoner.text=She is a prisoner, and prisoner procreation is disabled.
cannotProcreate.NoSpouse.text=She does not have a spouse and relationshipless random procreation is disabled.
cannotProcreate.RandomClanPersonnel.text=She is from a clan, and random clan personnel procreation is disabled.
cannotProcreate.RandomPrisoner.text=She is a prisoner, and random prisoner procreation is disabled.
cannotProcreate.FemaleSpouse.text=Her spouse is female, and thus they cannot have a biological child.
cannotProcreate.SpouseNotTryingForABaby.text=Her spouse is not trying for a baby.
cannotProcreate.InactiveSpouse.text=Her spouse is inactive.
cannotProcreate.DeployedSpouse.text=Her spouse is currently deployed.
cannotProcreate.ChildSpouse.text=Her spouse is a child, and thus they cannot have children.
cannotProcreate.ClanPersonnelSpouse.text=Her spouse is from a clan, and clan personnel procreation is disabled.
cannotProcreate.PrisonerSpouse.text=Her spouse is a prisoner, and prisoner procreation is disabled.
babyAmount.text=a baby,twins,triplets,quadruplets,quintuplets,sextuplets,septuplets,octuplets,nonuplets,decuplets
babyConceived.report={0} has conceived {1}
multipleBabiesBorn.report={0} has given birth to {1}!
babyBorn.report={0} has given birth to {1}, a baby {2}!
================================================
FILE: MekHQ/resources/mekhq/resources/AcquisitionsType.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedProperty" for whole file
AcquisitionsType.ADMINISTRATION.label=Administration
AcquisitionsType.ANY_TECH.label=Any Tech Skill
AcquisitionsType.AUTOMATIC.label=Automatic
AcquisitionsType.NEGOTIATION.label=Negotiation
================================================
FILE: MekHQ/resources/mekhq/resources/AddFundsDialog.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
label.text=Funds to add :
btnAddFunds.actionCommand=AddFunds
btnAddFunds.text=Add Transaction
fundsQuantityField.toolTipText=Quantity of funds to add to the treasury. Negative amounts remove money.
fundsQuantityField.text=0
Form.title=Add Transaction
================================================
FILE: MekHQ/resources/mekhq/resources/AddOrEditKillEntryDialog.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
dialogAdd.title=Add Kill Entry
dialogEdit.title=Edit Kill Entry
lblKill.text=Target:
lblKiller.text=Killer:
lblDate.text=Date:
lblMissionId.text=Mission:
lblScenarioId.text=Scenario:
btnOK.text=Done
btnClose.text=Cancel
================================================
FILE: MekHQ/resources/mekhq/resources/AddOrEditScenarioEntryDialog.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
dialogAdd.title=Add Scenario Entry
dialogEdit.title=Edit Scenario Entry
btnOkay.text=Done
btnCancel.text=Cancel
================================================
FILE: MekHQ/resources/mekhq/resources/AdvancedMedicalAlternateHealing.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
AdvancedMedicalAlternateHealing.naturalHealing.normal=Natural Healing
AdvancedMedicalAlternateHealing.naturalHealing.edge=Avoiding Permanent Injury
AdvancedMedicalAlternateHealing.assistedHealing.normal=Assisted Healing
AdvancedMedicalAlternateHealing.assistedHealing.edge=Avoid Inflicting Permanent Injury
================================================
FILE: MekHQ/resources/mekhq/resources/AdvancedReplacementLimbDialog.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
AdvancedReplacementLimbDialog.instructions=Select surgeries from the lists below. Hover over each option to see \
details and requirements. Click on each location to see its injuries.
AdvancedReplacementLimbDialog.button.cancel=Cancel
AdvancedReplacementLimbDialog.button.documentation=Documentation
AdvancedReplacementLimbDialog.button.confirm=Begin Surgery
AdvancedReplacementLimbDialog.button.gm=(GM) Skip Surgery
AdvancedReplacementLimbDialog.button.normalMode=(GM) Relaunch in Normal Mode
AdvancedReplacementLimbDialog.button.gmMode=(GM) Relaunch in GM Mode
AdvancedReplacementLimbDialog.combo.none.label=None
AdvancedReplacementLimbDialog.combo.none.tooltip=No treatment selected
AdvancedReplacementLimbDialog.status.selected=Selected: {0} surgery(s)
AdvancedReplacementLimbDialog.status.difficulty=Surgery Skill Level Required: {0}
AdvancedReplacementLimbDialog.status.localSurgeon=Using Local Surgeon Cost increased tenfold
AdvancedReplacementLimbDialog.status.localSurgeon.transit=Unable to find a local surgeon in space
AdvancedReplacementLimbDialog.status.surgeon=Surgeon: {0} (Skill Level {1}, TN {2}+)
AdvancedReplacementLimbDialog.status.total=Total Cost: {0} C-Bills
AdvancedReplacementLimbDialog.exclusions.refused=
- {0}Patient has refused due to hatred of bionics.{1}
AdvancedReplacementLimbDialog.exclusions.planet=
- {0}Advanced prosthetics require planetary facilities.{1}
AdvancedReplacementLimbDialog.exclusions.faction.generic=
- {0}Unavailable to current faction.{1}
AdvancedReplacementLimbDialog.exclusions.faction.clan=
- {0}Currently only available to Clan factions.{1}
AdvancedReplacementLimbDialog.exclusions.faction.comstar=
- {0}Currently only available to the following factions: \
ComStar, Word of Blake, Star League, and Terran Hegemony.{1}
AdvancedReplacementLimbDialog.exclusions.faction.wob=
- {0}Currently only available to the Word of Blake.{1}
AdvancedReplacementLimbDialog.exclusions.tech=
- {0}Unavailable in the current location due to planetary Tech \
Level.{1}
AdvancedReplacementLimbDialog.exclusions.year=
- {0}Unavailable for purchase in the current game year.{1}
AdvancedReplacementLimbDialog.transaction=Surgery fee for {0}
AdvancedReplacementLimbDialog.report.successful=The following surgeries were {0}Successful{1}: {2}
AdvancedReplacementLimbDialog.report.unsuccessful=The following surgeries {0}Failed{1}: {2}
AdvancedReplacementLimbDialog.skillCheck=Advanced Surgery
================================================
FILE: MekHQ/resources/mekhq/resources/AdvancedScoutingCampaignOptionsChangedConfirmationDialog.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
AdvancedScoutingCampaignOptionsChangedConfirmationDialog.description=Advanced Scouting
\
You have just enabled Advanced Scouting in a campaign that previously had it disabled. ''AdScout'' uses \
various skills to influence how well a combat team scouts the Area of Operations.\
Would you like to gift 25% of your combat personnel a random free scouting skill at level 1?
\
For more information on Advanced Scouting, please see the Glossary.
AdvancedScoutingCampaignOptionsChangedConfirmationDialog.cancel=Decline
AdvancedScoutingCampaignOptionsChangedConfirmationDialog.confirm=Accept
improved.format={0} improved {1}!
================================================
FILE: MekHQ/resources/mekhq/resources/Aggression.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedMessageFormatParameter" for the whole file
# suppress inspection "UnusedProperty" for the whole file
NONE.label=None
NONE.description.0=ERROR: THIS SHOULDN''T BE VISIBLE! (0 description)
NONE.description.1=ERROR: THIS SHOULDN''T BE VISIBLE! (1 description)
NONE.description.2=ERROR: THIS SHOULDN''T BE VISIBLE! (2 description)
NONE.description.3=ERROR: THIS SHOULDN''T BE VISIBLE! (3 description)
NONE.description.4=ERROR: THIS SHOULDN''T BE VISIBLE! (4 description)
NONE.description.5=ERROR: THIS SHOULDN''T BE VISIBLE! (5 description)
NONE.ronin=ERROR: THIS SHOULDN''T BE VISIBLE! (ronin)
NONE.interviewerNote.0=ERROR: THIS SHOULDN''T BE VISIBLE! (0 interview)
NONE.interviewerNote.1=ERROR: THIS SHOULDN''T BE VISIBLE! (1 interview)
NONE.interviewerNote.2=ERROR: THIS SHOULDN''T BE VISIBLE! (2 interview)
NONE.interviewerNote.3=ERROR: THIS SHOULDN''T BE VISIBLE! (3 interview)
NONE.interviewerNote.4=ERROR: THIS SHOULDN''T BE VISIBLE! (4 interview)
NONE.interviewerNote.5=ERROR: THIS SHOULDN''T BE VISIBLE! (5 interview)
BLOODTHIRSTY.label=Bloodthirsty
BLOODTHIRSTY.description.0={0} revels in the chaos of battle, seeking out the most brutal\
\ engagements with savage glee. {1} {7, choice, 0#see|1#sees} enemies not as opponents but\
\ as prey, and the battlefield as a hunting ground where only the strong survive.
BLOODTHIRSTY.description.1=To {0}, war is not just necessary - it is a craving, an addiction that\
\ only destruction can satisfy. {1} {7, choice, 0#take|1#takes} no prisoners, showing no mercy,\
\ and relishes the moment an enemy''s ''Mek crumples under {6} relentless assault.
BLOODTHIRSTY.description.2=For {0}, combat isn''t just a job - it''s a sport, and {2}\
\ {7, choice, 0#are|1#is} always eager to rack up a higher score. {1} {7, choice, 0#treat|1#treats}\
\ every battle like a game of "who can make the biggest explosion," cracking jokes over comms\
\ while turning enemies into scrap. If war ever ended, {0} would probably be bored to death.
BLOODTHIRSTY.description.3={0} carries an insatiable hunger for destruction, {6} mind always\
\ drawn to the raw power of things being pushed past their limits. There is no satisfaction in\
\ stability - only in the knowledge that something, somewhere, is being torn apart.
BLOODTHIRSTY.description.4=Chaos isn''t an obstacle for {0}; it''s the natural state of things. {1}\
\ {7, choice, 0#are|1#is} most alive when everything around {4} is on the edge of collapse,\
\ thriving in the turmoil where others falter.
BLOODTHIRSTY.description.5=There''s a glint in {0}''s eye that never quite fades, a restless energy\
\ that crackles just beneath the surface. Whether in conversation or silence, there is an\
\ intensity to {4}, quiet delight in the inevitable breakdown of order.
BLOODTHIRSTY.ronin=I''ve seen your work - you hit hard, but you could hit harder.\
I don''t fight to survive - I fight to hunt. War isn''t a duty; it''s a thrill. The sound of\
\ breaking armor, the screams over comms - that''s what I live for. When the battlefield turns into\
\ a graveyard, I know I''ve done my job right.
\
I''m not here for glory or a cause. I feel alive when I''m tearing something apart. Put me in the\
\ thick of it, and I''ll make sure your enemies don''t just lose - they''ll suffer.
\
If you want clean kills, look elsewhere. But if you need someone who thrives in chaos and is\
\ still standing when the smoke clears - I''m your answer.
\
Give the order, {0} - and watch the bodies fall.
BLOODTHIRSTY.interviewerNote.0=Revels in brutal combat. Hunts, doesn''t fight. Sees enemies as prey.
BLOODTHIRSTY.interviewerNote.1=Addicted to destruction. No mercy. No prisoners.
BLOODTHIRSTY.interviewerNote.2=Treats war like sport. Competes for kill count. Jokes over comms.
BLOODTHIRSTY.interviewerNote.3=Only satisfied when things are breaking. Craves instability.
BLOODTHIRSTY.interviewerNote.4=Thrives in chaos. Performs best under collapse.
BLOODTHIRSTY.interviewerNote.5=Carries constant hunger. Intensity even at rest.
BOLD.label=Bold
BOLD.description.0={0} never hesitates to take the lead, charging headfirst into danger with\
\ unshakable confidence. {1} {7, choice, 0#believe|1#believes} that decisive action wins battles\
\ and refuses to back down, even when the odds are stacked against {4}.
BOLD.description.1=Fear is for the weak, and {0} has no patience for hesitation. {1}\
\ {7, choice, 0#face|1#faces} overwhelming firepower with a defiant grin, daring fate to try and\
\ stop {4}. Whether it''s reckless courage or sheer madness, only the battlefield will decide.
BOLD.description.2={0} walks into every fight like {2} {7, choice, 0#own|1#owns} the battlefield,\
\ radiating confidence and daring anyone to prove {4} wrong. Whether it''s leading the charge or\
\ taunting an enemy over open comms, {2} {7, choice, 0#thrive|1#thrives} on being the center of\
\ attention - and usually has the skills to back it up.
BOLD.description.3={0} exudes a fearless certainty that turns heads the moment {2}\
\ {7, choice, 0#enter|1#enters} a room. Every word, every gesture carries an undeniable weight, as\
\ if doubt itself has no place in {6} world.
BOLD.description.4=To {0}, obstacles are just opportunities that haven''t realized they''ve lost\
\ yet. {1} {7, choice, 0#meet|1#meets} every challenge with unwavering confidence, {6} presence\
\ alone enough to make people second-guess their own hesitation.
BOLD.description.5=There''s a fire in {0}''s eyes that never dims, a relentless drive that refuses\
\ to acknowledge limits. Whether facing a challenge or simply making {6} presence known, {2}\
\ {7, choice, 0#move|1#moves} through life like {2}''{7, choice, 0#ve|1#s} already won.
BOLD.ronin=I hear you''ve got an operation underway. Sounds like you know how to handle yourself -\
\ but you could use someone who knows how to win.\
I don''t hesitate or second-guess. When the bullets fly and the lines break, I''ll be at the front\
\ - driving the charge, taking the risks, and making the calls. The ones who wait die first. The\
\ ones who lead decide how the story ends.
\
Put me in the fight and I''ll deliver - fast, loud, and decisive.
\
Just say the word - I''m ready.
BOLD.interviewerNote.0=Charges headfirst. Confident to a fault. Won''t back down even when outgunned.
BOLD.interviewerNote.1=Treats fear like weakness. Smiles at overwhelming odds. Borderline reckless.
BOLD.interviewerNote.2=Owns every fight. Loud, showy, competent. Uses confidence as a weapon.
BOLD.interviewerNote.3=Carries weight just by entering a room. Commands presence without trying.
BOLD.interviewerNote.4=Turns problems into stepping stones. Confidence shakes others out of doubt.
BOLD.interviewerNote.5=Fire-eyed. Acts like the outcome''s already certain - and it favors them.
AGGRESSIVE.label=Aggressive
AGGRESSIVE.description.0={0} believes the best defense is an overwhelming offense, always pushing\
\ forward and keeping up the pressure. Hesitation is weakness, and {2} {7, choice, 0#refuse|1#refuses}\
\ to give {6} opponents a chance to recover.
AGGRESSIVE.description.1=For {0}, battle is about domination - breaking the enemy''s line, their\
\ machines, and their spirit. {1} {7, choice, 0#fight|1#fights} like a force of nature, unrelenting\
\ and merciless, never stopping until there''s nothing left but smoking wreckage.
AGGRESSIVE.description.2=Subtlety isn''t {0}''s style - why waste time sneaking when {2} can just\
\ punch through the front door? {1} {7, choice, 0#charge|1#charges} in, guns blazing, daring anyone\
\ to try and stop {4}. Tactics are for cowards - brute force gets the job done faster.
AGGRESSIVE.description.3={0} thrives on momentum, always pressing forward with an intensity that\
\ makes backing down seem impossible. {1} {7, choice, 0#refuse|1#refuses} to slow down, always\
\ demanding more, pushing {4}self and everyone around {4} past their limits.
AGGRESSIVE.description.4=Patience is just wasted time in {0}''s eyes. {1} {7, choice, 0#meet|1#meets}\
\ every challenge head-on, cutting through hesitation with sheer force of will. The only direction\
\ that matters is forward, and anything in {6} way is just another problem to crush.
AGGRESSIVE.description.5=There''s no such thing as half-measures with {0}. Everything {2}\
\ {7, choice, 0#do|1#does} is full-throttle, fueled by relentless determination and an\
\ unwillingness to accept anything less than total victory.
AGGRESSIVE.ronin=I''ve seen how you run things - solid, but you could push harder.\
I don''t do patience. I hit first, hit hard, and keep hitting until nothing''s left standing.\
\ Pressure wins battles. Give the enemy a second to breathe, and you''ve already lost.
\
If you want strategy, look elsewhere. But if you need someone who will crush your enemies and\
\ keep pushing until the job''s done - I''m your answer.
\
I don''t slow down, back off, or stop. Give the order - I''ll handle the rest.
\
Let me know when you''re ready to stop playing around and start winning.
AGGRESSIVE.interviewerNote.0=Believes in pressure. Always attacking. No room for defensive fallback.
AGGRESSIVE.interviewerNote.1=Breaks more than just machines. Aims to destroy morale. Relentless.
AGGRESSIVE.interviewerNote.2=Doesn''t sneak. Doesn''t flank. Prefers head-on assaults. No nuance.
AGGRESSIVE.interviewerNote.3=Momentum junkie. Pushes self and team hard. Could overextend.
AGGRESSIVE.interviewerNote.4=Patience dismissed as weakness. Crushes obstacles with brute force.
AGGRESSIVE.interviewerNote.5=Zero moderation. All-in, every time. Victory or wreckage.
ASSERTIVE.label=Assertive
ASSERTIVE.description.0={0} knows what {2} {7, choice, 0#want|1#wants} and isn''t afraid to take\
\ charge. Whether on the battlefield or in a briefing room, {2} {7, choice, 0#speak|1#speaks} with\
\ confidence and expects to be heard - hesitation is not in {6} vocabulary.
ASSERTIVE.description.1=In a galaxy where hesitation means death, {0} carves a path forward with\
\ unwavering determination. {1} {7, choice, 0#don''t|1#doesn''t} ask for permission and\
\ {7, choice, 0#don''t|1#doesn''t} wait for approval - {0} acts, and others either follow or get\
\ left behind.
ASSERTIVE.description.2={0} doesn''t waste time with indecision or second-guessing - {2}\
\ {7, choice, 0#make|1#makes} the call and expects others to keep up. {0} isn''t rude, just\
\ efficient - after all, in the heat of battle, clear orders save lives.
ASSERTIVE.description.3={0} moves through life with absolute certainty, {6} presence commanding\
\ attention without the need for theatrics. When {2} {7, choice, 0#speak|1#speaks}, it''s with\
\ purpose - direct, confident, and impossible to ignore.
ASSERTIVE.description.4=There''s no room for hesitation in {0}''s world. {1}\
\ {7, choice, 0#step|1#steps} forward without looking back, {6} decisions made with the kind of\
\ conviction that leaves little space for argument. Whether {2}''{7, choice, 0#re|1#s} right or\
\ wrong, {2} never {7, choice, 0#linger|1#lingers} in uncertainty.
ASSERTIVE.description.5={0} isn''t interested in debates or second opinions - {2}''{7, choice, 0#re|1#s}\
\ here to get things done. {5} confidence is a stabilizing force, {6} direction clear, and when\
\ others waver, they instinctively look to {4} to lead the way.
ASSERTIVE.ronin=I''ve seen how you operate - sharp, but you need someone who knows how to take charge\
\ when it counts.\
I don''t hesitate or wait for permission. I see the path forward, I take it - and I expect\
\ everyone else to keep up. Indecision gets people killed. You need someone who can make the call\
\ and make it stick - that''s me.
\
I''m not here to argue or second-guess. I execute, and I expect results. So, if you want someone\
\ who leads under pressure? You know where to find me.
\
Your call, {0}.
ASSERTIVE.interviewerNote.0=Speaks with confidence, expects compliance. No tolerance for indecision.
ASSERTIVE.interviewerNote.1=Acts without asking. Leads by momentum. Others fall in line or fall behind.
ASSERTIVE.interviewerNote.2=Makes fast calls. Efficient, not rude. Tactical clarity is priority.
ASSERTIVE.interviewerNote.3=Commands attention by presence alone. No showmanship - just certainty.
ASSERTIVE.interviewerNote.4=Decides quickly and moves on. Doesn''t second-guess, right or wrong.
ASSERTIVE.interviewerNote.5=Avoids debate. Becomes the center of gravity when others lose focus.
BELLIGERENT.label=Belligerent
BELLIGERENT.description.0={0} is always spoiling for a fight, whether it''s on the battlefield or\
\ in a bar. {1} {7, choice, 0#thrive|1#thrives} on confrontation and never backs down, turning even\
\ the smallest slight into an excuse to throw a punch - or fire a shot.
BELLIGERENT.description.1=Violence isn''t just a tool for {0} - it''s the default setting. {1}\
\ {7, choice, 0#see|1#sees} every interaction as a challenge, every stare as a provocation, and\
\ every battle as a chance to break something... or someone. Peace is just the pause before the\
\ next conflict.
BELLIGERENT.description.2={0} could probably win more fights if {2} didn''t spend so much time\
\ starting them. Whether it''s trash-talking over comms or throwing the first punch in a\
\ negotiation, {2} {7, choice, 0#seem|1#seems} to believe the best way to solve a problem is by\
\ making it someone else''s problem. Fist first.
BELLIGERENT.description.3={0} carries a permanent chip on {6} shoulder, always ready to turn a\
\ disagreement into a full-blown confrontation. It doesn''t matter if it''s words or fists - what\
\ matters is proving {2} won.
BELLIGERENT.description.4=Some people seek compromise - {0} seeks conflict. {1}\
\ {7, choice, 0#thrive|1#thrives} on tension, turning every conversation into a challenge and\
\ every challenge into a personal battle. If there''s a peaceful solution, {2}''{7, choice, 0#re|1#s}\
\ not interested.
BELLIGERENT.description.5=Every situation is a potential fight in {0}''s mind. {1}\
\ {7, choice, 0#don''t|1#doesn''t} care if it''s an argument, a rivalry, or a full-scale war - {2}\
\ {7, choice, 0#treat|1#treats} them all the same: something to be won, and preferably in the\
\ loudest, most aggressive way possible.
BELLIGERENT.ronin=I hear you''ve got a problem that needs solving - good. I''m looking for a fight.\
I don''t care if it''s an enemy on the battlefield or a loudmouth in the mess hall - I don''t back\
\ down. If someone steps up, I put them down. Simple as that. Peace is just the quiet before the\
\ next fight - and I''ll be ready when it starts.
\
If you want someone to smooth things over, keep looking. But if you need someone who hits first,\
\ hits hard, and makes sure they don''t get back up - you''ve found them.
\
Just give me a reason. I''m ready to start breaking things.
\
Your call - but don''t expect me to wait long.
BELLIGERENT.interviewerNote.0=Picks fights over nothing. Escalates at the drop of a hat. Dangerous in close quarters.
BELLIGERENT.interviewerNote.1=Interprets peace as waiting room for violence. Every glance is a challenge.
BELLIGERENT.interviewerNote.2=Starts problems just to end them violently. First to swing, last to think.
BELLIGERENT.interviewerNote.3=Carries resentment like armor. Needs to win, no matter the cost.
BELLIGERENT.interviewerNote.4=Rejects compromise. Every discussion a duel waiting to happen.
BELLIGERENT.interviewerNote.5=Sees all conflict as war. Solves everything loud and hard.
BRASH.label=Brash
BRASH.description.0={0} acts first and deals with the consequences later. {1}\
\ {7, choice, 0#thrive|1#thrives} on instinct, making split-second decisions with unshakable\
\ confidence - sometimes brilliant, sometimes reckless, but always decisive.
BRASH.description.1=To {0}, hesitation is just another word for failure. {1}\
\ {7, choice, 0#throw|1#throws} caution aside, charging headlong into danger with raw aggression\
\ and an utter disregard for self-preservation. If survival means second-guessing, then maybe\
\ survival isn''t worth it.
BRASH.description.2={0} never met a fight {2} didn''t think {2} could win. Whether it''s in combat,\
\ making bets, or mouthing off to the wrong people, {0} jumps in without thinking - because,\
\ really, what''s the worst that could happen?
BRASH.description.3={0} lives by one rule: act now, figure out the details later. {1}\
\ {7, choice, 0#barrel|1#barrels} through obstacles with sheer confidence, trusting that if things\
\ go wrong, {2}''ll deal with it when {2} {7, choice, 0#get|1#gets} there - assuming {2} even\
\ {7, choice, 0#care|1#cares}.
BRASH.description.4=Subtlety and patience have never been {0}''s strengths. {1}\
\ {7, choice, 0#speak|1#speaks} before thinking, {7, choice, 0#act|1#acts} before planning, and\
\ never {7, choice, 0#apologize|1#apologizes} for either. If boldness is a virtue, then {2}\
\ {7, choice, 0#consider|1#considers} {4}self a saint.
BRASH.description.5=There''s no such thing as overconfidence in {0}''s mind. Whether\
\ {2}''{7, choice, 0#re|1#s} got the skills to back it up or not is irrelevant - {2}\
\ {7, choice, 0#step|1#steps} into every situation like {2}''{7, choice, 0#ve|1#s} already won\
\ and {7, choice, 0#let|1#lets} reality catch up later.
BRASH.ronin=I hear you''ve got a spot open. Good - I''m ready to jump in.\
I don''t waste time overthinking. You see an opportunity, you take it - fast and hard. Careful\
\ planning is for people who like to sit on the sidelines. I''d rather throw myself into the fire\
\ and figure it out on the way down.
\
Yeah, maybe it''ll catch up with me - but not today. If you want someone who overthinks\
\ everything, keep looking. But if you need someone who trusts their gut and takes the shot when\
\ it counts - you''ve found them.
\
Give the order - I''ll make it happen. Just try to keep up.
BRASH.interviewerNote.0=Instinct-driven. Bold or foolish - depends on the day. Decisive, not always smart.
BRASH.interviewerNote.1=Ignores self-preservation. Sees hesitation as death. Risk of early burnout.
BRASH.interviewerNote.2=Overestimates self. Picks fights, makes bets, mouths off. No fear - no filter.
BRASH.interviewerNote.3=Charges through obstacles. Plans on-the-fly, if at all. May improvise into disaster.
BRASH.interviewerNote.4=No patience, no filter, no regrets. Speaks and acts before thinking. Owns it.
BRASH.interviewerNote.5=Confidence exceeds ability. May succeed through force of will - or get others killed.
CONFIDENT.label=Confident
CONFIDENT.description.0={0} carries {4}self with an effortless certainty, believing there''s no\
\ challenge too great to overcome. Whether leading a charge or staring down an enemy, {2}\
\ {7, choice, 0#radiate|1#radiates} a calm assurance that inspires allies and unsettles foes.
CONFIDENT.description.1=Doubt is a disease, and {0} refuses to be infected. {1}\
\ {7, choice, 0#know|1#knows} {2}''{7, choice, 0#re|1#s} the best, fights like it, and never\
\ flinches - because the moment {2} {7, choice, 0#do|1#does}, the enemy will pounce. Confidence\
\ isn''t a choice; it''s survival.
CONFIDENT.description.2={0} walks into every room like {2} {7, choice, 0#own|1#owns} it and onto\
\ every battlefield like victory is already assured. Whether it''s skill, luck, or sheer arrogance,\
\ {0} makes it look easy - and {2} {7, choice, 0#make|1#makes} sure everyone knows it.
CONFIDENT.description.3={0} never second-guesses {4}self - why would {2}, when {2}''{7, choice, 0#re|1#s}\
\ always right? Every word, every step; every decision is made with the certainty of someone who\
\ expects the universe to bend to {6} will.
CONFIDENT.description.4=There''s a quiet, unshakable certainty to {0}, the kind that makes people\
\ listen when {2} {7, choice, 0#speak|1#speaks} and follow when {2} {7, choice, 0#lead|1#leads}. {1}\
\ {7, choice, 0#don''t|1#doesn''t} need to prove {4}self - {2} already {7, choice, 0#know|1#knows}\
\ where {2} {7, choice, 0#stand|1#stands}.
CONFIDENT.description.5={0} doesn''t entertain the idea of failure. Whether it''s natural talent,\
\ unbreakable will, or sheer force of personality, {2} {7, choice, 0#carry|1#carries} {4}self like\
\ someone who expects to win - and usually does.
CONFIDENT.ronin=I''ve seen how you run things - solid, but you need someone who knows how to finish.\
I don''t hesitate or flinch. When I step onto the field, I know how it''s going to end - with me\
\ standing and the enemy in the dirt.
\
If you want someone who second-guesses every move, keep looking. But if you need someone who\
\ walks into a fight knowing the outcome - and delivers - you''ve found them.
\
I don''t doubt. I don''t stumble. And I don''t lose. Give the order, and I''ll deliver the win.
CONFIDENT.interviewerNote.0=Calm assurance. Inspires teammates, unnerves enemies. Confidence backed by presence.
CONFIDENT.interviewerNote.1=Treats doubt like weakness. Believes they''re the best - and fights like it.
CONFIDENT.interviewerNote.2=Enters every situation like it''s already won. Walks the line between skill and arrogance.
CONFIDENT.interviewerNote.3=Never hesitates. Expects the world to adjust to their decisions.
CONFIDENT.interviewerNote.4=Doesn''t posture - just leads. Speaks, and others follow without question.
CONFIDENT.interviewerNote.5=Failure isn''t an option. Victory is an expectation, not a goal.
COURAGEOUS.label=Courageous
COURAGEOUS.description.0={0} stands firm when others falter, facing danger with unwavering resolve.\
\ {2} {7, choice, 0#don''t|1#doesn''t} flinch under fire, believing that true bravery isn''t about\
\ being fearless - it''s about acting despite the fear.
COURAGEOUS.description.1=Death is always a step behind, but {0} refuses to run. {1} faces down\
\ overwhelming odds with grim determination, knowing that if {2} {7, choice, 0#fall|1#falls}, it\
\ will be on {0}''s terms, with a smoking battlefield left in {6} wake.
COURAGEOUS.description.2=When everything goes wrong, {0} is the one still standing, ready to fight.\
\ {1} {7, choice, 0#charge|1#charges} into danger not because it''s easy, but because someone has\
\ to - and if that means being the last one out, so be it.
COURAGEOUS.description.3={0} doesn''t hesitate when faced with the impossible - {1}\
\ {7, choice, 0#meet|1#meets} it head-on, with a steady gaze and an unshakable will.\
\ {1} {7, choice, 0#know|1#knows} that fear is inevitable, but surrender is a choice.
COURAGEOUS.description.4=Some call it bravery, others call it stubbornness, but {0} simply sees\
\ it as doing what needs to be done. No matter the stakes, no matter the danger, {1}\
\ {7, choice, 0#refuse|1#refuses} to take a step back when it matters most.
COURAGEOUS.description.5={0} doesn''t measure risk the way others do. Where they see danger, {2}\
\ {7, choice, 0#see|1#sees} duty; where others hesitate, {2} {7, choice, 0#move|1#moves} forward.\
\ Not because {2} {7, choice, 0#don''t|1#doesn''t} feel fear, but because {2}\
\ {7, choice, 0#refuse|1#refuses} to let it define {4}.
COURAGEOUS.ronin=I''ve been through enough to know that fear isn''t the enemy - hesitation is. That''s\
\ why I''m reaching out.\
I don''t run when things get ugly. I don''t hesitate when the odds turn bad. When the shells are\
\ falling and the line is breaking, I''m the one who stands firm.
\
I''m not looking for easy jobs or glory. I know what it means to face down the impossible - and\
\ survive it.
\
You want someone who stands tall when the walls close in? I''m your answer.
COURAGEOUS.interviewerNote.0=Doesn''t flinch. Acts despite fear. Quiet strength - solid under pressure.
COURAGEOUS.interviewerNote.1=Faces death on their own terms. Determined to leave a mark, win or lose.
COURAGEOUS.interviewerNote.2=Last one out. Takes the risk so others don''t have to. Anchor in chaos.
COURAGEOUS.interviewerNote.3=Faces the impossible with level focus. Fear acknowledged, never obeyed.
COURAGEOUS.interviewerNote.4=Stubborn courage. Holds ground when others retreat. Reliable in critical moments.
COURAGEOUS.interviewerNote.5=Sees duty, not danger. Fear present - but doesn''t get a say.
DARING.label=Daring
DARING.description.0={0} thrives on risk, always pushing limits and taking chances others wouldn''t\
\ dare. Whether piloting through a storm of enemy fire or attempting a near-impossible maneuver,\
\ {2} {7, choice, 0#believe|1#believes} that fortune favors the bold.
DARING.description.1=Caution is for the weak, and {0} has no patience for it. {1}\
\ {7, choice, 0#charge|1#charges} headlong into the most dangerous situations with reckless\
\ abandon, trusting skill and sheer audacity to carry {4} through - because hesitation gets\
\ people killed.
DARING.description.2=If it''s crazy, reckless, or just plain stupid, {0} is probably already doing\
\ it. {1} {7, choice, 0#don''t|1#doesn''t} just flirt with danger - {2} {7, choice, 0#buy|1#buys} it\
\ a drink and takes it for a ride, laughing in the face of common sense all the way.
DARING.description.3={0} lives for the thrill of the impossible, drawn to challenges that make\
\ others hesitate. Rules, limits, and second thoughts don''t interest {4} - only the rush of proving\
\ that nothing is beyond {6} reach.
DARING.description.4=There''s a fine line between bravery and recklessness, but {0} doesn''t care.\
\ {1} {7, choice, 0#leap|1#leaps} before {2} {7, choice, 0#look|1#looks}, convinced that if no one\
\ else dares to try, it just means {2}''{7, choice, 0#re|1#s} the only one bold enough to succeed.
DARING.description.5={0} doesn''t do safe. {1} {7, choice, 0#thrive|1#thrives} in the unknown, the\
\ uncertain, the dangerous - where risk is high and the rewards even higher. Whether it''s luck,\
\ skill, or sheer nerve, {2} always {7, choice, 0#seem|1#seems} to come out the other side with a\
\ grin.
DARING.ronin=I''ve been watching your operation - looks like you''ve got things under control. But\
\ control only gets you so far.\
I don''t play it safe. Caution gets people killed - boldness wins battles. I''ll take the shot no\
\ one else will and push through the fire when everyone else is looking for cover.
\
If you want someone careful, keep looking. I thrive on the edge between victory and disaster.
\
So what''s it going to be, {0}? Give the order. I''m ready.
DARING.interviewerNote.0=Seeks risk. Puts faith in boldness. Will test machines, odds, and orders.
DARING.interviewerNote.1=Rejects caution. Relies on audacity and instinct. High survivability or quick death.
DARING.interviewerNote.2=Chases danger for fun. Dares what others dismiss. Laughs off rules.
DARING.interviewerNote.3=Drawn to the impossible. Ignores limits. May outpace team or plan.
DARING.interviewerNote.4=Leaps before thinking. Believes boldness is its own justification.
DARING.interviewerNote.5=Avoids safety by choice. Risk is the goal. Somehow, keeps surviving.
DECISIVE.label=Decisive
DECISIVE.description.0={0} doesn''t waste time with hesitation - once a decision is made, {2}\
\ {7, choice, 0#commit|1#commits} fully. On the battlefield, {2} {7, choice, 0#act|1#acts} with\
\ precision and confidence, knowing that in the chaos of war, a fast decision is often better\
\ than a perfect one.
DECISIVE.description.1=Indecision is just another form of weakness, and {0} refuses to entertain\
\ it. {1} {7, choice, 0#make|1#makes} the call, moves forward, and never looks back - because in\
\ the brutal reality of war, second-guessing gets people killed.
DECISIVE.description.2=While others argue and analyze, {0} is already in motion. {1}\
\ {7, choice, 0#don''t|1#doesn''t} need endless deliberation to see the best path forward - {0}\
\ weighs the options, picks a course, and executes it with ruthless efficiency.
DECISIVE.description.3={0} believes that hesitation is just another way to lose. {1}\
\ {7, choice, 0#trust|1#trusts} {6} instincts, makes the call, and commits fully - because in {6}\
\ mind, the worst decision is no decision at all.
DECISIVE.description.4={0} doesn''t dwell on uncertainty. {1} {7, choice, 0#process|1#processes}\
\ information quickly, chooses a course of action, and moves forward without hesitation - confident\
\ that momentum is the key to victory.
DECISIVE.description.5=When the moment demands action, {0} doesn''t hesitate. {1}\
\ {7, choice, 0#thrive|1#thrives} in high-pressure situations, cutting through doubt and disorder\
\ with a clear, unwavering sense of purpose.
DECISIVE.ronin=I''ve seen how you run things - clean and efficient.\
While others are debating, I''m already moving. I weigh the situation, make the call, and see it\
\ through - no second-guessing. If you need someone who cuts through the chaos and gets things\
\ done, that''s me.
\
If you want hesitation, keep looking. If you want action, you''ve found it.
\
Your call, {0} - but don''t take too long.
DECISIVE.interviewerNote.0=Commits fast, no waffling. Values momentum over precision. Trusts instinct.
DECISIVE.interviewerNote.1=Sees hesitation as lethal. Makes the call, never looks back. Hard charger.
DECISIVE.interviewerNote.2=Cuts through debate. Acts while others plan. Cold efficiency.
DECISIVE.interviewerNote.3=Trusts instincts over perfection. Believes any action is better than none.
DECISIVE.interviewerNote.4=Processes quickly. Chooses, moves, adapts. Keeps the initiative.
DECISIVE.interviewerNote.5=Pressure sharpens them. Clears chaos with clarity and speed.
DETERMINED.label=Determined
DETERMINED.description.0={0} refuses to quit, no matter the odds. Whether facing superior firepower\
\ or an impossible mission, {2} {7, choice, 0#grit|1#grits} {6} teeth and pushes forward - because\
\ failure is simply not an option.
DETERMINED.description.1=Pain, exhaustion, even death - none of it matters. {0} will see {6}\
\ mission through to the bitter end, no matter the cost. Stubbornness and sheer willpower keep\
\ {4} standing long after others have fallen.
DETERMINED.description.2=No obstacle is too great, no challenge too daunting - {0} finds a way. When\
\ others falter, {2} {7, choice, 0#dig|1#digs} deep and keeps going, turning setbacks into fuel for\
\ an unstoppable drive toward victory.
DETERMINED.description.3={0} doesn''t believe in impossible. Every setback is just another\
\ problem to solve, every failure a lesson to be learned. No matter how long it takes or how hard\
\ the road, {2} {7, choice, 0#refuse|1#refuses} to turn back.
DETERMINED.description.4=Some call it persistence, others call it sheer stubbornness - {0} just\
\ calls it doing what needs to be done. {1} {7, choice, 0#don''t|1#doesn''t} waste time complaining\
\ or doubting; {2} simply pushes forward until the job is finished.
DETERMINED.description.5=The world can throw everything it has at {0}, and {2}''ll still keep\
\ going. {5} strength isn''t in speed or skill alone, but in sheer refusal to accept defeat, no\
\ matter how far the odds are stacked against {4}.
DETERMINED.ronin=I''ve been through worse than whatever you''re facing - and I''m still standing.\
Setbacks don''t slow me down - they just give me something to push through. When others break,\
\ I keep moving. When the fight looks impossible, I dig deeper.
\
If you need someone who keeps going when everyone else gives up - let me know, and I''ll show\
\ you how to beat the odds.
DETERMINED.interviewerNote.0=Refuses to break. Pushes forward under fire. Failure not in vocabulary.
DETERMINED.interviewerNote.1=Pain means nothing. Mission above all. Stands long after support falls.
DETERMINED.interviewerNote.2=Turns setbacks into fuel. Driven beyond normal limits.
DETERMINED.interviewerNote.3=Doesn''t accept "impossible." Obstacles are just problems with extra steps.
DETERMINED.interviewerNote.4=Quiet, relentless persistence. Gets it done or dies trying.
DETERMINED.interviewerNote.5=Keeps going no matter the odds. Wins by outlasting.
DIPLOMATIC.label=Diplomatic
DIPLOMATIC.description.0={0} has a knack for finding common ground, turning tense situations into\
\ opportunities. Whether negotiating a ceasefire or keeping a lance from falling apart, {2}\
\ {7, choice, 0#know|1#knows} the right words can be as powerful as a loaded autocannon.
DIPLOMATIC.description.1=Wars aren''t just won with firepower - they''re won with leverage, alliances,\
\ and well-placed words. {0} understands that diplomacy is just another battlefield, and {2}\
\ {7, choice, 0#wield|1#wield} it with the same precision as a well-aimed PPC shot.
DIPLOMATIC.description.2=Why fight when you can talk your way out - or better yet, talk your enemy\
\ into fighting for you? {0} knows how to turn a phrase, spin a deal, and leave everyone thinking\
\ they got the better end of the bargain.
DIPLOMATIC.description.3={0} understands that the right words, delivered at the right time, can\
\ shift the course of history. {1} {7, choice, 0#navigate|1#navigates} conflicts like a battlefield,\
\ always searching for the perfect balance between persuasion and power.
DIPLOMATIC.description.4=Where others see conflict, {0} sees opportunity. {1} can read a room as\
\ easily as a tactical display, knowing exactly when to push, when to concede, and when to turn\
\ enemies into allies.
DIPLOMATIC.description.5={0} never raises {6} voice when a well-placed sentence will do. {1}\
\ {7, choice, 0#don''t|1#doesn''t} just smooth things over - {2} {7, choice, 0#reshape|1#reshapes}\
\ conversations to {6} advantage, leaving even {6} rivals wondering how they ended up agreeing\
\ with {4}.
DIPLOMATIC.ronin=Wars aren''t just fought with firepower - they''re won with leverage.\
I don''t just smooth things over - I shape outcomes. I know when to push, when to pull back, and\
\ when to make someone regret crossing the line.
\
Let me know if you''re ready to win the smart way.
DIPLOMATIC.interviewerNote.0=De-escalates tension. Keeps lances together. Words used like weapons.
DIPLOMATIC.interviewerNote.1=Treats diplomacy as warfare. Targets alliances with tactical precision.
DIPLOMATIC.interviewerNote.2=Talks others into doing their dirty work. Master of the soft sell.
DIPLOMATIC.interviewerNote.3=Uses timing and tone like ordnance. Changes outcomes without bloodshed.
DIPLOMATIC.interviewerNote.4=Reads a room like a map. Finds advantage in every argument.
DIPLOMATIC.interviewerNote.5=Doesn''t argue - redirects. Leaves opponents convinced they won.
DOMINEERING.label=Domineering
DOMINEERING.description.0={0} naturally takes control of every situation, expecting others to\
\ follow {6} lead without question. Whether on the battlefield or in command, {2}\
\ {7, choice, 0#believe|1#believes} that authority is best wielded with absolute confidence - and\
\ little room for dissent.
DOMINEERING.description.1=To {0}, control isn''t just a preference - it''s a necessity. {1}\
\ {7, choice, 0#demand|1#demands} obedience and tolerates no weakness, bending others to {6} will\
\ through sheer force of personality or, if needed, raw intimidation.
DOMINEERING.description.2={0} doesn''t just give orders - {2} {7, choice, 0#expect|1#expects} them\
\ to be followed, no questions asked. Every battle, every decision, every moment is another chance\
\ to prove that only the strongest hand can guide the weak to victory.
DOMINEERING.description.3={0} doesn''t just take charge - {2} {7, choice, 0#own|1#owns} every\
\ situation {2} {7, choice, 0#step|1#steps} into. {5} presence alone demands compliance, and {2}\
\ {7, choice, 0#have|1#has} little patience for those who hesitate to fall in line.
DOMINEERING.description.4=Compromise is just another word for weakness in {0}''s mind. {1}\
\ {7, choice, 0#don''t|1#doesn''t} negotiate or accommodate - {2} {7, choice, 0#dictate|1#dictates},\
\ expecting the world to move according to {6} vision, whether others like it or not.
DOMINEERING.description.5={0} believes leadership isn''t about consensus - it''s about control. {1}\
\ {7, choice, 0#don''t|1#doesn''t} ask for loyalty; {2} {7, choice, 0#assume|1#assumes} it, and\
\ those who resist quickly learn that standing in {6} way is never a good idea.
DOMINEERING.ronin=I''ve seen how you run things - not bad, but you need someone who knows how to take\
\ control.\
I don''t debate or negotiate. I make the call, and I expect it to be followed. If you want\
\ someone who commands respect and delivers results - that''s me.
\
So you''ve got a choice. Keep things as they are - or let me show you what happens when someone\
\ with real authority takes the reins.
DOMINEERING.interviewerNote.0=Assumes command by default. Expects obedience - no tolerance for dissent.
DOMINEERING.interviewerNote.1=Controls through pressure or intimidation. Weakness is punished.
DOMINEERING.interviewerNote.2=Orders aren''t requests. Views questioning as defiance.
DOMINEERING.interviewerNote.3=Dominates by presence alone. Expects immediate compliance.
DOMINEERING.interviewerNote.4=Sees compromise as failure. Imposes vision regardless of input.
DOMINEERING.interviewerNote.5=Loyalty is expected, not earned. Resistance met with swift correction.
FEARLESS.label=Fearless
FEARLESS.description.0={0} charges into danger without a second thought, unshaken by enemy fire or\
\ overwhelming odds. {1} {7, choice, 0#believe|1#believes} fear is a distraction and meets every\
\ challenge with unwavering resolve.
FEARLESS.description.1=Fear died a long time ago for {0}. {1} {7, choice, 0#walk|1#walks} through\
\ hell with a steady hand, not because {2} {7, choice, 0#don''t|1#doesn''t} understand the danger,\
\ but because {2} {7, choice, 0#refuse|1#refuses} to let it matter. If death comes, {0} will\
\ meet it head-on.
FEARLESS.description.2=Most people call it bravery, but {0} just calls it fun. {1}\
\ {7, choice, 0#thrive|1#thrives} on chaos, laughs in the face of danger, and treats every brush\
\ with death like just another story to tell over drinks.
FEARLESS.description.3={0} doesn''t acknowledge fear as anything more than a passing thought. {1}\
\ {7, choice, 0#move|1#moves} forward with unwavering certainty, meeting every challenge as if\
\ failure were never a possibility.
FEARLESS.description.4=Where others hesitate, {0} pushes ahead. Risk doesn''t concern {4}, and\
\ consequences are an afterthought - if there''s a way through, {2}''ll find it, no matter how\
\ dangerous the path.
FEARLESS.description.5={0} treats the impossible like an invitation. {1} never {7, choice, 0#slow|1#slows}\
\ down, never {7, choice, 0#look|1#looks} back, and never {7, choice, 0#let|1#lets} fear dictate\
\ {6} choices - because, to {4}, fear is just an excuse {2} {7, choice, 0#refuse|1#refuses} to\
\ entertain.
FEARLESS.ronin=I''ve seen your work. You don''t play it safe - that''s why I''m interested.\
Most people hesitate when things get ugly - I don''t. I push forward because fear won''t change\
\ the outcome - action will. If death comes, I''ll meet it head-on with a smile.
\
I''m not looking for a quiet life. I want a fight worth remembering. Give me the hardest job,\
\ the worst odds - I''ll handle it. And when the dust settles, you''ll know why I don''t think about\
\ failure - because I don''t lose.
\
Say the word - and I''m yours.
FEARLESS.interviewerNote.0=Charges in without hesitation. Treats fear as noise, not warning.
FEARLESS.interviewerNote.1=Fear is dead weight. Walks into hell like it''s routine. Faces death eye-to-eye.
FEARLESS.interviewerNote.2=Danger is entertainment. Laughs at risk. Borderline thrill-seeker.
FEARLESS.interviewerNote.3=Doesn''t consider failure. Confidence absolute - maybe dangerously so.
FEARLESS.interviewerNote.4=Rushes where others pause. Sees risk, ignores it. Goal matters more.
FEARLESS.interviewerNote.5=Fear doesn''t factor in. Treats the impossible like a dare.
HOSTILE.label=Hostile
HOSTILE.description.0={0} meets everyone with suspicion and barely concealed aggression, always\
\ expecting betrayal. {1} {7, choice, 0#see|1#sees} the universe as a battlefield, where trust is a\
\ liability and violence is the only language that truly matters.
HOSTILE.description.1=A constant storm of anger simmers beneath {0}''s surface, ready to explode\
\ at the slightest provocation. {1} {7, choice, 0#don''t|1#doesn''t} just despise {6} enemies - {2}\
\ barely tolerates allies, seeing them as temporary conveniences rather than comrades.
HOSTILE.description.2=Some people make friends. {0} makes enemies - and seems to prefer it that way.\
\ Whether through biting sarcasm or outright aggression, {2} {7, choice, 0#turn|1#turns} every\
\ interaction into a fight waiting to happen, and frankly, {0} wouldn''t have it any other way.
HOSTILE.description.3={0} carries an air of barely restrained aggression, {6} words sharp and\
\ {6} patience nonexistent. Every conversation feels like a confrontation and that''s how {2}\
\ {7, choice, 0#like|1#likes} it.
HOSTILE.description.4=Trust is a weakness {0} has no interest in. {1} {7, choice, 0#keep|1#keeps}\
\ everyone at arm''s length - sometimes through words, sometimes through force - because in {6}\
\ world, attachments are just another vulnerability waiting to be exploited.
HOSTILE.description.5={0} doesn''t do diplomacy, small talk, or patience. Every interaction is\
\ laced with an edge of hostility, as if {2}''{7, choice, 0#re|1#s} daring the world to give {4} a\
\ reason to lash out.
HOSTILE.ronin=I''m not here to make friends - let''s get that straight.\
Trust gets you killed. You think someone''s got your back, and that''s when the knife goes in. I\
\ don''t expect loyalty, and I''m not offering any. What I am offering is results - fast, clean, and\
\ without hesitation.
\
You don''t have to like me, {0}. Just give me the job and stay out of my way.
HOSTILE.interviewerNote.0=Assumes betrayal by default. Treats trust as a tactical error.
HOSTILE.interviewerNote.1=Anger always close to the surface. Barely tolerates allies - expects them to fail.
HOSTILE.interviewerNote.2=Makes enemies on purpose. Finds comfort in conflict, not camaraderie.
HOSTILE.interviewerNote.3=Every word a weapon. Conversation feels like combat.
HOSTILE.interviewerNote.4=Keeps people away - violently if needed. Trust replaced with defense.
HOSTILE.interviewerNote.5=Always confrontational. Anticipates violence, welcomes it.
HOT_HEADED.label=Hot-Headed
HOT_HEADED.description.0={0} acts before thinking, always ready to throw {4}self into a fight at\
\ the slightest provocation. Patience isn''t {6} strong suit, and keeping {0} in check is often\
\ as dangerous as facing the enemy.
HOT_HEADED.description.1=Rage fuels {0} like a reactor running hot, always on the edge of boiling\
\ over. {1} fights with raw fury, never backing down, never letting a slight go unanswered -\
\ whether it''s an enemy on the battlefield or an insult in the mess hall.
HOT_HEADED.description.2={0} has never met a fight {2} didn''t want to start - or finish. Whether\
\ it''s charging headfirst into battle or arguing over who gets the last drink, {2}\
\ {7, choice, 0#run|1#runs} on impulse, always running hot and never cooling down.
HOT_HEADED.description.3={0} is a walking powder keg, always a moment away from igniting. {5}\
\ temper flares fast and burns bright, leaving little room for reason once {2}''{7, choice, 0#re|1#s}\
\ set on a path - whether right or wrong.
HOT_HEADED.description.4=Subtlety and restraint are foreign concepts to {0}. {1}\
\ {7, choice, 0#meet|1#meets} every challenge, real or imagined, with immediate intensity, {6}\
\ first instinct always to escalate rather than back down.
HOT_HEADED.description.5={0}''s patience is as short as {6} temper is explosive. {1}\
\ {7, choice, 0#don''t|1#doesn''t} wait, doesn''t deliberate - {2} {7, choice, 0#react|1#reacts},\
\ fast and forceful, often leaving those around {4} scrambling to keep up.
HOT_HEADED.ronin=I''m not here to play nice - I''m here to fight. You push hard when it counts - that''s\
\ why I''m interested.\
Patience isn''t my thing. When someone steps up, I hit first and figure it out later. Most people\
\ can''t keep up - but you run your team like you mean it.
\
If you want someone careful, keep looking. If you want someone who brings the heat - give me\
\ the job.
HOT_HEADED.interviewerNote.0=Impulsive and volatile. Can be as dangerous to friendlies as hostiles.
HOT_HEADED.interviewerNote.1=Fueled by anger. Never lets an insult slide - on or off the field.
HOT_HEADED.interviewerNote.2=Runs on impulse. Seeks out fights, never backs off. No cooldown.
HOT_HEADED.interviewerNote.3=Always one spark from exploding. Reason stops mattering once temper flares.
HOT_HEADED.interviewerNote.4=Escalates everything. First instinct is force, not strategy.
HOT_HEADED.interviewerNote.5=Zero patience. Reacts fast, hits hard. Team scrambles to keep pace.
IMPETUOUS.label=Impetuous
IMPETUOUS.description.0={0} acts on instinct, rarely stopping to consider the consequences before\
\ charging ahead. Whether on the battlefield or in conversation, {2} {7, choice, 0#prefer|1#prefers}\
\ action over hesitation - sometimes to {6} own detriment.
IMPETUOUS.description.1=Caution is for the slow and the dead, and {0} refuses to be either. {1}\
\ {7, choice, 0#rush|1#rushes} headlong into danger, making split-second decisions that could be\
\ called bravery - or sheer madness. One way or another, {0} never stands still.
IMPETUOUS.description.2=If there''s a bad idea, {0} will be the first to try it. {1}\
\ {7, choice, 0#hate|1#hates} waiting, {7, choice, 0#hate|1#hates} planning, and definitely\
\ {7, choice, 0#hate|1#hates} being told to slow down - because {2} always believes the\
\ best way forward is straight through the enemy.
IMPETUOUS.description.3={0} moves through life like a storm, always in motion, always pushing\
\ forward without a second thought. If there''s a decision to be made, {2} {7, choice, 0#make|1#makes}\
\ it in an instant - hesitation just isn''t in {6} nature.
IMPETUOUS.description.4=Patience and restraint have never been {0}''s strengths. {1}\
\ {7, choice, 0#act|1#acts} first, thinks later, and rarely regrets it - because in {6} mind,\
\ slowing down is just another way of losing.
IMPETUOUS.description.5={0} thrives on impulse, driven by an unshakable belief that momentum is\
\ more important than caution. Plans are for people who doubt themselves - {0} simply does, and\
\ lets the universe catch up.
IMPETUOUS.ronin=I don''t do slow, and I don''t do careful. That''s why I''m coming to you.\
I''ve seen how you run things - fast, direct, no hesitation. That''s the kind of operation I want\
\ in on. I don''t second-guess or overthink. You see a problem - you hit it. If it works, great. If\
\ it doesn''t, you hit harder.
\
Just give me the green light - and watch me clear the path.
IMPETUOUS.interviewerNote.0=Leaps before looking. Trusts instinct over outcome. Risk to self and mission.
IMPETUOUS.interviewerNote.1=Rejects caution. Speed over safety. Bravery or recklessness - depends on the day.
IMPETUOUS.interviewerNote.2=First to try the worst idea. Hates waiting, planning, and orders.
IMPETUOUS.interviewerNote.3=Storm of action. Decisions made instantly, without pause or regret.
IMPETUOUS.interviewerNote.4=Acts fast, rarely looks back. Believes slowing down equals failure.
IMPETUOUS.interviewerNote.5=Momentum addict. Planning seen as weakness. Lets consequences catch up later.
IMPULSIVE.label=Impulsive
IMPULSIVE.description.0={0} makes decisions in the heat of the moment, trusting gut instinct over\
\ careful planning. Whether in battle or conversation, {2} {7, choice, 0#act|1#acts} first and\
\ thinks later - sometimes to great effect, sometimes to great regret.
IMPULSIVE.description.1=For {0}, hesitation is just another form of failure. {1}\
\ {7, choice, 0#throw|1#throws} {4}self into danger without a second thought, making split-second\
\ calls that can mean brilliance or disaster - but either way, {2} never {7, choice, 0#slow|1#slows}\
\ down.
IMPULSIVE.description.2=Why wait when you can act? {0} leaps before looking, speaks before\
\ thinking, and never backs down from a challenge. Whether it''s a high-stakes battle or a bad\
\ bet, {2} {7, choice, 0#are|1#is} always rolling the dice, just to see what happens.
IMPULSIVE.description.3={0} doesn''t believe in overthinking - if an idea crosses {6} mind, it''s\
\ already halfway to reality. Every decision is made in the moment, with no time wasted on doubt\
\ or second-guessing.
IMPULSIVE.description.4=Planning has never been {0}''s strong suit. {1} {7, choice, 0#follow|1#follows}\
\ instinct over strategy, letting adrenaline and quick thinking dictate {6} path. Sometimes it\
\ works, sometimes it doesn''t - but either way, {2} never hesitates.
IMPULSIVE.description.5={0} lives in the now, always moving, always deciding on the fly. Whether\
\ it''s a split-second gamble or an uncalculated risk, {2} {7, choice, 0#thrive|1#thrives} in the\
\ rush of immediate action - consequences can wait.
IMPULSIVE.ronin=I''m not big on planning - that''s why I''m interested in your outfit. You look like\
\ someone who knows how to make things happen without getting lost in the details. That''s exactly\
\ the kind of team I want to be part of.\
You''ve got people who follow orders - that''s fine. But you also need someone who thrives in\
\ chaos and makes decisions when the plan falls apart.
\
Say the word - I''m ready to jump.
IMPULSIVE.interviewerNote.0=Gut-driven. Acts fast, sometimes smart - sometimes not. Unpredictable asset.
IMPULSIVE.interviewerNote.1=Hesitation rejected. Decisions made mid-charge. High risk, high volatility.
IMPULSIVE.interviewerNote.2=Leaps into trouble for the thrill. Makes chaos just to see the outcome.
IMPULSIVE.interviewerNote.3=Turns thought into action without delay. Second-guessing isn''t in the vocabulary.
IMPULSIVE.interviewerNote.4=Strategy ignored. Runs on instinct and adrenaline. Sometimes lucky, always fast.
IMPULSIVE.interviewerNote.5=Lives in fast-forward. Decisions first, consequences later - if ever.
INFLEXIBLE.label=Inflexible
INFLEXIBLE.description.0={0} follows a plan to the letter and expects others to do the same. Once\
\ {2} {7, choice, 0#have|1#has} made a decision, nothing short of disaster - or outright force -\
\ will make {4} change course.
INFLEXIBLE.description.1=For {0}, compromise is just another word for weakness. {1}\
\ {7, choice, 0#stick|1#sticks} to {6} principles, strategies, and orders with unwavering\
\ determination, even when logic - or survival - suggests a different path.
INFLEXIBLE.description.2=Once {0} makes up {6} mind, that''s the end of the discussion. Plans\
\ don''t change, orders don''t get questioned, and {2} sure as hell {7, choice, 0#aren''t|1#isn''t}\
\ going to admit being wrong - not now, not ever.
INFLEXIBLE.description.3={0} sees adaptability as another word for indecision. Once {2}\
\ {7, choice, 0#commit|1#commits} to a course of action, there''s no turning back - no matter how\
\ much the situation changes around {4}.
INFLEXIBLE.description.4=Rules, plans, and decisions are set in stone as far as {0} is\
\ concerned. {1} {7, choice, 0#follow|1#follows} them without question and expects everyone else to\
\ do the same, regardless of the circumstances.
INFLEXIBLE.description.5={0} doesn''t waver, doesn''t compromise, and certainly doesn''t entertain\
\ alternatives. {5} way is the right way - end of discussion, no exceptions.
INFLEXIBLE.ronin=I''ve been watching how you run things. It''s clear you''ve got a plan - and that''s\
\ exactly why I''m interested.\
I don''t do chaos. You make a plan, you stick to it - that''s how you win. Too many operations\
\ fail because someone panics or starts second-guessing. That''s not me. I execute the mission as\
\ ordered - no deviations, no hesitation.
\
I see order in your unit - and I know I can make it stronger. You need someone who follows the\
\ plan, even when things get ugly? That''s me.
\
The decision''s yours, {0}.
INFLEXIBLE.interviewerNote.0=Follows plans rigidly. Won''t adapt unless forced. Expects total conformity.
INFLEXIBLE.interviewerNote.1=Sees compromise as failure. Principles trump survival instinct.
INFLEXIBLE.interviewerNote.2=Decisions are final. Won''t revisit, revise, or admit error.
INFLEXIBLE.interviewerNote.3=Views flexibility as weakness. Once committed, won''t pivot.
INFLEXIBLE.interviewerNote.4=Rules are law. Doesn''t adjust for context. Orders must be obeyed.
INFLEXIBLE.interviewerNote.5=No deviation, no negotiation. Their way or nothing.
INTREPID.label=Intrepid
INTREPID.description.0={0} faces the unknown with fearless determination, always pushing forward\
\ where others hesitate. Whether it''s uncharted space or a battlefield stacked against {4}, {2}\
\ {7, choice, 0#refuse|1#refuses} to back down from a challenge.
INTREPID.description.1=Caution is for those who expect to live forever, and {0} has no such\
\ illusions. {1} {7, choice, 0#charge|1#charges} into the most dangerous situations with unwavering\
\ resolve, knowing that fortune - and survival - favors only those bold enough to seize it.
INTREPID.description.2=If there''s a risk to take, {0} is already halfway through it. {1}\
\ {7, choice, 0#thrive|1#thrives} on danger, seeing every challenge as an opportunity and every\
\ battle as an adventure waiting to unfold. Safe choices are for lesser warriors.
INTREPID.description.3={0} sees uncertainty as an invitation rather than a threat. {1}\
\ {7, choice, 0#step|1#steps} into the unknown without hesitation, confident that no matter what\
\ awaits, {2}''ll find a way through.
INTREPID.description.4=Risk isn''t something {0} avoids - it''s something {2} {7, choice, 0#seek|1#seeks}.\
\ Whether facing an impossible mission or an untested idea, {1} {7, choice, 0#meet|1#meets} every\
\ challenge with steady resolve and an eager grin.
INTREPID.description.5=The more dangerous the path, the more certain {0} is that it''s the right\
\ one. {1} {7, choice, 0#move|1#moves} forward without fear, seeing every unknown as a puzzle to\
\ solve, a victory to claim, or a story to tell later.
INTREPID.ronin=I''ve been out here long enough to know the safe path doesn''t get you anywhere worth\
\ going.\
You''ve got a reputation for handling the hard jobs - the ones most people wouldn''t touch. That''s\
\ exactly the kind of fight I''m after. I don''t shy away from risk - I seek it. The tougher the\
\ mission, the better. After all, fortune doesn''t favor the careful - it favors the bold.
\
So... you ready to take the hard road?
INTREPID.interviewerNote.0=Pushes into the unknown. Fearless in the face of risk. Refuses retreat.
INTREPID.interviewerNote.1=Accepts danger as part of the job. Charges forward with purpose, not illusion.
INTREPID.interviewerNote.2=Risks draw them in. Sees combat as challenge, not threat.
INTREPID.interviewerNote.3=Treats uncertainty like a map. Goes first, figures it out mid-stride.
INTREPID.interviewerNote.4=Seeks out risk. Smiles at impossible odds, eager for the test.
INTREPID.interviewerNote.5=The harder the path, the more they want it. Danger is proof they''re on track.
MURDEROUS.label=Murderous
MURDEROUS.description.0={0} doesn''t just fight to win - {2} {7, choice, 0#fight|1#fights} to annihilate.\
\ Enemies aren''t obstacles to be overcome; they''re targets to be erased, and {2} won''t stop until\
\ the battlefield is silent.
MURDEROUS.description.1=For {0}, war isn''t just necessary - it''s personal. {1} {7, choice, 0#take|1#takes}\
\ pleasure in destruction, savoring the screams over comms and the sight of burning wreckage. Mercy\
\ is a foreign concept, and survival is only for those {2} {7, choice, 0#allow|1#allows} to crawl away.
MURDEROUS.description.2={0} doesn''t get angry - {2} {7, choice, 0#get|1#gets} efficient. Killing\
\ isn''t about rage or revenge; it''s about eliminating threats as quickly and effectively as\
\ possible. If {2} {7, choice, 0#have|1#has} to wipe out an entire company to make a point, so be it.
MURDEROUS.description.3={0} doesn''t see battle as a contest - {2} {7, choice, 0#see|1#sees} it as\
\ extermination. There''s no such thing as a fair fight or an honorable duel, only the absolute\
\ certainty that when the dust settles, {2}''ll be the last one standing.
MURDEROUS.description.4=Death isn''t just a consequence of war for {0} - it''s the objective. {1}\
\ {7, choice, 0#move|1#moves} through conflict like a reaper, methodical and unrelenting, leaving\
\ nothing but silence and ruin in {6} wake.
MURDEROUS.description.5={0} isn''t satisfied with victory - {2} demands eradication. To {4}, an\
\ enemy left standing is an enemy that wasn''t taught the right lesson, and {2} {7, choice, 0#have|1#has}\
\ no interest in teaching it twice.
MURDEROUS.ronin=I''ve seen how you handle things - efficient, clean. But you''re holding back. That''s\
\ why you need me.\
I''m not looking for glory, and I''m not here to make friends. I want the kind of fight where the\
\ only sound left is static and burning metal. You need someone who won''t stop until the field is\
\ clear? That''s me.
\
No prisoners. No loose ends. Give the order - I''ll handle the rest.
\
But once I start, I don''t stop.
MURDEROUS.interviewerNote.0=Doesn''t just win - erases. Only satisfied when nothing is left alive.
MURDEROUS.interviewerNote.1=Enjoys the suffering. War is personal. Mercy doesn''t exist in their doctrine.
MURDEROUS.interviewerNote.2=Cold, lethal efficiency. Will wipe out entire units to prove a point.
MURDEROUS.interviewerNote.3=Sees battle as extermination, not combat. No rules, no honor - only results.
MURDEROUS.interviewerNote.4=Death is the goal, not the cost. Methodical, unstoppable, thorough.
MURDEROUS.interviewerNote.5=Victory is incomplete if anything survives. Believes lessons should be final.
OVERBEARING.label=Overbearing
OVERBEARING.description.0={0} always takes charge - whether {2} should or not. {1}\
\ {7, choice, 0#insist|1#insists} on controlling every situation, making sure everything goes\
\ exactly as {2} {7, choice, 0#want|1#wants}, even if it means steamrolling everyone else in the process.
OVERBEARING.description.1=To {0}, control isn''t a preference - it''s a necessity. {1}\
\ {7, choice, 0#dictate|1#dictates} every move, barks orders without question, and refuses to\
\ tolerate disobedience. In {6} world, authority isn''t earned - it''s enforced.
OVERBEARING.description.2={0} knows best - just ask {4}. Whether it''s battle tactics, logistics,\
\ or how to hold a damn coffee cup, {2} {7, choice, 0#have|1#has} an opinion and makes sure everyone\
\ hears it. If {0} had more hands, {2} would probably try to do everyone''s job at the same time.
OVERBEARING.description.3={0} doesn''t just take charge - {2} smothers every situation with {6}\
\ presence. Whether giving orders or offering "advice," {2} {7, choice, 0#make|1#makes} sure {6}\
\ voice is the loudest and {6} will is the only one that matters.
OVERBEARING.description.4=There''s no room for debate when {0} is around. {1}\
\ {7, choice, 0#dictate|1#dictates} the course of action with absolute certainty, expecting others\
\ to fall in line without question - because, in {6} mind, there''s no alternative.
OVERBEARING.description.5={0} doesn''t believe in delegation, compromise, or second opinions. If\
\ something needs to be done, {2}''ll do it {6} way - whether anyone asked for {6} help or not.
OVERBEARING.ronin=I''ve seen how you operate - not bad, but you could use someone who knows how to\
\ keep things from falling apart.\
Let''s be clear: I don''t follow - I lead. When things get chaotic, you don''t wait - you make the\
\ call, and everyone falls in line. That''s what I do. No hesitation, no second opinions. My way\
\ works - and if you want results, you''ll let me handle it.
\
Give me a spot, and I''ll make sure things run the way they should - even if I have to drag the\
\ others across the finish line.
OVERBEARING.interviewerNote.0=Takes control uninvited. Bulldozes team dynamics to get their way.
OVERBEARING.interviewerNote.1=Enforces authority, not leadership. Obedience expected, not requested.
OVERBEARING.interviewerNote.2=Has input on everything. Micromanages down to the trivial.
OVERBEARING.interviewerNote.3=Dominates every room. Advice feels like orders - can''t be ignored.
OVERBEARING.interviewerNote.4=No tolerance for disagreement. Only one path forward: theirs.
OVERBEARING.interviewerNote.5=Rejects teamwork. If it''s not done their way, it''s wrong.
PACIFISTIC.label=Pacifistic
PACIFISTIC.description.0={0} believes violence should always be the last resort, preferring\
\ diplomacy and strategy over brute force. Even in the cockpit, {2} {7, choice, 0#look|1#looks} for\
\ ways to disable or disarm rather than destroy.
PACIFISTIC.description.1=In a galaxy soaked in blood, {0} refuses to be just another killer. {1}\
\ {7, choice, 0#cling|1#clings} to the belief that there''s a better way, even as war drags on\
\ around {4}, testing convictions that grow harder to uphold with every battle.
PACIFISTIC.description.2={0} doesn''t fight out of hatred or ambition - {2} {7, choice, 0#fight|1#fights}\
\ because there''s no other choice. Every battle is a necessary evil, and every trigger pull is a\
\ failure of diplomacy. If {2} could find another way, {2} would take it in a heartbeat.
PACIFISTIC.description.3={0} sees every conflict as a failure long before the first shot is\
\ fired. {1} {7, choice, 0#believe|1#believes} in finding solutions beyond violence, even when\
\ surrounded by those who see war as the only answer.
PACIFISTIC.description.4=To {0}, true strength lies in restraint. {1} {7, choice, 0#stand|1#stands}\
\ firm in {6} belief that there''s always another way, no matter how much the galaxy tries to\
\ prove {4} wrong.
PACIFISTIC.description.5={0} doesn''t seek victory - {2} {7, choice, 0#seek|1#seeks} peace. Every\
\ fight, every battle, every loss only reinforces {6} conviction that the real war isn''t against\
\ an enemy, but against the need to fight at all.
PACIFISTIC.ronin=I''ve seen enough war to know how it ends - wreckage, loss, silence.\
I''m not here because I want to fight. I''m here because sometimes you don''t get a choice. If\
\ stepping into the line of fire means protecting others - means ending the fight before it spirals\
\ - I''ll do it. But I''m not here for glory or a kill count.
\
You need someone who stays calm when others are reaching for the trigger? Someone who can end a\
\ fight without leaving a graveyard? That''s me. If there''s a way out that doesn''t leave bodies\
\ behind, I''ll find it. If not... I''ll do what needs to be done.
\
Let me know where I''m needed.
PACIFISTIC.interviewerNote.0=Seeks non-lethal solutions. Prioritizes strategy and disarmament over destruction.
PACIFISTIC.interviewerNote.1=Holds tight to idealism. War tests it, but they endure - for now.
PACIFISTIC.interviewerNote.2=Only fights when cornered. Views violence as failure, not achievement.
PACIFISTIC.interviewerNote.3=Treats conflict as preventable. Stands against a tide of warmongers.
PACIFISTIC.interviewerNote.4=Believes restraint is strength. Refuses to be changed by brutality.
PACIFISTIC.interviewerNote.5=Fighting for peace, not conquest. Enemy is the cycle of war itself.
RECKLESS.label=Reckless
RECKLESS.description.0={0} charges headfirst into danger without hesitation, trusting instinct and\
\ luck to carry {4} through. Whether it''s an impossible maneuver or a head-on assault, {2} never\
\ {7, choice, 0#stop|1#stops} to ask if it''s a good idea - only if it''s exciting.
RECKLESS.description.1=Fear is for the weak, and {0} has no patience for it. {1}\
\ {7, choice, 0#throw|1#throws} {4}self into battle with wild abandon, ignoring risks and\
\ consequences. Whether it''s bravery or a death wish, sooner or later, it''s going to catch up\
\ with {4}.
RECKLESS.description.2=Caution is boring, and {0} would rather go down in flames than play it safe.\
\ {1} {7, choice, 0#live|1#lives} for the thrill of insane risks, treating the battlefield like a\
\ proving ground for just how crazy {2} can get - and somehow, {2} usually pulls it off.
RECKLESS.description.3={0} doesn''t believe in playing it safe. {1} {7, choice, 0#thrive|1#thrives}\
\ on risk, constantly pushing limits and daring fate to keep up - because to {4}, caution is just \
another word for hesitation.
RECKLESS.description.4=The line between confidence and recklessness is one {0} never bothers to\
\ acknowledge. {1} {7, choice, 0#act|1#acts} on impulse, ignores warnings, and\
\ {7, choice, 0#barrel|1#barrels} forward at full speed, trusting that {2}''ll figure things out\
\ before it''s too late.
RECKLESS.description.5={0} isn''t afraid of consequences - {2} simply {7, choice, 0#don''t|1#doesn''t}\
\ think about them. {1} {7, choice, 0#jump|1#jumps} before looking, {7, choice, 0#commit|1#commits}\
\ before planning, and {7, choice, 0#laugh|1#laughs} in the face of disaster, because for {4}, the\
\ thrill of the risk is always worth it.
RECKLESS.ronin=I''ve been running solo long enough to know playing it safe doesn''t get you anywhere.\
\ You''ve got a reputation for taking on the messy jobs - that''s exactly what I''m looking for.
\
You see, I don''t hesitate or overthink. You see a target, you hit it - fast and hard. If it\
\ works, great. If it doesn''t, you still come out ahead if you hit hard enough. I''m not afraid of\
\ risk - I live for it.
\
If you need someone who pushes limits and takes the insane shot when it counts, I''m ready.
RECKLESS.interviewerNote.0=Rushes into danger without pause. Seeks excitement, not survival.
RECKLESS.interviewerNote.1=Ignores risk entirely. Bravery or death wish - hard to tell.
RECKLESS.interviewerNote.2=Thrill-seeker. Battlefield is their playground. Somehow survives - so far.
RECKLESS.interviewerNote.3=Pushed by risk, not tactics. Caution dismissed as weakness.
RECKLESS.interviewerNote.4=Doesn''t care if it''s reckless - just that it''s fast and loud.
RECKLESS.interviewerNote.5=No thoughts of consequence. Laughs at disaster, races toward it.
RESOLUTE.label=Resolute
RESOLUTE.description.0={0} refuses to waver, no matter the odds. Once {2} {7, choice, 0#set|1#sets}\
\ a goal, {2} {7, choice, 0#see|1#sees} it through with unshakable determination, standing firm even\
\ when everything around {4} is falling apart.
RESOLUTE.description.1=The universe grinds down the weak, but {0} refuses to break. {1}\
\ {7, choice, 0#endure|1#endures} hardship, battle, and betrayal with ironclad willpower, pressing\
\ forward no matter how much blood {2} {7, choice, 0#have|1#has} to wade through to get there.
RESOLUTE.description.2=When others falter, {0} is the rock they lean on. {1}\
\ {7, choice, 0#don''t|1#doesn''t} just stand {6} ground - {2} {7, choice, 0#inspire|1#inspires}\
\ others to do the same, proving that true strength comes from never backing down, no matter how\
\ impossible the fight may seem.
RESOLUTE.description.3={0} doesn''t bend, doesn''t break, and certainly doesn''t back down. {5}\
\ resolve is a force of nature, pushing {4} forward even when everything else is telling {4} to\
\ stop.
RESOLUTE.description.4=Doubt and hesitation have no place in {0}''s mind. Once {2}\
\ {7, choice, 0#set|1#sets} {6} course, nothing - not fear, not failure, not even overwhelming\
\ odds - will make {4} stray from it.
RESOLUTE.description.5={0}''s strength isn''t in speed or firepower - it''s in sheer, immovable\
\ will. No matter how hard the universe tries to wear {4} down, {2} {7, choice, 0#stand|1#stands}\
\ firm, proving that persistence is just another kind of victory.
RESOLUTE.ronin=I''ve been through enough to know this life doesn''t get easier - but quitting isn''t an\
\ option.\
I don''t bend. I don''t break. You set a course, you follow it - no matter how hard it gets or\
\ how many bodies pile up. That''s how you survive. That''s how you win. I''m not here for glory - I''m\
\ here because I know how to finish the job when others falter.
\
You need someone who holds the line when it starts to break? Someone who doesn''t flinch when the\
\ odds turn ugly? That''s me. I don''t hesitate, and I don''t retreat.
RESOLUTE.interviewerNote.0=Unshakable once committed. Holds the line even as the world collapses.
RESOLUTE.interviewerNote.1=Wades through hell with steady purpose. Bleeds, but never breaks.
RESOLUTE.interviewerNote.2=Anchor under pressure. Stands firm and inspires others to follow.
RESOLUTE.interviewerNote.3=Won''t bend, won''t quit. Will alone drives them forward.
RESOLUTE.interviewerNote.4=No room for doubt. Once locked in, nothing sways them.
RESOLUTE.interviewerNote.5=Wins through endurance. Willpower is their greatest weapon.
SADISTIC.label=Sadistic
SADISTIC.description.0={0} doesn''t just enjoy battle - {2} {7, choice, 0#enjoy|1#enjoys} making\
\ others suffer. {1} {7, choice, 0#drag|1#drags} out fights longer than necessary, savoring the\
\ moment an enemy realizes they''ve lost but still have to endure the pain.
SADISTIC.description.1=For {0}, war isn''t just about winning - it''s about breaking the enemy in\
\ every possible way. {1} {7, choice, 0#don''t|1#doesn''t} just destroy opponents; {2}\
\ {7, choice, 0#make|1#makes} sure they know exactly how powerless they are before delivering the\
\ final blow.
SADISTIC.description.2=Some warriors fight to survive. {0} fights for the fun of watching others\
\ squirm. Whether it''s taunting an outmatched opponent or deliberately crippling a ''Mek just to\
\ prolong the suffering, {2} always {7, choice, 0#make|1#makes} sure to enjoy {4}self.
SADISTIC.description.3={0} doesn''t just seek victory - {2} {7, choice, 0#seek|1#seeks} suffering.\
\ Winning isn''t enough unless it comes with agony, and {2} {7, choice, 0#take|1#takes} {6} time\
\ ensuring that every defeat is as excruciating as possible.
SADISTIC.description.4=Pain is just another weapon in {0}''s arsenal, and {2} {7, choice, 0#wield|1#wield}\
\ it with ruthless precision. {1} {7, choice, 0#don''t|1#doesn''t} rush to end a fight; {2}\
\ {7, choice, 0#draw|1#draws} it out, savoring every moment of {6} opponent''s fear and despair.
SADISTIC.description.5={0}''s enjoyment of conflict goes far beyond strategy or skill. There''s a\
\ gleam in {6} eye whenever someone else is hurting, a twisted satisfaction in knowing that the\
\ suffering is entirely {6} doing.
SADISTIC.ronin=I''ve seen how you work - efficient, professional, But efficiency is boring. Winning\
\ isn''t enough - it''s about how you win.\
I don''t just fight to win - I fight to break. Anyone can destroy an enemy - but making them know\
\ they''ve lost? Making them feel it? That''s an art. Let them struggle. Let them feel the weight of\
\ their mistake. And when the light fades from their eyes - that''s real satisfaction.
\
If you want results, fine. But if you want the enemy to regret ever stepping onto the battlefield\
\ - you need me.
SADISTIC.interviewerNote.0=Draws out suffering intentionally. Delays victory to savor enemy pain.
SADISTIC.interviewerNote.1=Breaks mind before body. Humiliation is part of the win condition.
SADISTIC.interviewerNote.2=Enjoys watching others suffer. Fights for fun, not necessity.
SADISTIC.interviewerNote.3=Seeks agony, not just success. Makes sure defeat hurts.
SADISTIC.interviewerNote.4=Uses pain like a scalpel. Precise, slow, and deliberate.
SADISTIC.interviewerNote.5=Finds pleasure in cruelty. Hurt is the goal, not the side effect.
SAVAGE.label=Savage
SAVAGE.description.0={0} fights with raw, unrelenting brutality, never holding back once the battle\
\ begins. {1} {7, choice, 0#tear|1#tears} through enemies like a force of nature, leaving only\
\ wreckage in {6} wake.
SAVAGE.description.1=To {0}, war is not just combat - it''s carnage. {1} {7, choice, 0#revel|1#revels}\
\ in the destruction, smashing through enemies with ruthless efficiency and leaving behind nothing\
\ but fire, twisted metal, and silence.
SAVAGE.description.2=The battlefield is {0}''s playground, and {2} plays rough. Whether it''s tearing\
\ through armor with brutal melee strikes or finishing off a crippled enemy just to send a\
\ message, {2} {7, choice, 0#fight|1#fights} like an animal that refuses to be caged.
SAVAGE.description.3={0} doesn''t fight with finesse or restraint - {2} {7, choice, 0#fight|1#fights}\
\ to destroy. Every engagement is a whirlwind of unrelenting brutality, where survival isn''t enough\
\ - domination is the only acceptable outcome.
SAVAGE.description.4=Precision and strategy mean nothing to {0} if they don''t come with sheer,\
\ overwhelming force. {1} {7, choice, 0#tear|1#tears} through obstacles, enemies, and anything else\
\ in {6} way with merciless ferocity.
SAVAGE.description.5={0}''s presence in battle is like a wildfire - unstoppable, all consuming, and\
\ utterly devastating. There''s no hesitation, no mercy, just the raw, unfiltered instinct to tear\
\ through whatever stands before {4}.
SAVAGE.ronin=I''ve been out there long enough to know one thing: strength wins. Not tactics. Not\
\ positioning. Just raw, brutal force.\
I don''t fight to survive - I fight to destroy. The battlefield isn''t a chessboard; it''s a hunting\
\ ground. You don''t out-think your prey - you tear it apart. No hesitation, no mercy. If you want\
\ your enemies reduced to scrap and fire, I''m exactly who you need.
\
Make the call. I''m ready to hunt.
SAVAGE.interviewerNote.0=Pure brutality. Overwhelms with force, not finesse. Leaves ruin behind.
SAVAGE.interviewerNote.1=Revels in destruction. Turns battlefields into graveyards with ruthless joy.
SAVAGE.interviewerNote.2=Fights like a beast. Uncaged, unrestrained - sends messages in wreckage.
SAVAGE.interviewerNote.3=No subtlety, no retreat. Survival is secondary to total destruction.
SAVAGE.interviewerNote.4=Force over form. Anything in the way gets torn apart.
SAVAGE.interviewerNote.5=Hits like wildfire - unstoppable, merciless, and consuming.
STUBBORN.label=Stubborn
STUBBORN.description.0={0} refuses to back down, no matter the circumstances. Once {2}\
\ {7, choice, 0#set|1#sets} {6} mind on something, there''s no changing it - whether that''s\
\ holding the line in battle or refusing to admit {2} {7, choice, 0#were|1#was} wrong.
STUBBORN.description.1=The universe breaks the weak, but {0} refuses to bend. {1} will fight,\
\ bleed, and suffer before ever conceding an inch - because in {6} mind, the only way to truly\
\ lose is to give in.
STUBBORN.description.2=There''s determination, and then there''s {0}. Once {2} {7, choice, 0#make|1#makes}\
\ a decision, no amount of logic, pleading, or even superior orders will make {4} budge. Whether\
\ it''s admirable or infuriating depends on who you ask.
STUBBORN.description.3={0} doesn''t just hold {6} ground - {2} {7, choice, 0#dig|1#digs} in so deep\
\ that nothing short of disaster can move {4}. Changing {6} mind is as likely as shifting a\
\ mountain by sheer force of will.
STUBBORN.description.4=Once {0} commits to something, that''s the end of the discussion. No\
\ argument, no persuasion, no force in the universe is enough to shake {6} resolve once\
\ {2}''{7, choice, 0#ve|1#s} made up {6} mind.
STUBBORN.description.5={0} treats every challenge like a battle of endurance, convinced that if\
\ {2} just {7, choice, 0#hold|1#holds} out long enough, the world will bend before {2}\
\ {7, choice, 0#do|1#does}. Sometimes it works - sometimes it just makes life harder for everyone\
\ around {4}.
STUBBORN.ronin=I''ve been running solo for a while - not because I had to, but because I won''t work\
\ with anyone who can''t hold it together when things get hard.\
I don''t bend, and I sure as hell don''t break. Pain, exhaustion, bad odds - I don''t care. I don''t\
\ stop.
\
If you need someone who second-guesses or backs down under pressure, keep looking. But if you\
\ need someone who digs in and refuses to move until the job''s done - I''m exactly who you need.
STUBBORN.interviewerNote.0=Won''t back down, even when wrong. Holds the line - and the grudge.
STUBBORN.interviewerNote.1=Would rather suffer than yield. Sees concession as defeat.
STUBBORN.interviewerNote.2=Logic bounces off. Orders ignored if they conflict with conviction.
STUBBORN.interviewerNote.3=Digs in deep. Unmoving, unchanging, unyielding.
STUBBORN.interviewerNote.4=Discussion ends at commitment. Mind closed, door locked.
STUBBORN.interviewerNote.5=Treats resistance as victory. Outlasts opposition - at a cost.
TENACIOUS.label=Tenacious
TENACIOUS.description.0={0} refuses to quit, no matter how tough the fight gets. {1}\
\ {7, choice, 0#keep|1#keeps} pushing forward, adapting, enduring, and overcoming, because in {6}\
\ mind, the only real defeat is giving up.
TENACIOUS.description.1=Pain, exhaustion, and impossible odds mean nothing to {0}. {1} will fight\
\ until the mission is done, even if it means crawling from the wreckage to finish the job with\
\ {6} bare hands.
TENACIOUS.description.2={0} has survived things that should have killed {4} - more than once. No\
\ matter how many times {2} {7, choice, 0#get|1#gets} knocked down, {2} just {7, choice, 0#keep|1#keeps}\
\ getting back up, proving that sometimes, sheer refusal to die is a strategy all its own.
TENACIOUS.description.3={0} doesn''t believe in stopping - ever. No setback, no injury, no force\
\ in the universe can keep {4} from pushing forward until {2}''{7, choice, 0#ve|1#s} achieved what\
\ {2} set out to do.
TENACIOUS.description.4=Some people call it grit, others call it madness, but {0} doesn''t care\
\ what they think. No matter how much the world tries to grind {4} down, {2} {7, choice, 0#keep|1#keeps}\
\ going, long after anyone else would have quit.
TENACIOUS.description.5={0} treats every challenge like a war of attrition - {2}\
\ {7, choice, 0#don''t|1#doesn''t} have to be the fastest or the strongest, just the one still\
\ standing at the end. And {2} always {7, choice, 0#are|1#is}.
TENACIOUS.ronin=I''ve been through enough to know survival isn''t about strength or speed - it''s about\
\ not stopping.\
I''m not here for glory or easy victories. I know how to survive. If I get knocked down, I get\
\ back up. If the plan fails, I''ll figure it out. I''ve been through hell, and I''m still standing\
\ - because I don''t know how to quit.
\
You need someone who keeps going when everyone else falls? You''ve found them.
TENACIOUS.interviewerNote.0=Keeps going no matter what. Adaptable, unyielding - quitting isn''t an option.
TENACIOUS.interviewerNote.1=Will finish the mission bleeding and broken if needed. Pure willpower.
TENACIOUS.interviewerNote.2=Gets knocked down - gets back up. Survival is the tactic.
TENACIOUS.interviewerNote.3=Won''t stop. No matter the damage, they push until it''s done.
TENACIOUS.interviewerNote.4=Grit or madness - hard to tell. Doesn''t care. Just keeps moving.
TENACIOUS.interviewerNote.5=Outlasts every challenge. Doesn''t need to win fast - just win last.
VIGILANT.label=Vigilant
VIGILANT.description.0={0} is always watching, always analyzing, never letting {6} guard down.\
\ Whether on the battlefield or in everyday life, {2} {7, choice, 0#stay|1#stays} one step ahead,\
\ ready to react before danger strikes.
VIGILANT.description.1=Trust is a liability, and {0} trusts no one. {1} {7, choice, 0#watch|1#watches}\
\ every angle, anticipating betrayal, ambushes, and unseen threats. Whether it''s paranoia or wisdom,\
\ {6} constant vigilance has kept {4} alive this long.
VIGILANT.description.2={0} notices the details others miss - the flicker of movement in the distance,\
\ the shift in tone during negotiations. {1} {7, choice, 0#stay|1#stays} sharp, ready to act at a\
\ moment''s notice, because the one time {2} {7, choice, 0#aren''t|1#isn''t} prepared might be the\
\ last.
VIGILANT.description.3={0} never truly relaxes - {6} mind is always scanning, always assessing.\
\ Every situation is a puzzle, every interaction a potential threat, and {2} {7, choice, 0#refuse|1#refuses}\
\ to be caught off guard.
VIGILANT.description.4=Awareness is {0}''s greatest weapon. {1} {7, choice, 0#read|1#reads} people\
\ like a battlefield, catching the smallest shifts in expression or intent, ensuring\
\ {2}''{7, choice, 0#re|1#s} never the one taken by surprise.
VIGILANT.description.5=Some call it paranoia; {0} calls it survival. {1} {7, choice, 0#keep|1#keeps}\
\ {6} eyes open, {6} mind sharp, and {6} instincts honed, because the moment {2} {7, choice, 0#let|1#lets}\
\ {6} guard down, {2} {7, choice, 0#know|1#knows} that''s when disaster will strike.
VIGILANT.ronin=I''ve learned the hard way that trusting the wrong person - or missing the wrong detail\
\ - is how you end up dead.\
Nowadays, I don''t let my guard down. Ever. I see the angles others miss - the twitch of an enemy\
\ lining up a shot, the shift in tone before a double-cross. If you need someone who stays sharp\
\ when everyone else is losing their head - that''s me.
\
So what''s it going to be? You want someone reliable watching your back?
VIGILANT.interviewerNote.0=Always alert. Never caught off guard. Reacts before threats materialize.
VIGILANT.interviewerNote.1=Trusts no one. Sees betrayal coming - or assumes it''s already here.
VIGILANT.interviewerNote.2=Catches what others miss. Operates on constant edge-readiness.
VIGILANT.interviewerNote.3=Can''t shut it off. Scans every room, every face - threats in all directions.
VIGILANT.interviewerNote.4=Reads people like terrain. Sees the shift before the strike.
VIGILANT.interviewerNote.5=Calls it survival, not paranoia. Guard never drops, not for a second.
================================================
FILE: MekHQ/resources/mekhq/resources/AgingMilestone.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
AgingMilestone.NONE.label=Young
AgingMilestone.TWENTY_FIVE.label=Young Adult
AgingMilestone.THIRTY_ONE.label=In Their Prime
AgingMilestone.FORTY_ONE.label=Late Prime
AgingMilestone.FIFTY_ONE.label=Middle-Aged
AgingMilestone.SIXTY_ONE.label=Old
AgingMilestone.SEVENTY_ONE.label=Very Old
AgingMilestone.EIGHTY_ONE.label=Elderly
AgingMilestone.NINETY_ONE.label=Extremely Old
AgingMilestone.ONE_HUNDRED_ONE.label=Ancient
================================================
FILE: MekHQ/resources/mekhq/resources/AlertPopup.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
btnDone.text=Okay
================================================
FILE: MekHQ/resources/mekhq/resources/AltAdvancedMedicalCampaignOptionsChangedConfirmationDialog.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
AltAdvancedMedicalCampaignOptionsChangedConfirmationDialog.description=Alternate \
Advanced Medical (AAM)
\
You have just enabled AAM in a campaign that previously had it disabled. AAM uses the expanded hit \
locations and injuries from ATOW:Companion to offer a more dynamic medical experience. It allows for prosthetics, \
debilitating injuries, diseases, and much more. Be aware that injury times under AAM are generally longer than \
those found under vanilla Advanced Medical. You are expected to maintain second-line forces to cycle in as your \
A-Teams start taking injuries.\
For more information on AAM, please see the Glossary.
\
Injuries
\
AAM is not compatible with Total Warfare-scale 'Hits' nor vanilla Advanced Medical's injuries. It is necessary, \
therefore, to convert those wounds into something AAM can understand. All injured characters will receive an 'Old \
Wound' injury, in place of any Total Warfare 'Hits' or vanilla injuries. This injury will be permanent if the original\
\ injury was also permanent. Otherwise, it will be assigned a semi-random healing time. Missing limbs, from vanilla\
\ Advanced Medical, will be converted directly to AAM severed limbs.
\
Enhanced Imaging Implants
\
Under AAM (if you also have Implants enabled), ProtoMek Pilots are required to have the EI Neural Implant. \
Affected characters can be given the implant for free. This has no effect on non-ProtoMek Pilots or in campaigns \
where Implants are disabled.
AltAdvancedMedicalCampaignOptionsChangedConfirmationDialog.checkbox.injuries=Convert Injuries
AltAdvancedMedicalCampaignOptionsChangedConfirmationDialog.checkbox.enhancedImaging=Gift Enhanced Imaging to ProtoMek\
\ Pilots
AltAdvancedMedicalCampaignOptionsChangedConfirmationDialog.confirm=Confirm
================================================
FILE: MekHQ/resources/mekhq/resources/AlternateInjuries.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedProperty" for the whole file
# Burns
AlternateInjuries.BURN.simpleName=Burned {0}
AlternateInjuries.FACIAL_BURN.simpleName=Facial Burn
AlternateInjuries.BURN_ABDOMINAL.simpleName=Abdominal Burn
# Fractures
AlternateInjuries.FRACTURE.simpleName={0} Fracture
AlternateInjuries.FRACTURED_GROIN.simpleName=Pelvic Fracture
AlternateInjuries.COMPOUND_FRACTURE.simpleName={0} Fracture (Compound)
# Bruises
AlternateInjuries.BRUISE.simpleName=Bruised {0}
AlternateInjuries.BRUISED_ORGAN.simpleName=Bruised Organ
# Other Injuries
AlternateInjuries.HEARING_LOSS.simpleName=Hearing Loss
AlternateInjuries.BLINDNESS.simpleName=Blindness
AlternateInjuries.SEVERED.simpleName=Severed {0}
AlternateInjuries.SMOKE_INHALATION.simpleName=Smoke Inhalation
AlternateInjuries.PUNCTURED_LUNG.simpleName=Collapsed Lung
AlternateInjuries.HEART_TRAUMA.simpleName=Heart Trauma
AlternateInjuries.ORGAN_TRAUMA.simpleName=Organ Trauma
AlternateInjuries.DISEMBOWELED.simpleName=Disemboweled
AlternateInjuries.BLOOD_LOSS.simpleName=Blood Loss
AlternateInjuries.DISCONTINUATION_SYNDROME.simpleName=Discontinuation Syndrome
AlternateInjuries.POSTPARTUM_RECOVERY.simpleName=Postpartum Recovery
AlternateInjuries.TRANSIT_DISORIENTATION_SYNDROME.simpleName=Transit Disorientation Syndrome
AlternateInjuries.CRIPPLING_FLASHBACKS.simpleName=Crippling Flashbacks
AlternateInjuries.CHILDLIKE_REGRESSION.simpleName=Childlike Regression
AlternateInjuries.CATATONIA.simpleName=Chronic Dissociation
AlternateInjuries.TERRIBLE_BRUISES.simpleName=Terrible Bruises
AlternateInjuries.OLD_WOUND.simpleName=Old Wound
# Diseases
AlternateInjuries.GROWTHS_DISCOMFORT.simpleName=Uncomfortable Growths
AlternateInjuries.GROWTHS_SLIGHT.simpleName=Bursting Pustules
AlternateInjuries.GROWTHS_MODERATE.simpleName=Weeping Lesions
AlternateInjuries.GROWTHS_SEVERE.simpleName=Fungal Infestation
AlternateInjuries.GROWTHS_DEADLY.simpleName=Flesh Bloom
AlternateInjuries.INFECTION_DISCOMFORT.simpleName=Irritated Wound
AlternateInjuries.INFECTION_SLIGHT.simpleName=Localized Infection
AlternateInjuries.INFECTION_MODERATE.simpleName=Suppurating Abscess
AlternateInjuries.INFECTION_SEVERE.simpleName=Systemic Sepsis
AlternateInjuries.INFECTION_DEADLY.simpleName=Necrotic Fever
AlternateInjuries.HEARING_DISCOMFORT.simpleName=Ringing Ears
AlternateInjuries.HEARING_SLIGHT.simpleName=Inner Ear Infection
AlternateInjuries.HEARING_MODERATE.simpleName=Auditory Bleeding
AlternateInjuries.HEARING_SEVERE.simpleName=Burst Eardrums
AlternateInjuries.HEARING_DEADLY.simpleName=Neural Resonance Collapse
AlternateInjuries.WEAKNESS_DISCOMFORT.simpleName=Chronic Fatigue
AlternateInjuries.WEAKNESS_SLIGHT.simpleName=Muscle Weakness
AlternateInjuries.WEAKNESS_MODERATE.simpleName=Frequent Fainting
AlternateInjuries.WEAKNESS_SEVERE.simpleName=Nervous System Failure
AlternateInjuries.WEAKNESS_DEADLY.simpleName=Total Organ Shutdown
AlternateInjuries.SORES_DISCOMFORT.simpleName=Skin Irritation
AlternateInjuries.SORES_SLIGHT.simpleName=Open Sores
AlternateInjuries.SORES_MODERATE.simpleName=Ulcerated Flesh
AlternateInjuries.SORES_SEVERE.simpleName=Gangrenous Tissue
AlternateInjuries.SORES_DEADLY.simpleName=Flesh Rot
AlternateInjuries.FLU_DISCOMFORT.simpleName=Common Cold
AlternateInjuries.FLU_SLIGHT.simpleName=Pneumonia
AlternateInjuries.FLU_MODERATE.simpleName=Respiratory Fever
AlternateInjuries.FLU_SEVERE.simpleName=Hemorrhagic Influenza
AlternateInjuries.FLU_DEADLY.simpleName=Pulmonary Collapse
AlternateInjuries.SIGHT_DISCOMFORT.simpleName=Eye Strain
AlternateInjuries.SIGHT_SLIGHT.simpleName=Blurred Vision
AlternateInjuries.SIGHT_MODERATE.simpleName=Ocular Infection
AlternateInjuries.SIGHT_SEVERE.simpleName=Corneal Decay
AlternateInjuries.SIGHT_DEADLY.simpleName=Optic Necrosis
AlternateInjuries.TREMORS_DISCOMFORT.simpleName=Unsteady Hands
AlternateInjuries.TREMORS_SLIGHT.simpleName=Muscle Spasms
AlternateInjuries.TREMORS_MODERATE.simpleName=Convulsive Shakes
AlternateInjuries.TREMORS_SEVERE.simpleName=Collapsing Seizures
AlternateInjuries.TREMORS_DEADLY.simpleName=Neuroelectric Collapse
AlternateInjuries.BREATHING_DISCOMFORT.simpleName=Shortness of Breath
AlternateInjuries.BREATHING_SLIGHT.simpleName=Persistent Cough
AlternateInjuries.BREATHING_MODERATE.simpleName=Bronchial Infection
AlternateInjuries.BREATHING_SEVERE.simpleName=Acute Pneumonia
AlternateInjuries.BREATHING_DEADLY.simpleName=Respiratory Failure
AlternateInjuries.HEMOPHILIA_DISCOMFORT.simpleName=Easy Bruising
AlternateInjuries.HEMOPHILIA_SLIGHT.simpleName=Chronic Hemophilia
AlternateInjuries.HEMOPHILIA_MODERATE.simpleName=Internal Hemorrhage
AlternateInjuries.HEMOPHILIA_SEVERE.simpleName=Uncontrolled Bleeding
AlternateInjuries.HEMOPHILIA_DEADLY.simpleName=Total Hemorrhage
AlternateInjuries.VENEREAL_DISCOMFORT.simpleName=Genital Irritation
AlternateInjuries.VENEREAL_SLIGHT.simpleName=Chlamydial Infection
AlternateInjuries.VENEREAL_MODERATE.simpleName=Gonorrheal Lesions
AlternateInjuries.VENEREAL_SEVERE.simpleName=Syphilitic Ulcers
AlternateInjuries.VENEREAL_DEADLY.simpleName=Advanced Syphilis
AlternateInjuries.ALARION_HANTA_VIRUS.simpleName=Alarion Hanta Virus
AlternateInjuries.ALBIERO_CONSUMPTION.simpleName=Albiero Consumption
AlternateInjuries.ALGEDI_BLOOD_BURN.simpleName=Algedi Blood Burn
AlternateInjuries.ANCHA_VIRUS.simpleName=Ancha Virus
AlternateInjuries.BETHOLD_SYNDROME.simpleName=Bethold Syndrome
AlternateInjuries.BLACK_MARSH_FEVER.simpleName=Black Marsh Fever
AlternateInjuries.BRISBANE_VIRUS.simpleName=Brisbane Virus
AlternateInjuries.CHELOSIAN_VIRUS.simpleName=Chelosian Virus
AlternateInjuries.CHILDUS_FEVER.simpleName=Childus Fever
AlternateInjuries.CHUNGALOMENINGITIS_AMARIS.simpleName=Chungalomeningitis (Amaris Strain)
AlternateInjuries.CHUNGALOMENINGITIS_TRADITIONAL.simpleName=Chungalomeningitis
AlternateInjuries.CROMARTY_SUPERFLU.simpleName=Cromarty Superflu
AlternateInjuries.CURSE_OF_EDEN.simpleName=Curse of Eden
AlternateInjuries.CURSE_OF_GALEDON.simpleName=Curse of Galedon
AlternateInjuries.CUSSET_CRUD.simpleName=Cusset Crud
AlternateInjuries.DANGMARS_FEVER.simpleName=Dangmars Fever
AlternateInjuries.DARRS_DISEASE.simpleName=Darr's Disease
AlternateInjuries.DELPHI_CURSE.simpleName=Delphi Curse
AlternateInjuries.DEVILITCH.simpleName=Devilitch
AlternateInjuries.DOWNING_POLTURS_DISEASE.simpleName=Downing-Poltur's Disease
AlternateInjuries.EDISON_WHITE_FLU.simpleName=Edison White Flu
AlternateInjuries.ELTANIN_BRAIN_FEVER.simpleName=Eltanin Brain Fever
AlternateInjuries.FENRIS_PLAGUE.simpleName=Fenris Plague
AlternateInjuries.GALAX_PATHOGEN.simpleName=Galax Pathogen
AlternateInjuries.GARMS_SYNDROME.simpleName=Garms Syndrome
AlternateInjuries.GENOAN_SPINAL_MENINGITIS.simpleName=Genoan Spinal Meningitis
AlternateInjuries.HYBORIAN_BLOOD_PLAGUE.simpleName=Hyborian Blood Plague
AlternateInjuries.KAER_PATHOGEN.simpleName=Kaer Pathogen
AlternateInjuries.KILEN_WATTS_SYNDROME.simpleName=Kilen-Watts Syndrome
AlternateInjuries.KNIGHTS_GRASSE_SYNDROME.simpleName=Knights-Grasse Syndrome
AlternateInjuries.LAENS_REGRET.simpleName=Laen's Regret
AlternateInjuries.LANDMARK_SUPERVIRUS.simpleName=Landmark Supervirus
AlternateInjuries.MIAPLACIDUS_PLAGUE.simpleName=Miaplacidus Plague
AlternateInjuries.NEISSERIA_MALTHUSIA.simpleName=Neisseria Malthusia
AlternateInjuries.NEO_SMALLPOX.simpleName=Neo Smallpox
AlternateInjuries.NOTILC_SWEATS.simpleName=Notilic Sweats
AlternateInjuries.NYKVARN_VIRUS.simpleName=Nykvarn Virus
AlternateInjuries.OCKHAMS_BLOOD_DISEASE.simpleName=Ockham's Blood Disease
AlternateInjuries.PINGREE_FEVER.simpleName=Pingree Fever
AlternateInjuries.REDBURN_VIRUS.simpleName=Redburn Virus
AlternateInjuries.ROCKLAND_FEVER.simpleName=Rockland Fever
AlternateInjuries.SCOURGE_PLAGUE.simpleName=Scourge Plague
AlternateInjuries.SKOKIE_SHIVERS.simpleName=Skokie Shivers
AlternateInjuries.TOXOPLASMA_GONDII_HARDCOREA.simpleName=Toxoplasma Gondii Hardcorea
AlternateInjuries.UNOLE_FLU.simpleName=Unole Flu
AlternateInjuries.WINSONS_REGRET.simpleName=Winson's Regret
AlternateInjuries.YIMPISEE_FEVER.simpleName=Yimpisee Fever
AlternateInjuries.BIRTH_DEFECT.simpleName=Birth Defect
# Replacement Limbs & Other Surgeries
AlternateInjuries.WOODEN_LIMB.simpleName=Wooden {0}
AlternateInjuries.HOOK_HAND.simpleName=Hook {0}
AlternateInjuries.PEG_LEG.simpleName=Peg {0}
AlternateInjuries.PLASTIC_PROSTHETIC.simpleName=Plastic Prosthetic {0}
AlternateInjuries.COMPLEX_PROSTHETIC.simpleName=Complex Prosthetic {0}
AlternateInjuries.ADVANCED_PROSTHETIC.simpleName=Advanced Prosthetic {0}
AlternateInjuries.MYOMER.simpleName=Myomer {0}
AlternateInjuries.ELECTIVE_MYOMER.simpleName=Elective Myomer Implant ({0})
AlternateInjuries.DERMAL_MYOMER_ARMOR.simpleName=Dermal Myomer Implant ({0}, Armor)
AlternateInjuries.DERMAL_MYOMER_CAMO.simpleName=Dermal Myomer Implant ({0}, Camo)
AlternateInjuries.DERMAL_MYOMER_TRIPLE.simpleName=Dermal Myomer Implant ({0}, Triple-Strength)
AlternateInjuries.ENHANCED_IMAGING.simpleName=EI Neural Implant
AlternateInjuries.CLONED.simpleName=Cloned {0}
AlternateInjuries.EYE_IMPLANT.simpleName=Eye Implants
AlternateInjuries.BIONIC_EAR.simpleName=Bionic Ears
AlternateInjuries.BIONIC_EYE.simpleName=Bionic Eyes
AlternateInjuries.BIONIC_HEART.simpleName=Bionic Heart
AlternateInjuries.BIONIC_LUNGS.simpleName=Bionic Lungs
AlternateInjuries.BIONIC_ORGAN_OTHER.simpleName=Bionic Organs (Other)
AlternateInjuries.COSMETIC_SURGERY.simpleName=Cosmetic Surgery ({0})
AlternateInjuries.CLONED_LIMB_RECOVERY.simpleName=Cloned Limb Recovery
AlternateInjuries.REPLACEMENT_LIMB_RECOVERY.simpleName=Replacement Limb Recovery
AlternateInjuries.REPLACEMENT_ORGAN_RECOVERY.simpleName=Replacement Organ Recovery
AlternateInjuries.COSMETIC_SURGERY_RECOVERY.simpleName=Cosmetic Surgery Recovery
AlternateInjuries.FAILED_SURGERY_RECOVERY.simpleName=Failed Surgery Recovery
AlternateInjuries.ELECTIVE_IMPLANT_RECOVERY.simpleName=Elective Implant Recovery
AlternateInjuries.EI_IMPLANT_RECOVERY.simpleName=EI Implant Recovery
AlternateInjuries.PAIN_SHUNT_RECOVERY.simpleName=Pain Shunt Recovery
AlternateInjuries.IMPLANT_REMOVAL_RECOVERY.simpleName=Brain Implant Removal Recovery
AlternateInjuries.report.implant.fatigue={0}MEDICAL ALERT:{1} {2} has gained a point of permanent Fatigue from \
their Neural Implant.
AlternateInjuries.report.implant.degradation={0}MEDICAL ALERT:{1} {2} is suffering mental degradation from \
their neural implant. They have permanently gained the {3} Flaw.
AlternateInjuries.report.prosthetics.fatigue={0}MEDICAL ALERT:{1} {2}'s multiple advanced prosthetics are \
affecting their body. They have gained a point of permanent Fatigue.
AlternateInjuries.report.prosthetics.degradation={0}MEDICAL ALERT:{1} {2} is suffering mental degradation from \
their multiple advanced prosthetics. They have permanently gained the {3} Flaw.
AlternateInjuries.skillCheck.degradation=Resist Mental Degradation
AlternateInjuries.BONE_REINFORCEMENT.simpleName=Bone Reinforcement
AlternateInjuries.LIVER_FILTRATION_IMPLANT.simpleName=Filtration Implants
AlternateInjuries.BIONIC_LUNGS_WITH_TYPE_1_FILTER.simpleName=CyberLungs (T1 Air Filter)
AlternateInjuries.BIONIC_LUNGS_WITH_TYPE_2_FILTER.simpleName=CyberLungs (T2 Air Filter)
AlternateInjuries.BIONIC_LUNGS_WITH_TYPE_3_FILTER.simpleName=CyberLungs (T3 Air Filter)
AlternateInjuries.CYBERNETIC_EYE_EM_IR.simpleName=CyberEye (EM/IR)
AlternateInjuries.CYBERNETIC_EYE_TELESCOPE.simpleName=CyberEye (Telescope)
AlternateInjuries.CYBERNETIC_EYE_LASER.simpleName=CyberEye (Laser)
AlternateInjuries.CYBERNETIC_EYE_MULTI.simpleName=CyberEye (Multi)
AlternateInjuries.CYBERNETIC_EYE_MULTI_ENHANCED.simpleName=CyberEye (Enhanced-Multi)
AlternateInjuries.CYBERNETIC_EAR_COMMUNICATIONS.simpleName=Communications Unit
AlternateInjuries.CYBERNETIC_EAR_BOOSTED_COMMUNICATIONS.simpleName=Communications Unit (Boosted)
AlternateInjuries.CYBERNETIC_EAR_SIGNAL.simpleName=CyberEar (Signal Reception)
AlternateInjuries.CYBERNETIC_EAR_ENHANCED.simpleName=CyberEar (Enhanced)
AlternateInjuries.CYBERNETIC_EAR_MULTI.simpleName=CyberEar (Multi)
AlternateInjuries.CYBERNETIC_SPEECH_IMPLANT.simpleName=CyberSpeech Implant
AlternateInjuries.PHEROMONE_EFFUSER.simpleName=Pheromone Effuser
AlternateInjuries.SECONDARY_POWER_SUPPLY.simpleName=Secondary Power Supply
AlternateInjuries.COSMETIC_BEAUTY_ENHANCEMENT.simpleName=Cosmetic Beauty Enhancement
AlternateInjuries.COSMETIC_HORROR_ENHANCEMENT.simpleName=Cosmetic Horror Enhancement
AlternateInjuries.COSMETIC_TAIL_PROSTHETIC.simpleName=Cosmetic Tail Prosthetic
AlternateInjuries.COSMETIC_ANIMAL_EAR_PROSTHETIC.simpleName=Functioning Animal Ears
AlternateInjuries.COSMETIC_ANIMAL_LEG_PROSTHETIC.simpleName=Animalistic {0} Prosthetic
AlternateInjuries.VEHICULAR_DNI.simpleName=VDNI
AlternateInjuries.PROTOTYPE_VDNI.simpleName=Prototype VDNI
AlternateInjuries.BUFFERED_VDNI.simpleName=Buffered VDNI
AlternateInjuries.BUFFERED_VDNI_TRIPLE_CORE.simpleName=Buffered VDNI (Triple-Core Processor)
AlternateInjuries.PAIN_SHUNT.simpleName=Pain Shunt
================================================
FILE: MekHQ/resources/mekhq/resources/Ambition.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedMessageFormatParameter" for the whole file
# suppress inspection "UnusedProperty" for the whole file
NONE.label=None
NONE.description.0=ERROR: THIS SHOULDN''T BE VISIBLE! (0 description)
NONE.description.1=ERROR: THIS SHOULDN''T BE VISIBLE! (1 description)
NONE.description.2=ERROR: THIS SHOULDN''T BE VISIBLE! (2 description)
NONE.description.3=ERROR: THIS SHOULDN''T BE VISIBLE! (3 description)
NONE.description.4=ERROR: THIS SHOULDN''T BE VISIBLE! (4 description)
NONE.description.5=ERROR: THIS SHOULDN''T BE VISIBLE! (5 description)
NONE.ronin=ERROR: THIS SHOULDN''T BE VISIBLE! (ronin)
NONE.interviewerNote.0=ERROR: THIS SHOULDN''T BE VISIBLE! (0 interview)
NONE.interviewerNote.1=ERROR: THIS SHOULDN''T BE VISIBLE! (1 interview)
NONE.interviewerNote.2=ERROR: THIS SHOULDN''T BE VISIBLE! (2 interview)
NONE.interviewerNote.3=ERROR: THIS SHOULDN''T BE VISIBLE! (3 interview)
NONE.interviewerNote.4=ERROR: THIS SHOULDN''T BE VISIBLE! (4 interview)
NONE.interviewerNote.5=ERROR: THIS SHOULDN''T BE VISIBLE! (5 interview)
AMBITIOUS.label=Ambitious
AMBITIOUS.description.0={0} isn''t satisfied with just getting by - {2} {7, choice, 0#want|1#wants}\
\ more. Whether it''s climbing the ranks, commanding {6} own unit, or carving {6} name into history,\
\ {2}''{7, choice, 0#re|1#s} always pushing forward, never content to stay in one place for long.
AMBITIOUS.description.1={0} doesn''t just dream of greatness - {2}''{7, choice, 0#re|1#s} willing to\
\ do whatever it takes to achieve it. Compromise, mercy, and hesitation are for those too weak to\
\ seize what they want. {1}''ll fight, scheme, and claw {6} way to the top, no matter who gets in\
\ {6} way.
AMBITIOUS.description.2={0} knows where {2} {7, choice, 0#want|1#wants} to be, and {2}\
\ {7, choice, 0#know|1#knows} how to get there. With a mix of charm, strategy, and just the right\
\ amount of risk-taking, {2} {7, choice, 0#maneuver|1#maneuvers} {6} way toward success, making the\
\ right allies and cutting loose the dead weight as needed.
AMBITIOUS.description.3={0} refuses to settle for mediocrity. Every step {2} {7, choice, 0#take|1#takes}\
\ is calculated, every move designed to propel {4} forward - because in {6} mind, staying still is\
\ just another form of failure.
AMBITIOUS.description.4=For {0}, there''s always a next step, a bigger challenge, a greater prize\
\ to chase. No victory is ever enough - {2}''{7, choice, 0#re|1#s} always looking beyond the horizon\
\ for the next opportunity to climb higher.
AMBITIOUS.description.5={0} isn''t content with following orders or playing it safe. {1}\
\ {7, choice, 0#set|1#set} {6} sights high, {7, choice, 0#pursue|1#pursues} {6} goals relentlessly,\
\ and never {7, choice, 0#accept|1#accepts} limits - because to {4}, the only real obstacle is a\
\ lack of ambition.
AMBITIOUS.ronin=I''ve been watching how you operate - you know how to win.\
I''m not here to get by. I''m not looking for a paycheck or a safe place. I want more. I know where\
\ I''m going, and I know how to get there - but I need the right unit behind me. You''ve built something\
\ strong. I can help push it higher - and take my shot at the top along the way.
\
We both want to win. Let''s make it happen.
AMBITIOUS.interviewerNote.0=Never satisfied. Always reaching for more - rank, power, legacy.
AMBITIOUS.interviewerNote.1=Ruthless when needed. Mercy optional. Will climb over anyone in the way.
AMBITIOUS.interviewerNote.2=Strategic climber. Makes allies, cuts weight, eyes always on the prize.
AMBITIOUS.interviewerNote.3=Refuses stagnation. Standing still equals failure in their book.
AMBITIOUS.interviewerNote.4=No victory lasts. Chasing the next big thing is the real drive.
AMBITIOUS.interviewerNote.5=Follows no one for long. Sets high goals and burns through barriers to reach them.
ARROGANT.label=Arrogant
ARROGANT.description.0={0} is convinced {2}''{7, choice, 0#re|1#s} the best warrior, the best\
\ tactician, and probably the smartest person in the room. {1} {7, choice, 0#don''t|1#doesn''t} just\
\ believe in {4}self - {2} assumes everyone else is playing catch-up, whether they realize it or not.
ARROGANT.description.1={0} doesn''t just look down on others - {2} barely {7, choice, 0#acknowledge|1#acknowledges}\
\ them. {1} {7, choice, 0#see|1#sees} {4}self as superior in every way, treating allies as tools\
\ and enemies as annoyances. If someone disagrees with {4}, it''s because they''re too stupid to\
\ understand why {2}''{7, choice, 0#re|1#s} right.
ARROGANT.description.2={0} never doubts {4}self, even when {2} absolutely should. {1} struts into\
\ battle like {2}''{7, choice, 0#ve|1#s} already won and dismisses any challenge with a smirk. If\
\ someone questions {6} skills, {2}''ll be the first to bet {6} wages on proving them wrong.
ARROGANT.description.3={0} doesn''t just have confidence - {2} {7, choice, 0#have|1#has} certainty.\
\ In {6} mind, {2}''{7, choice, 0#re|1#s} always the smartest, strongest, and most capable person\
\ around, and anyone who disagrees is simply too blind to see it.
ARROGANT.description.4=There''s no room for doubt in {0}''s world - {2} already knows {2}''{7, choice, 0#re|1#s}\
\ right. {1} speaks with absolute authority, rarely {7, choice, 0#bother|1#bothers} to listen, and\
\ treats any criticism as a waste of {6} valuable time.
ARROGANT.description.5={0} carries {4}self like a living legend, utterly convinced of {6} own\
\ greatness. Whether {2} {7, choice, 0#deserve|1#deserves} the reputation doesn''t matter - {2}\
\ {7, choice, 0#believe|1#believes} it, and that''s enough for {4}.
ARROGANT.ronin=Let''s skip the pleasantries - you need me.\
I''m the best at what I do. That''s not arrogance - it''s just the truth. Most people stumble around,\
\ second-guessing themselves, hoping they make the right call. I don''t have that problem. I know\
\ I''m right. And when the pressure''s on, you''ll want someone who doesn''t hesitate.
\
So - do you want the best, or are you comfortable with second place?
ARROGANT.interviewerNote.0=Assumes superiority in everything. Believes others are just trying to catch up.
ARROGANT.interviewerNote.1=Barely acknowledges teammates. Sees people as tools or distractions.
ARROGANT.interviewerNote.2=Never doubts, even when wrong. Swagger first, strategy later.
ARROGANT.interviewerNote.3=Confidence hardened into certainty. No room for disagreement - only correction.
ARROGANT.interviewerNote.4=Doesn''t listen. Speaks like a prophet, ignores dissent like noise.
ARROGANT.interviewerNote.5=Walks like a legend. Doesn''t need to be right - just believes they are.
ASPIRING.label=Aspiring
ASPIRING.description.0={0} has big dreams and no intention of staying in the background. Whether\
\ it''s becoming a legendary warrior, a feared commander, or a name spoken with respect across the\
\ Inner Sphere, {2}''{7, choice, 0#re|1#s} always pushing {4}self toward something greater.
ASPIRING.description.1={0} isn''t just chasing a dream - {2}''{7, choice, 0#re|1#s} clawing for\
\ survival in a universe that doesn''t care. {1} {7, choice, 0#know|1#knows} ambition alone won''t\
\ get {4} there, and {2}''{7, choice, 0#re|1#s} willing to fight, bleed, and sacrifice to make sure\
\ {2}''{7, choice, 0#re|1#s} not just another forgotten warrior.
ASPIRING.description.2={0} believes {2}''{7, choice, 0#re|1#s} meant for something more, and every\
\ battle, every mission, every hard-earned victory is a step toward proving it. Even when the odds\
\ are against {4}, {2} {7, choice, 0#refuse|1#refuses} to stop striving for the future {2}\
\ {7, choice, 0#know|1#knows} {2} can reach.
ASPIRING.description.3={0} isn''t content with where {2} {7, choice, 0#are|1#is} - {6} eyes are\
\ always on the horizon. {1} {7, choice, 0#see|1#sees} every challenge as a stepping stone, every\
\ setback as a lesson, all leading toward the future {2}''{7, choice, 0#re|1#s} determined to claim.
ASPIRING.description.4={0} knows that greatness isn''t given - it''s earned. {1}\
\ {7, choice, 0#push|1#pushes} {4}self harder than anyone else, refusing to accept limits, because\
\ in {6} mind, every struggle brings {4} closer to {6} ultimate goal.
ASPIRING.description.5=Some people accept their place in the universe - {0} refuses to. {1}\
\ {7, choice, 0#dream|1#dreams} big, {7, choice, 0#fight|1#fights} hard, and never\
\ {7, choice, 0#stop|1#stops} striving for something greater, no matter how distant or impossible\
\ it may seem.
ASPIRING.ronin=I''m not here to fill a seat - I''m here to build something greater.\
You don''t play it safe - and neither do I. I''m ready to fight, bleed, and push harder than anyone\
\ else because I know that''s what it takes. I don''t expect handouts - I''m ready to earn my way.
\
If you want someone comfortable staying in the background, keep looking. If you want someone\
\ hungry for victory - someone ready to rise alongside you - you know where to find me.
ASPIRING.interviewerNote.0=Has big goals and no plans to stay in the shadows. Ambition drives every move.
ASPIRING.interviewerNote.1=Fighting for more than glory - fighting to be remembered. Survival with purpose.
ASPIRING.interviewerNote.2=Believes they''re destined for more. Each battle is a stepping stone.
ASPIRING.interviewerNote.3=Not satisfied with now. Every obstacle is part of the climb.
ASPIRING.interviewerNote.4=Pushes harder than most. Sees struggle as proof they''re on the right path.
ASPIRING.interviewerNote.5=Rejects complacency. Dreams big, fights bigger - refuses to settle.
CALCULATING.label=Calculating
CALCULATING.description.0={0} never acts on impulse - every move {2} {7, choice, 0#make|1#makes} is\
\ carefully thought out, every action weighed against its potential outcome. Whether in battle or\
\ negotiations, {2} {7, choice, 0#play|1#plays} the long game, ensuring {2} always comes out ahead.
CALCULATING.description.1={0} doesn''t care about honor, mercy, or sentiment - only results. {1}\
\ {7, choice, 0#dissect|1#dissects} every situation with ruthless precision, seeing people as\
\ assets, obstacles, or liabilities. If a sacrifice needs to be made, {2} won''t hesitate to pull\
\ the trigger.
CALCULATING.description.2={0} isn''t interested in quick victories - {2}''{7, choice, 0#re|1#s}\
\ interested in certain victories. {1} {7, choice, 0#wait|1#waits}, {7, choice, 0#watch|1#watches},\
\ and {7, choice, 0#maneuver|1#maneuvers} every piece into place before making {6} move,\
\ ensuring that when the moment comes, {6} enemies never see it coming.
CALCULATING.description.3={0} sees every situation as a puzzle to be solved, every person as a\
\ piece to be placed. {1} never {7, choice, 0#act|1#acts} without purpose, ensuring that each\
\ decision moves {4} one step closer to {6} ultimate goal.
CALCULATING.description.4=Nothing {0} does is by chance - {2} {7, choice, 0#play|1#plays} the long\
\ game, reading between the lines and thinking five steps ahead. By the time others realize what''s\
\ happening, {2}''{7, choice, 0#ve|1#s} already won.
CALCULATING.description.5={0} measures everything - risks, rewards, weaknesses - before making a\
\ move. To {4}, emotion is just another factor to manipulate, and hesitation is a flaw {2}\
\ {7, choice, 0#have|1#has} no intention of indulging.
CALCULATING.ronin=I''ve been watching how you operate - and I like what I see.\
I don''t rush. I don''t gamble. Every move I make is calculated, every decision weighed. That''s\
\ why I win - because I don''t play unless the odds lean my way. Your unit has potential, but I see\
\ the gaps - and I know exactly how to close them.
\
I''m not here for glory. I''m here for results. Give me the opportunity, and I''ll deliver.
CALCULATING.interviewerNote.0=Every move is measured. Long-game thinker, never impulsive.
CALCULATING.interviewerNote.1=Values results over sentiment. Cold strategist - sacrifices without pause.
CALCULATING.interviewerNote.2=Prefers certainty to speed. Strikes only when the board is set.
CALCULATING.interviewerNote.3=Treats people like game pieces. Every action serves a greater plan.
CALCULATING.interviewerNote.4=Always several moves ahead. Opponents realize too late they''ve lost.
CALCULATING.interviewerNote.5=Emotion is leverage, not weakness. Hesitation isn''t tolerated.
CONNIVING.label=Conniving
CONNIVING.description.0={0} is always working an angle, always looking for a way to manipulate\
\ the situation to {6} advantage. {1} {7, choice, 0#play|1#plays} people like a chessboard, making\
\ sure they never realize they were just another piece in {6} game.
CONNIVING.description.1=Loyalty is just a word, and {0} has no use for it. {1} {7, choice, 0#lie|1#lies},\
\ {7, choice, 0#scheme|1#schemes}, and {7, choice, 0#betray|1#betrays} without hesitation, using\
\ anyone and everyone to climb higher. If someone trusts {4}, they''ve already lost.
CONNIVING.description.2={0} doesn''t need brute force when a few well-placed words can do the job.\
\ {1} {7, choice, 0#weave|1#weaves} half-truths and clever deceptions with ease, turning enemies\
\ against each other while {2} {7, choice, 0#walk|1#walks} away unscathed - and usually richer.
CONNIVING.description.3={0} never plays fair - {2} {7, choice, 0#play|1#plays} to win. Every promise,\
\ every alliance, every deal is just another tool in {6} arsenal, and {2} always {7, choice, 0#ensure|1#ensures}\
\ {2} {7, choice, 0#come|1#comes} out ahead.
CONNIVING.description.4=Trust is a weakness {0} has no interest in. {1} {7, choice, 0#maneuver|1#maneuvers}\
\ through life like a shadow, twisting words, bending loyalties, and setting traps that only {2}\
\ {7, choice, 0#know|1#knows} how to avoid.
CONNIVING.description.5={0}''s greatest weapon isn''t a gun - it''s {6} ability to manipulate. {1}\
\ {7, choice, 0#spin|1#spins} lies effortlessly, plants {7, choice, 0#doubt|1#doubts} where needed,\
\ and ensures that by the time the truth comes out, {2}''{7, choice, 0#ve|1#s} already taken what {2}\
\ wanted.
CONNIVING.ronin=You have a problem - you just might not know it yet.\
The battlefield isn''t just about firepower - it''s about control. Anyone can pull a trigger. The\
\ real game is knowing where to apply pressure, which levers to pull, and whose loyalty to question\
\ when it matters most. That''s where I excel.
\
I don''t fight fair - I fight to win. Misdirection, alliances, subtlety - all weapons in the\
\ right hands.
\
I''m not asking for trust. I wouldn''t give it to me either. But if you''re smart - and I think\
\ you are - you''ll see the value in someone who knows how to work the angles.
CONNIVING.interviewerNote.0=Always scheming. Moves people like pieces, stays three steps out of sight.
CONNIVING.interviewerNote.1=Loyalty means nothing. Lies and betrayal are just tools of the trade.
CONNIVING.interviewerNote.2=Words over weapons. Turns enemies on each other, walks off clean.
CONNIVING.interviewerNote.3=Doesn''t play fair - plays to win. Every alliance is a setup.
CONNIVING.interviewerNote.4=Trusts no one. Lives in the shadows, setting traps only they can see.
CONNIVING.interviewerNote.5=Lies like breathing. By the time truth lands, they''re long gone and richer.
CONTROLLING.label=Controlling
CONTROLLING.description.0={0} doesn''t just like to lead - {2} needs to. Every decision, every plan,\
\ every battle has to go {6} way, and {2} {7, choice, 0#expect|1#expects} absolute obedience.\
\ Anything less is just another problem to be dealt with.
CONTROLLING.description.1=To {0}, control isn''t about leadership - it''s about domination. {1}\
\ {7, choice, 0#micromanage|1#micromanages}, {7, choice, 0#manipulate|1#manipulates}, and\
\ {7, choice, 0#enforce|1#enforces} {6} will through intimidation or force. If someone steps out\
\ of line, they''ll regret it.
CONTROLLING.description.2={0} trusts exactly one person to get things done right - {4}self. {1}\
\ {7, choice, 0#nitpick|1#nitpicks} every detail, {7, choice, 0#override|1#overrides} decisions {2}\
\ {7, choice, 0#don''t|1#doesn''t} like, and {7, choice, 0#refuse|1#refuses} to delegate unless {2}\
\ {7, choice, 0#have|1#has} no other choice.
CONTROLLING.description.3={0} doesn''t just take charge - {2} {7, choice, 0#demand|1#demands} it.\
\ Every situation must unfold according to {6} design, and {2} {7, choice, 0#have|1#has} little\
\ patience for anyone who questions {6} authority.
CONTROLLING.description.4=If {0} isn''t in control, {2} {7, choice, 0#aren''t|1#isn''t} comfortable.\
\ {1} {7, choice, 0#orchestrate|1#orchestrates} every move, dictates every step, and ensures that\
\ nothing happens without {6} approval - because, in {6} mind, no one else can be trusted to do it\
\ right.
CONTROLLING.description.5={0}''s leadership style leaves no room for autonomy. {1}\
\ {7, choice, 0#scrutinize|1#scrutinizes} every action, {7, choice, 0#correct|1#corrects} every\
\ mistake before it happens, and {7, choice, 0#exert|1#exerts} {6} will so thoroughly that those\
\ around {4} rarely get the chance to think for themselves.
CONTROLLING.ronin=You don''t need another warrior - you need someone who knows how to keep things\
\ together.\
I''ve seen what happens when commands fall apart - too many voices, too many opinions, and\
\ suddenly you''ve got chaos instead of a plan. That doesn''t happen when I''m in the mix. I don''t\
\ ask for control - I take it. I make the calls, keep the unit moving, and make sure everyone does\
\ their job - no hesitation, no mistakes.
\
Let me in, and you''ll see the difference when every mission runs like clockwork - precise and\
\ efficient. If someone can''t keep up, I''ll handle it.
CONTROLLING.interviewerNote.0=Must be in charge. Demands obedience - anything else is interference.
CONTROLLING.interviewerNote.1=Leads through domination. Controls through fear, force, or pressure.
CONTROLLING.interviewerNote.2=Trusts no one to do it right. Overrides and nitpicks constantly.
CONTROLLING.interviewerNote.3=Authority is non-negotiable. No tolerance for dissent.
CONTROLLING.interviewerNote.4=Needs full control to function. Dictates every step, permits nothing unsupervised.
CONTROLLING.interviewerNote.5=Smothers autonomy. Others follow not by choice - but by lack of room to do otherwise.
CUTTHROAT.label=Cutthroat
CUTTHROAT.description.0={0} plays to win, and {2} {7, choice, 0#don''t|1#doesn''t} care how messy it\
\ gets. Whether it''s business, politics, or the battlefield, {2} {7, choice, 0#exploit|1#exploits}\
\ weaknesses, eliminates competition, and ensures {2}''{7, choice, 0#re|1#s} the last one standing\
\ - no matter the cost.
CUTTHROAT.description.1={0} doesn''t believe in fair fights - {2} {7, choice, 0#believe|1#believes}\
\ in surviving. {1}''ll lie, cheat, betray, and destroy without hesitation, because in {6} world,\
\ there''s no room for second place. If someone isn''t strong enough to keep up, they don''t deserve\
\ to be here.
CUTTHROAT.description.2={0} knows that power isn''t given - it''s taken. {1}\
\ {7, choice, 0#maneuver|1#maneuvers} people like game pieces, striking deals with one hand and\
\ slipping a dagger in with the other. If there''s an opportunity to get ahead, {2}''ll take it\
\ before anyone else even sees it coming.
CUTTHROAT.description.3={0} doesn''t waste time on sentiment - {2} {7, choice, 0#do|1#does} what it\
\ takes to win. Morality, loyalty, and fairness are just obstacles, and {2} {7, choice, 0#have|1#has}\
\ no patience for those too weak to do what''s necessary.
CUTTHROAT.description.4=In {0}''s world, hesitation is death and kindness is a liability. {1}\
\ {7, choice, 0#seize|1#seizes} every advantage, {7, choice, 0#eliminate|1#eliminates} threats\
\ before they become problems, and {7, choice, 0#ensure|1#ensures} that when the dust settles,\
\ {2}''{7, choice, 0#re|1#s} the only one left standing.
CUTTHROAT.description.5={0} doesn''t believe in rules - only results. {1}''ll step on allies, deceive\
\ enemies, and manipulate anyone in {6} way, all with a cold efficiency that leaves no room for\
\ doubt or regret.
CUTTHROAT.ronin=Let''s skip the small talk - you need someone who knows how to win.\
I''m not interested in playing fair. Fair gets you killed. The battlefield isn''t about honor -\
\ it''s about survival. If that means cutting corners, breaking deals, or leaving someone behind,\
\ so be it. You don''t win by being nice - you win by being the last one standing.
\
You need someone who handles the dirty work - someone who makes the hard calls and follows\
\ through? Let me in, give me the freedom to do what needs to be done, and I''ll make sure you come\
\ out ahead.
CUTTHROAT.interviewerNote.0=Plays dirty, wins clean. Eliminates threats without blinking - cost is irrelevant.
CUTTHROAT.interviewerNote.1=Fair fights are for fools. Ruthless, deceptive, and deadly efficient.
CUTTHROAT.interviewerNote.2=Takes power, doesn''t ask for it. Strikes fast, betrays faster.
CUTTHROAT.interviewerNote.3=Morals are roadblocks. Victory matters - nothing else.
CUTTHROAT.interviewerNote.4=Sees kindness as weakness. Destroys problems before they form.
CUTTHROAT.interviewerNote.5=Breaks rules, breaks people. Leaves no one behind - unless it benefits them.
DISHONEST.label=Dishonest
DISHONEST.description.0={0} has a slippery relationship with the truth, bending it whenever it\
\ suits {4}. Whether {2}''{7, choice, 0#re|1#s} bluffing an enemy, exaggerating {6} achievements, or\
\ making promises {2} never {7, choice, 0#intend|1#intends} to keep, {2} always {7, choice, 0#have|1#has}\
\ a way with words.
DISHONEST.description.1={0} lies as easily as {2} breathes. Manipulation, deception, and outright\
\ betrayal are just tools in {6} arsenal, used to control those too naive to see through {6}\
\ carefully crafted facade.
DISHONEST.description.2={0} could sell shorts on an ice world and still walk away with a profit.\
\ {1} {7, choice, 0#weave|1#weaves} half-truths, {7, choice, 0#dodge|1#dodges} direct answers,\
\ and always has an excuse ready - because if you can talk your way out of trouble, why bother\
\ telling the truth?
DISHONEST.description.3={0} treats the truth as optional. If a lie gets {4} what {2}\
\ {7, choice, 0#want|1#wants} faster, {2} won''t hesitate to spin a story, twist the facts, or\
\ leave out just enough details to shift things in {6} favor.
DISHONEST.description.4=Honesty is a tool {0} only uses when it suits {4}. {1} {7, choice, 0#weave|1#weaves}\
\ deception effortlessly, leaving people second-guessing what''s real and what''s just another one\
\ of {6} carefully constructed falsehoods.
DISHONEST.description.5={0} never lets the truth get in the way of a good opportunity. Whether\
\ {2}''{7, choice, 0#re|1#s} bluffing, sweet-talking, or outright fabricating, {2} always\
\ {7, choice, 0#make|1#makes} sure {6} version of reality is the one people believe.
DISHONEST.ronin=You want results? You''re not going to get them by playing it straight.\
I know how the game works - and more importantly, how to make it work for me. Truth is flexible,\
\ and people are easier to handle when they believe what you want them to. If a little misdirection\
\ smooths the path, why not use it?
\
Trust me - or don''t. It doesn''t matter. What matters is that I get the job done. I''ll tell\
\ people what they need to hear. And when it''s over, you''ll be on top - because I made sure the\
\ right people believed the right things.
\
What do you say?
DISHONEST.interviewerNote.0=Twists the truth to suit the moment. Promises are made to be broken.
DISHONEST.interviewerNote.1=Lies come naturally. Manipulates trust like a weapon.
DISHONEST.interviewerNote.2=Charms and deceives. Always has an angle, never a straight answer.
DISHONEST.interviewerNote.3=Truth is optional. Spins facts to get ahead - no hesitation.
DISHONEST.interviewerNote.4=Only honest when it helps. Leaves allies guessing what's real.
DISHONEST.interviewerNote.5=Reality is whatever they say it is - until it isn''t.
DILIGENT.label=Diligent
DILIGENT.description.0={0} puts in the work, no matter how long it takes. Whether it''s\
\ maintaining {6} combat unit, planning battle strategies, or honing {6} skills, {2}\
\ {7, choice, 0#refuse|1#refuses} to cut corners - because in {6} mind, effort is what separates\
\ the competent from the dead.
DILIGENT.description.1=Good enough is never good enough for {0}. {1} {7, choice, 0#grind|1#grind}\
\ {4}self to the bone, pushing past exhaustion, knowing that even the slightest lapse in preparation\
\ could mean failure - or death. {1} {7, choice, 0#don''t|1#doesn''t} stop, because stopping means\
\ weakness.
DILIGENT.description.2={0} doesn''t rush - {2} {7, choice, 0#refine|1#refines}. Every plan, every\
\ shot, every move is calculated and practiced until it''s second nature. {1} {7, choice, 0#believe|1#believes}\
\ that mastery comes from discipline, and discipline comes from doing the work no one else is\
\ willing to.
DILIGENT.description.3={0} refuses to accept anything less than perfection. {1} {7, choice, 0#put|1#puts}\
\ in the time, the effort, and the relentless focus needed to ensure that when the moment comes,\
\ {2}''{7, choice, 0#re|1#s} ready for anything.
DILIGENT.description.4=No task is too small, no detail too minor for {0} to overlook. {1}\
\ {7, choice, 0#work|1#works} tirelessly, knowing that success isn''t about talent alone - it''s\
\ about dedication, preparation, and an unwillingness to settle for mediocrity.
DILIGENT.description.5={0} approaches everything with methodical precision. {1} {7, choice, 0#don''t|1#doesn''t}\
\ believe in shortcuts or luck - only in putting in the work, refining {6} craft, and ensuring that\
\ {2} never {7, choice, 0#leave|1#leaves} anything to chance.
DILIGENT.ronin=You don''t need luck when you have preparation - and that''s why you need me.\
I''m not flashy or reckless - I''m reliable. When the mission comes down to the wire, you''ll want\
\ someone who''s put in the work. I don''t get lucky - I know how to win because I''ve practiced it a\
\ thousand times over.
\
I''m tired of carrying units that don''t care about getting it right. I want a crew that values\
\ precision and results.
\
Your call. Let me know when you''re ready to get serious.
DILIGENT.interviewerNote.0=Puts in the hours. Refuses shortcuts - effort equals survival.
DILIGENT.interviewerNote.1=Pushes past limits. Believes stopping is the first step to failure.
DILIGENT.interviewerNote.2=Repetition breeds mastery. Refines until perfection is habit.
DILIGENT.interviewerNote.3=Demands excellence. Prepares until there's no room for error.
DILIGENT.interviewerNote.4=Obsesses over the details. Leaves nothing unchecked or unpolished.
DILIGENT.interviewerNote.5=Methodical and tireless. Trusts hard work over luck every time.
DRIVEN.label=Driven
DRIVEN.description.0={0} doesn''t just set goals - {2} {7, choice, 0#demand|1#demands} results. No\
\ matter the challenge, no matter the obstacles, {2} {7, choice, 0#push|1#pushes} {4}self\
\ relentlessly forward, refusing to accept anything less than success.
DRIVEN.description.1=There is no "enough" for {0}. {1} {7, choice, 0#grind|1#grind} forward,\
\ unyielding, sacrificing sleep, comfort, and even allies if necessary. Failure isn''t an option\
\ - because if {2} {7, choice, 0#stop|1#stops} moving, {2} might have to face what\
\ {2}''{7, choice, 0#ve|1#s} lost along the way.
DRIVEN.description.2={0} doesn''t get distracted, doesn''t let setbacks slow {4} down. Every\
\ decision, every action is a step toward {6} goal. While others waver or compromise, {2}\
\ {7, choice, 0#stay|1#stays} locked onto {6} objective, no matter what it takes to get there.
DRIVEN.description.3={0} operates with a relentless sense of purpose, never allowing distractions\
\ or setbacks to pull {4} off course. Every failure is just another lesson, every victory another\
\ step toward {6} ultimate goal.
DRIVEN.description.4=There''s no such thing as "good enough" in {0}''s world. {1} {7, choice, 0#push|1#pushes}\
\ harder, works longer, and {7, choice, 0#refuse|1#refuses} to stop until {2}''{7, choice, 0#re|1#s}\
\ exactly where {2} {7, choice, 0#want|1#wants} to be - because to {4}, success is the only\
\ acceptable outcome.
DRIVEN.description.5={0}''s ambition isn''t just a trait - it''s a force of nature. {1}\
\ {7, choice, 0#don''t|1#doesn''t} hesitate, {7, choice, 0#don''t|1#doesn''t} look back, and\
\ {7, choice, 0#don''t|1#doesn''t} accept limitations. If there''s a path forward, {2}''ll find it, no\
\ matter how steep the climb.
DRIVEN.ronin=I''ve been watching your unit - and I like what I see. Efficiency. Focus. Results. That''s\
\ what matters.\
I''m not here to coast - I''m here to win. Other warriors fold when things get hard. They\
\ second-guess, slow down, and look for excuses. I don''t. I adapt, push, and find a way through.\
\ I''m done carrying dead weight. I need a team that fights like they expect to win - and doesn''t\
\ flinch when the stakes are high.
\
If that''s what you can offer - sign me up. You won''t regret it.
DRIVEN.interviewerNote.0=Sets high goals and demands results. Accepts nothing short of success.
DRIVEN.interviewerNote.1=Sacrifices everything for progress. Keeps moving to outrun what's behind.
DRIVEN.interviewerNote.2=Laser-focused. Doesn''t waver, doesn''t compromise - just advances.
DRIVEN.interviewerNote.3=Treats setbacks as fuel. Purpose overrides all distractions.
DRIVEN.interviewerNote.4="Good enough" isn''t. Pushes until the goal is reached - no detours.
DRIVEN.interviewerNote.5=Ambition drives every step. Limits aren''t accepted - they''re broken.
ENERGETIC.label=Energetic
ENERGETIC.description.0={0} is always on the move, always ready for the next challenge. Whether\
\ it''s a battle, a training session, or just another long march, {2} {7, choice, 0#tackle|1#tackles}\
\ everything with relentless enthusiasm and {7, choice, 0#refuse|1#refuses} to slow down.
ENERGETIC.description.1={0} never stops - because stopping means thinking, and thinking means\
\ facing the ghosts that haunt {4}. {1} {7, choice, 0#fight|1#fights}, {7, choice, 0#train|1#trains},\
\ and {7, choice, 0#push|1#pushes} {4}self beyond exhaustion, running from a past that never quite\
\ lets {4} rest.
ENERGETIC.description.2={0} brings an infectious energy to everything {2} {7, choice, 0#do|1#does}.\
\ {1}''{7, choice, 0#re|1#s} the first to charge into battle, the last to leave the bar, and somehow\
\ always has the stamina for one more round - whether it''s a firefight or a drinking contest.
ENERGETIC.description.3={0} moves like {2}''{7, choice, 0#ve|1#s} got an internal reactor running at\
\ full burn. Whether it''s work, combat, or downtime, {2} {7, choice, 0#tackle|1#tackles} everything\
\ with relentless enthusiasm, always ready for the next challenge.
ENERGETIC.description.4=Slowing down just isn''t in {0}''s nature. {1} {7, choice, 0#thrive|1#thrives}\
\ in constant motion, always chasing the next opportunity, the next fight, the next thrill - because\
\ standing still is the only thing that truly unsettles {4}.
ENERGETIC.description.5={0}''s energy is impossible to ignore. {1} {7, choice, 0#drive|1#drives}\
\ conversations, {7, choice, 0#spark|1#sparks} ideas, and {7, choice, 0#keep|1#keeps} people\
\ moving, {6} sheer momentum pulling others along whether they''re ready or not.
ENERGETIC.ronin=I hear you''re looking for someone who can keep up. Good news - I don''t slow down.\
\ Ever.\
I''m not the type to sit around waiting for things to happen. I''m already out the door while\
\ everyone else is still gearing up. First to the fight, last to leave. Exhaustion? That''s a\
\ mindset. Push hard enough, and you don''t have time to feel tired.
\
It''s not just about stamina - it''s about momentum. You win by setting the pace and making the\
\ enemy scramble to keep up. Keep moving, keep attacking, and don''t give them time to breathe. If\
\ you hesitate, you lose.
\
Most outfits can''t keep up. You? I think you get it. Your unit moves fast and hits hard - that''s\
\ the kind of team I need.
\
So, put me on the next mission. I''m ready.
ENERGETIC.interviewerNote.0=Always in motion. Tackles every task with tireless drive and urgency.
ENERGETIC.interviewerNote.1=Pushing past exhaustion to outrun something deeper. Momentum masks pain.
ENERGETIC.interviewerNote.2=Brings fire to everything. Fights hard, parties harder, never fades.
ENERGETIC.interviewerNote.3=Moves like they''re burning fuel nonstop. Thrives on constant engagement.
ENERGETIC.interviewerNote.4=Stillness is discomfort. Chases motion like it's purpose.
ENERGETIC.interviewerNote.5=Their energy drags others into action. Momentum becomes group inertia.
EXCESSIVE.label=Excessive
EXCESSIVE.description.0={0} never does anything halfway. Whether it''s firepower, preparation, or\
\ just sheer intensity, {2} {7, choice, 0#go|1#goes} all-in, often pushing beyond what''s necessary\
\ - or even reasonable.
EXCESSIVE.description.1=Enough is never enough for {0}. {1} {7, choice, 0#overcommit|1#overcommits},\
\ {7, choice, 0#overkill|1#overkills}, and {7, choice, 0#overcompensate|1#overcompensates}, whether\
\ it''s unloading an entire magazine into a crippled enemy or turning a simple job into an all-consuming\
\ mission. If restraint is a virtue, {0} never learned it.
EXCESSIVE.description.2=Subtlety? Restraint? {0}''s never heard of them. If one LRM is good,\
\ twenty are better. If a fight can be won cleanly, {2}''ll still make sure it ends in a glorious\
\ fireball. Everything {2} {7, choice, 0#do|1#does} is bigger, louder, and more chaotic than it ever\
\ needed to be.
EXCESSIVE.description.3={0} doesn''t believe in limits. Whether it''s effort, firepower, or sheer\
\ presence, {2} always {7, choice, 0#push|1#pushes} past what''s necessary, turning every task into\
\ something grander, louder, and more overwhelming than it has to be.
EXCESSIVE.description.4=There''s no middle ground with {0} - everything is turned up to eleven. {1}\
\ doesn''t just prepare; {2} over-prepares. {1} {7, choice, 0#don''t|1#doesn''t} just act; {2}\
\ {7, choice, 0#go|1#goes} all out. If there''s a way to dial it back, {2} hasn''t found it yet.
EXCESSIVE.description.5=If {0}''s doing something, everyone is going to know about it. {1}\
\ {7, choice, 0#double|1#doubles} down on every decision, {7, choice, 0#throw|1#throws} {4}self\
\ into everything at full speed, and refuses to settle for anything that isn''t over-the-top.
EXCESSIVE.ronin=If you''re looking for subtlety, you''ve got the wrong person. But if you want results? \
You''ve found me.\
I don''t do half-measures. If the mission calls for force, I''ll make sure they see the mushroom\
\ cloud from orbit. If a problem needs solving, I''m not bringing a knife - I''m bringing an AC/20,\
\ and I''m not leaving until the job''s finished. Precision and restraint? Overrated. Overwhelming\
\ force wins battles - always has, always will.
\
My last outfit couldn''t handle that - too worried about "overkill" and "collateral damage." You?\
\ I think you understand that sometimes more is exactly what''s needed.
\
So... when do I start?
EXCESSIVE.interviewerNote.0=Always goes all-in. Pushes past what's needed - usually past reason.
EXCESSIVE.interviewerNote.1=Overcommits, overkills, overdoes. Restraint is a foreign concept.
EXCESSIVE.interviewerNote.2=Bigger, louder, messier - never clean, never subtle.
EXCESSIVE.interviewerNote.3=Doesn''t recognize limits. Turns every task into spectacle.
EXCESSIVE.interviewerNote.4=Cranks every dial to max. No balance, no brakes.
EXCESSIVE.interviewerNote.5=Everything''s a performance. Goes full tilt, no matter the stakes.
FOCUSED.label=Focused
FOCUSED.description.0={0} locks onto {6} objectives with laser precision. Distractions, doubts,\
\ and setbacks don''t faze {4} - once {2} {7, choice, 0#set|1#set} {6} sights on something, {2}\
\ {7, choice, 0#follow|1#follows} through until the job is done.
FOCUSED.description.1={0} doesn''t just focus - {2} {7, choice, 0#fixate|1#fixate}. {1}\
\ {7, choice, 0#drill|1#drills} {6} skills, studies {6} enemies, and plans every move with\
\ relentless intensity. To {4}, anything less than total commitment is the first step toward\
\ failure.
FOCUSED.description.2={0} has no patience for nonsense. {1} {7, choice, 0#cut|1#cuts} through\
\ distractions and emotions, keeping {6} mind locked onto the mission. While others get lost in\
\ doubt or debate, {2} {7, choice, 0#move|1#moves} forward with ruthless efficiency.
FOCUSED.description.3={0} sees everything else as background noise - only the goal in front of {4}\
\ matters. Once {2}''{7, choice, 0#ve|1#s} committed to something, nothing short of disaster can\
\ pull {4} away.
FOCUSED.description.4=Distractions are for other people - {0} doesn''t indulge them. {1}\
\ {7, choice, 0#keep|1#keeps} {6} attention locked onto the task at hand, tuning out anything that\
\ doesn''t push {4} closer to success.
FOCUSED.description.5={0} operates with a singular, unyielding drive. Whether it''s perfecting\
\ {6} skills or executing a plan, {2} {7, choice, 0#devote|1#devotes} {4}self completely, unwilling\
\ to let anything stand in {6} way.
FOCUSED.ronin=If you need someone who stays locked in when it counts - someone who won''t get\
\ distracted, won''t lose focus, and won''t stop until the job''s done - you''ve found them.\
You''ve probably worked with pilots who hesitate when the mission goes sideways. That''s not me.\
\ I thrive when the stakes are high because I don''t let anything else matter. All I see is the path\
\ to victory - and I''ll follow it through fire if that''s what it takes.
\
You run an operation that values results - no excuses, no wasted motion. I can work with that.\
\ Give me a target, give me a plan - I''ll handle the rest.
FOCUSED.interviewerNote.0=Locks in on goals and doesn''t let go. Setbacks don''t register - only results.
FOCUSED.interviewerNote.1=Fixates. Trains, studies, plans - every move laser-precise.
FOCUSED.interviewerNote.2=No time for drama. Mission takes priority over everything.
FOCUSED.interviewerNote.3=Everything but the objective is noise. Won''t stop until it''s done.
FOCUSED.interviewerNote.4=Tunes out distractions completely. Sees only the path forward.
FOCUSED.interviewerNote.5=Pours everything into one task at a time. Refuses to be diverted.
GOAL_ORIENTED.label=Goal-Oriented
GOAL_ORIENTED.description.0={0} always has a target in mind, and {2} won''t stop until {2}\
\ {7, choice, 0#reach|1#reaches} it. Every move {2} {7, choice, 0#make|1#makes} is another step\
\ toward {6} objective, and {2} {7, choice, 0#don''t|1#doesn''t} waste time on anything that doesn''t\
\ get {4} closer to success.
GOAL_ORIENTED.description.1=For {0}, goals aren''t just aspirations - they''re obsessions. {1}\
\ {7, choice, 0#pursue|1#pursues} them with single-minded intensity, willing to burn bridges,\
\ break rules, and push {4}self beyond exhaustion if that''s what it takes to achieve victory.
GOAL_ORIENTED.description.2={0} doesn''t just dream - {2} {7, choice, 0#plan|1#plans}. Every action\
\ {2} {7, choice, 0#take|1#takes} is calculated to move {4} forward, and {2} {7, choice, 0#don''t|1#doesn''t}\
\ get distracted by short-term setbacks or fleeting opportunities. If {2} {7, choice, 0#want|1#wants}\
\ something, {2}''ll get it, one way or another.
GOAL_ORIENTED.description.3={0} doesn''t believe in aimless effort - every action, every decision\
\ serves a purpose. {1} {7, choice, 0#keep|1#keeps} {6} eyes on the prize, unwilling to let anything\
\ pull {4} off course.
GOAL_ORIENTED.description.4=When {0} sets {6} sights on something, {2} {7, choice, 0#don''t|1#doesn''t}\
\ stop until its {6}. No obstacle is too great, no challenge too daunting - {6} relentless pursuit\
\ of {6} objectives defines everything {2} {7, choice, 0#do|1#does}.
GOAL_ORIENTED.description.5={0} doesn''t waste time on distractions. {1} {7, choice, 0#measure|1#measures}\
\ success not by effort but by results, constantly driving forward with a clear vision of where\
\ {2}''{7, choice, 0#re|1#s} going and how {2}''ll get there.
GOAL_ORIENTED.ronin=You need someone who knows how to get things done - not someone who talks about\
\ it, but someone who delivers. That''s me.\
I''m not here to try - I''m here to win. Every action I take is calculated, every decision tied\
\ to the bigger picture. If it doesn''t push me toward the objective, I won''t waste time on it.
\
Your unit has direction - you''re not just surviving; you''re aiming to win. That''s what I need\
\ - a team with the same clarity and focus I bring to the table.
\
If you''re serious about results, I''m ready to deliver. Let me know when you''re ready to move.
GOAL_ORIENTED.interviewerNote.0=Eyes on the target. Won''t waste time on anything that doesn''t move the needle.
GOAL_ORIENTED.interviewerNote.1=Goals aren''t dreams - they''re obsessions. Burns bridges to reach them.
GOAL_ORIENTED.interviewerNote.2=Plans every step. Ignores setbacks - only progress matters.
GOAL_ORIENTED.interviewerNote.3=Every move has purpose. Won''t tolerate drift or distraction.
GOAL_ORIENTED.interviewerNote.4=Locked in once committed. Obstacles don''t deter - just delay.
GOAL_ORIENTED.interviewerNote.5=Measures success by outcome, not effort. Keeps the path clear and forward.
INNOVATIVE.label=Innovative
INNOVATIVE.description.0={0} thrives on thinking outside the box. Whether it''s unconventional\
\ tactics, custom modifications, or creative problem-solving, {2}''{7, choice, 0#re|1#s} always\
\ finding new ways to gain an edge where others see dead ends.
INNOVATIVE.description.1={0} doesn''t follow the rules - {2} {7, choice, 0#rewrite|1#rewrites} them.\
\ {1} {7, choice, 0#experiment|1#experiments} with risky strategies, unconventional weapons, and\
\ borderline reckless maneuvers, pushing the limits of what''s possible. Sometimes it works.\
\ Sometimes it''s a disaster. But it''s never boring.
INNOVATIVE.description.2={0} has a knack for making things work, even when they shouldn''t. {1}\
\ {7, choice, 0#jury-rig|1#jury-rigs} solutions on the fly, {7, choice, 0#turn|1#turns} disadvantages\
\ into advantages, and constantly {7, choice, 0#tweak|1#tweaks} {6} gear, always looking for the\
\ next breakthrough to give {4} an edge.
INNOVATIVE.description.3={0} doesn''t accept limitations - {2} {7, choice, 0#challenge|1#challenges}\
\ them. If there''s no solution, {2} {7, choice, 0#invent|1#invents} one, always pushing boundaries\
\ and finding new ways to turn problems into opportunities.
INNOVATIVE.description.4=To {0}, convention is just another obstacle. {1} {7, choice, 0#thrive|1#thrives}\
\ on experimentation, always refining, adjusting, and thinking ahead of the curve, refusing to\
\ settle for "the way things have always been done."
INNOVATIVE.description.5={0} sees every situation as a puzzle waiting to be solved in the most\
\ unexpected way possible. {1} {7, choice, 0#mix|1#mixes} creativity with practicality, ensuring\
\ that when others hit a wall, {2}''{7, choice, 0#re|1#s} already building a door.
INNOVATIVE.ronin=You need someone who can think on their feet - someone who doesn''t just follow the\
\ playbook but rewrites it.\
Most units get stuck in the same patterns, running the same drills, making the same mistakes.\
\ That''s not how you win. You win by staying ahead - by doing what they don''t expect. That''s what\
\ I bring - new angles, new tactics, and creative solutions that turn losing battles into\
\ victories.
\
Give me the tools, the mission, and the freedom to push limits. You''ll get results - and maybe\
\ even learn a few new tricks along the way.
\
Let me know when you''re ready to change the game.
INNOVATIVE.interviewerNote.0=Sees dead ends as launch points. Finds new angles where others stall.
INNOVATIVE.interviewerNote.1=Breaks rules with style. Risky ideas - sometimes brilliant, sometimes explosive.
INNOVATIVE.interviewerNote.2=Makes broken things work. Jury-rigs, tweaks, and improvises constantly.
INNOVATIVE.interviewerNote.3=Limits don''t apply. Invents answers when none exist.
INNOVATIVE.interviewerNote.4=Hates convention. Always refining, never satisfied with "standard."
INNOVATIVE.interviewerNote.5=Solves problems creatively and fast. While others stall, builds the workaround.
MANIPULATIVE.label=Manipulative
MANIPULATIVE.description.0={0} knows exactly what to say and do to get people to act in {6}\
\ favor. Whether it''s flattery, subtle pressure, or outright deception, {2} {7, choice, 0#shape|1#shapes}\
\ situations to {6} advantage without anyone realizing they''ve been played.
MANIPULATIVE.description.1=People are just pieces on a board to {0}. {1} {7, choice, 0#lie|1#lies},\
\ {7, choice, 0#twist|1#twists} the truth, and {7, choice, 0#pull|1#pulls} strings from the shadows,\
\ bending others to {6} will without them ever knowing. If someone thinks they''re in control, it''s\
\ only because {0} wants them to think that.
MANIPULATIVE.description.2={0} doesn''t force people to do what {2} {7, choice, 0#want|1#wants} - {2}\
\ {7, choice, 0#make|1#makes} them want to do it. A well-placed word here, a gentle push there,\
\ and suddenly, they''re making decisions that just happen to work out in {0}''s favor. It''s not\
\ {6} fault {2}''{7, choice, 0#re|1#s} so persuasive.
MANIPULATIVE.description.3={0} never needs to demand obedience - {2} {7, choice, 0#guide|1#guides}\
\ people into giving it willingly. With carefully chosen words and subtle influence, {2}\
\ {7, choice, 0#ensure|1#ensures} that others follow {6} lead without even realizing it.
MANIPULATIVE.description.4=Every conversation with {0} is a game of unseen moves and hidden\
\ motives. {1} {7, choice, 0#weave|1#weaves} lies with truth, controlling the flow of information\
\ so effortlessly that by the time anyone realizes they''ve been played, it''s already too late.
MANIPULATIVE.description.5={0} doesn''t coerce - {2} {7, choice, 0#convince|1#convines}. {1}\
\ {7, choice, 0#understand|1#understands} exactly what makes people tick, pulling the right strings\
\ at the right time to make them dance to {6} tune without ever questioning why.
MANIPULATIVE.ronin=You need someone who knows how to get things done - not by force or luck, but by\
\ understanding how people work.\
Most commanders lead through strength or fear. That works - sometimes - but it''s messy and\
\ inefficient. Me? I don''t need to bark orders. I know how to make people want to do what I need\
\ them to do. A word here, a favor there - and suddenly things are moving exactly how I intended,\
\ and no one even realizes they were steered.
\
You''re building something. I can see that. A unit like yours isn''t just muscle - you''re playing\
\ the long game. You need someone who can shift the odds before the first shot is fired. That''s\
\ what I bring.
\
So let me in - and watch how quickly things start falling into place.
MANIPULATIVE.interviewerNote.0=Shapes outcomes with subtle pressure. No one realizes they''ve been played.
MANIPULATIVE.interviewerNote.1=Lies, twists, and pulls strings unseen. Lets others believe they''re in charge.
MANIPULATIVE.interviewerNote.2=Doesn''t force - makes them want it. Persuasion is their sharpest weapon.
MANIPULATIVE.interviewerNote.3=Obedience comes freely. Carefully chosen words lead others like a leash.
MANIPULATIVE.interviewerNote.4=Talks in moves and motives. Controls the game long before anyone sees the board.
MANIPULATIVE.interviewerNote.5=Convincing over coercing. Knows every lever and when to pull it.
MOTIVATED.label=Motivated
MOTIVATED.description.0={0} doesn''t wait for opportunity - {2} {7, choice, 0#create|1#creates} it.\
\ Whether it''s training, strategizing, or climbing the ranks, {2} {7, choice, 0#throw|1#throws}\
\ {4}self into every task with relentless determination, always pushing toward {6} next goal.
MOTIVATED.description.1=Nothing slows {0} down - not exhaustion, not setbacks, not even failure.\
\ {1} {7, choice, 0#grind|1#grinds} forward, refusing to accept defeat, because in {6} mind,\
\ stopping is just another way of dying.
MOTIVATED.description.2={0}''s drive is infectious. {5} sheer enthusiasm and determination make\
\ people believe in {4}, rallying allies to {6} side and pushing them to go further than they\
\ ever thought possible.
MOTIVATED.description.3={0} doesn''t believe in waiting for the right moment - {2} {7, choice, 0#make|1#makes}\
\ the moment right. {5} determination fuels everything {2} {7, choice, 0#do|1#does}, propelling {4}\
\ forward no matter the obstacles in {6} way.
MOTIVATED.description.4=Once {0} sets {6} sights on something, there''s no stopping {4}. {1}\
\ {7, choice, 0#thrive|1#thrives} on momentum, constantly pushing {4}self and those around {4} to\
\ reach new heights.
MOTIVATED.description.5={0}''s drive is more than ambition - it''s an unshakable force. {1}\
\ {7, choice, 0#don''t|1#doesn''t} just work hard; {2} {7, choice, 0#outwork|1#outworks} everyone,\
\ refusing to rest until {2}''{7, choice, 0#ve|1#s} accomplished what {2} set out to do.
MOTIVATED.ronin=You need someone who knows how to push forward when others falter.\
Too many people crumble when they lose momentum, waiting for someone else to figure things out.\
\ That''s not me. When things get tough, I dig deeper. When others hesitate, I push harder. And when\
\ the mission looks impossible, I don''t stop until it''s done.
\
You''ve got something real here - a team that''s close to being great. You just need someone to\
\ keep the fire burning when the odds stack up. Someone who knows how to push harder - and lead\
\ from the front while doing it.
\
Let me in, and you won''t have to wonder if the job will get done, because it always will.
MOTIVATED.interviewerNote.0=Makes their own opportunities. Relentless pursuit of the next goal.
MOTIVATED.interviewerNote.1=Keeps grinding, no matter the setback. Refuses to quit.
MOTIVATED.interviewerNote.2=Pushes others by sheer force of will. Drive spreads like fire.
MOTIVATED.interviewerNote.3=Doesn''t wait for chances - builds them. Momentum is the fuel.
MOTIVATED.interviewerNote.4=Once committed, won''t stop. Drags others up with them.
MOTIVATED.interviewerNote.5=Works harder, longer, fiercer than anyone else. Rest comes after results.
OPPORTUNISTIC.label=Opportunistic
OPPORTUNISTIC.description.0={0} has a sharp eye for the right moment to strike - whether it''s on\
\ the battlefield, in business, or in personal dealings. {1}''{7, choice, 0#re|1#s} always looking\
\ for an angle, ready to seize any advantage that presents itself.
OPPORTUNISTIC.description.1={0} doesn''t wait for chances - {2} {7, choice, 0#take|1#takes} them,\
\ regardless of the cost. Allies, morals, and promises are all secondary to survival and success.\
\ If there''s a gap to exploit, {2}''ll find it, and if there isn''t one, {2}''ll make one.
OPPORTUNISTIC.description.2={0} never misses an opportunity. {1}''{7, choice, 0#re|1#s} quick to turn\
\ setbacks into advantages, shifting gears effortlessly when a better option appears. If someone\
\ hesitates, {2}''ll already be three moves ahead, making the most of their hesitation.
OPPORTUNISTIC.description.3={0} has an instinct for spotting opportunities before anyone else.\
\ {1}''{7, choice, 0#re|1#s} always watching, always analyzing, ready to capitalize on any weakness,\
\ hesitation, or shift in circumstance.
OPPORTUNISTIC.description.4=To {0}, every situation holds potential - {2} just has to find it.\
\ Whether it''s flipping a crisis into an advantage or turning an enemy''s mistake into {6} gain,\
\ {2} never lets an opening go to waste.
OPPORTUNISTIC.description.5={0} adapts faster than anyone else. {1} {7, choice, 0#thrive|1#thrives}\
\ in unpredictability, adjusting {6} approach on the fly and taking full advantage of every chance\
\ that comes {6} way - no matter who gets left behind.
OPPORTUNISTIC.ronin=You need someone who knows how to turn a bad situation into an opportunity? That''s\
\ me.\
I''m not here to play fair or follow someone else''s rules. If a weakness presents itself, I''ll\
\ exploit it. If there''s an opening, I''ll take it. Success isn''t about luck - it''s about seeing\
\ the move before anyone else does and having the nerve to take it.
\
You''ve got the potential to go far, but you need someone who knows how to capitalize when things\
\ get chaotic. Someone who sees the cracks and knows how to widen them until the enemy crumbles.
\
Let me in. I''ll make sure this unit doesn''t just survive - we''ll dominate.
OPPORTUNISTIC.interviewerNote.0=Always scanning for openings. Strikes fast when advantage appears.
OPPORTUNISTIC.interviewerNote.1=Takes chances without hesitation. Morals are optional - results aren''t.
OPPORTUNISTIC.interviewerNote.2=Turns losses into leverage. Capitalizes while others hesitate.
OPPORTUNISTIC.interviewerNote.3=Sees opportunity before it''s visible. Moves first, reaps the reward.
OPPORTUNISTIC.interviewerNote.4=Treats crisis as currency. Turns every shift into personal gain.
OPPORTUNISTIC.interviewerNote.5=Thrives in chaos. Adapts instantly, leaves others scrambling to catch up.
OVERCONFIDENT.label=Overconfident
OVERCONFIDENT.description.0={0} believes {2}''{7, choice, 0#re|1#s} the best, and {2} {7, choice, 0#act|1#acts}\
\ like it. Whether {2}''{7, choice, 0#re|1#s} fighting for {6} life, strategizing, or calling the\
\ shots, {2} never {7, choice, 0#doubt|1#doubts} {4}self - even when {2} really should.
OVERCONFIDENT.description.1={0} doesn''t just think {2}''{7, choice, 0#re|1#s} invincible - {2}\
\ {7, choice, 0#act|1#acts} like it. {1} {7, choice, 0#take|1#takes} unnecessary risks, dismisses\
\ warnings, and {7, choice, 0#underestimate|1#underestimates} opponents, convinced that sheer skill\
\ (or luck) will always pull {4} through. One day, it won''t.
OVERCONFIDENT.description.2={0} doesn''t just win - {2} {7, choice, 0#make|1#makes} sure everyone\
\ knows {2} won. {1} {7, choice, 0#taunt|1#taunts} enemies, overplays {6} hand, and takes flashy\
\ risks just for the sake of proving {2} can. {1}''{7, choice, 0#re|1#s} good - {2} just might not be\
\ as good as {2} {7, choice, 0#think|1#thinks}.
OVERCONFIDENT.description.3={0} struts through every situation with an air of undeniable\
\ superiority, convinced that {6} mere presence guarantees victory. {5} self-assurance borders on\
\ arrogance, leaving little room for any doubts - even when caution would be wise.
OVERCONFIDENT.description.4=For {0}, every challenge is simply an opportunity to prove just how\
\ infallible {2} {7, choice, 0#are|1#is}. {1} {7, choice, 0#dismiss|1#dismisses} advice and warnings\
\ with a smirk, trusting that {6} skills and luck will always carry {4} through, no matter the risk.
OVERCONFIDENT.description.5={0} wears {6} confidence like a badge of honor, parading {6}\
\ victories with flair and dismissing setbacks as temporary blips. {5} unwavering belief in {6}\
\ own prowess often blinds {4} to potential dangers, even as {2} {7, choice, 0#dazzle|1#dazzles}\
\ onlookers with {6} bold, if misguided, bravado.
OVERCONFIDENT.ronin=You want the best? Here I am.\
I don''t second-guess, I don''t hesitate, and I sure as hell don''t lose. Strategy, tactics,\
\ execution - I''ve got it covered. My instincts are sharper than most people''s best plans, and\
\ when the heat turns up, I thrive. Others panic - I win. That''s just how it works.
\
So why your unit? Potential. You''ve got the talent, the gear, and the edge to go far - but\
\ you''re missing the key piece. Me. Put me in the fight, and you''ll see what happens when real\
\ skill takes the lead.
OVERCONFIDENT.interviewerNote.0=Acts like the best, even when they''re not. Doubt doesn''t register.
OVERCONFIDENT.interviewerNote.1=Ignores danger, overestimates skill. One day, luck will run out.
OVERCONFIDENT.interviewerNote.2=Wins loud. Risks big to prove a point - might not be worth it.
OVERCONFIDENT.interviewerNote.3=Believes presence alone guarantees victory. Confidence smothers caution.
OVERCONFIDENT.interviewerNote.4=Sees every warning as noise. Trusts skill to bail them out - always.
OVERCONFIDENT.interviewerNote.5=Flaunts wins, shrugs off losses. Blind spots hidden behind bravado.
PERSISTENT.label=Persistent
PERSISTENT.description.0={0} doesn''t know the meaning of the word quit. No matter how many times\
\ {2}''{7, choice, 0#re|1#s} knocked down, outmaneuvered, or told something is impossible, {2}\
\ {7, choice, 0#keep|1#keeps} pushing forward until {2} {7, choice, 0#get|1#gets} the result {2}\
\ {7, choice, 0#want|1#wants}.
PERSISTENT.description.1={0} doesn''t stop - ever. Even when reason, exhaustion, or sheer survival\
\ say {2} should walk away, {2} {7, choice, 0#grit|1#grits} {6} teeth and {7, choice, 0#keep|1#keeps}\
\ going. {1}''ll finish what {2} started, even if it kills {4}.
PERSISTENT.description.2=Once {0} sets {6} sights on something, there''s no shaking {4}. {1}''ll\
\ keep coming, keep working, and keep fighting long after others would have given up, proving\
\ that sheer force of will can sometimes be the most dangerous weapon of all.
PERSISTENT.description.3={0} doesn''t believe in dead ends - only obstacles waiting to be overcome.\
\ No setback, failure, or rejection is enough to make {4} walk away from something\
\ {2}''{7, choice, 0#ve|1#s} committed to.
PERSISTENT.description.4=When others falter, {0} keeps moving. {1} {7, choice, 0#refuse|1#refuses}\
\ to accept failure as an option, pushing forward with relentless determination, no matter how\
\ long it takes to succeed.
PERSISTENT.description.5={0}''s strength isn''t just in skill or strategy - it''s in sheer, unyielding\
\ willpower. Once {2} {7, choice, 0#start|1#starts} something, {2}''ll see it through to the bitter\
\ end, no matter what it costs.
PERSISTENT.ronin=You don''t need another pilot who folds under pressure - you need someone who keeps\
\ going when everything else falls apart.\
I don''t stop. I don''t break. You put me in a cockpit, and I''ll keep coming until the job''s done\
\ - no matter how long it takes or how hard it gets. When others back down, I push harder. When\
\ others lose hope, I double down. That''s not just how I fight - that''s who I am.
\
Why your unit? Because you need someone who doesn''t quit. Good isn''t enough when the odds keep\
\ stacking up. You need someone who finishes what they start.
\
Bring me onboard. I''ll show you what it means to see something through to the end.
PERSISTENT.interviewerNote.0=Knocked down? Gets back up. Refuses to quit - ever.
PERSISTENT.interviewerNote.1=Pushes past sense and safety. Finishes what they start, or dies trying.
PERSISTENT.interviewerNote.2=Once committed, won''t let go. Willpower becomes weapon.
PERSISTENT.interviewerNote.3=Sees setbacks as challenges, not endings. Keeps advancing.
PERSISTENT.interviewerNote.4=Doesn''t accept failure. Grinds forward no matter the toll.
PERSISTENT.interviewerNote.5=Will sees them through. Won''t stop until the job''s done - or they are.
PROACTIVE.label=Proactive
PROACTIVE.description.0={0} doesn''t wait for things to happen - {2} {7, choice, 0#make|1#makes} them\
\ happen. Whether it''s seizing the initiative in battle, fixing a problem before it escalates, or\
\ taking charge when others hesitate, {2}''{7, choice, 0#re|1#s} always one step ahead.
PROACTIVE.description.1={0} knows hesitation gets people killed. {1} {7, choice, 0#act|1#acts} fast,\
\ takes risks, and {7, choice, 0#make|1#makes} hard decisions before anyone else has a chance to\
\ second-guess. In {6} mind, the only people who wait are the ones who don''t live long enough to\
\ regret it.
PROACTIVE.description.2={0} isn''t just quick - {2}''{7, choice, 0#re|1#s} calculated. {1}\
\ {7, choice, 0#anticipate|1#anticipates} problems before they arise and {7, choice, 0#maneuver|1#maneuvers}\
\ people and situations to {6} advantage. By the time others react, {2}''{7, choice, 0#ve|1#s}\
\ already executing {6} next move.
PROACTIVE.description.3={0} never sits back and lets events unfold - {2}''{7, choice, 0#re|1#s} always\
\ moving, always planning, always ensuring {2}''{7, choice, 0#re|1#s} the one shaping the outcome\
\ rather than reacting to it.
PROACTIVE.description.4=Where others hesitate, {0} acts. {1} {7, choice, 0#don''t|1#doesn''t} wait\
\ for orders, approval, or the perfect moment - {2} {7, choice, 0#take|1#takes} control,\
\ {7, choice, 0#make|1#makes} the call, and ensures things get done {6} way.
PROACTIVE.description.5={0} believes the best way to handle a crisis is to prevent it before it\
\ happens. {1} {7, choice, 0#stay|1#stays} ahead of the curve, anticipating challenges and solving\
\ problems before anyone else even sees them coming.
PROACTIVE.ronin=You''ve got a solid operation - but you''re missing something. Someone who takes action\
\ before trouble hits. Someone who doesn''t wait for orders when the situation spirals - someone\
\ who''s already moving while others are still figuring it out.\
I don''t sit back and wait for things to go wrong - I prevent them from happening in the first\
\ place. If there''s a threat, I''ll see it before it materializes. If a mission starts going\
\ sideways, I''ll already have a plan in motion before anyone else realizes there''s a problem. And\
\ when it''s time to make the hard calls, I won''t hesitate.
\
You want results? Put me in the fight - I''ll make it happen.
PROACTIVE.interviewerNote.0=Doesn''t wait - acts. Always one step ahead of the mess.
PROACTIVE.interviewerNote.1=Moves fast. Makes the call before anyone else dares.
PROACTIVE.interviewerNote.2=Anticipates, then executes. Already in motion while others are thinking.
PROACTIVE.interviewerNote.3=Refuses to sit back. Takes the wheel, writes the outcome.
PROACTIVE.interviewerNote.4=Acts before ordered. Makes it happen, does it their way.
PROACTIVE.interviewerNote.5=Solves problems before they exist. Lives ahead of the curve.
RESILIENT.label=Resilient
RESILIENT.description.0=No matter what gets thrown at {4}, {0} bounces back. Whether it''s a\
\ brutal loss, a catastrophic failure, or a battlefield injury, {2} {7, choice, 0#refuse|1#refuses}\
\ to let anything break {4}.
RESILIENT.description.1={0} has been battered, broken, and left for dead more times than {2} can\
\ count - but {2}''{7, choice, 0#re|1#s} still here. Pain, loss, and suffering don''t slow {4} down;\
\ they fuel {4}, turning every setback into another reason to keep fighting.
RESILIENT.description.2={0} doesn''t go down easy. Even when the odds are stacked against {4}, {2}\
\ grits {6} teeth, {7, choice, 0#dig|1#digs} in, and keeps pushing forward. {1}''{7, choice, 0#re|1#s}\
\ the kind of fighter who walks out of a wrecked ''Mek, bleeding but grinning, ready for round two.
RESILIENT.description.3=No matter how many times {0} gets knocked down, {2} {7, choice, 0#get|1#gets}\
\ back up stronger. {1} {7, choice, 0#take|1#takes} every hit, every loss, every failure, and\
\ {7, choice, 0#turn|1#turns} it into fuel to keep moving forward.
RESILIENT.description.4={0} refuses to let hardship define {4}. {1}''{7, choice, 0#ve|1#s} weathered\
\ every storm life has thrown at {4}, adapting, enduring, and proving that no amount of pain or\
\ pressure can break {6} will.
RESILIENT.description.5={0} isn''t just tough - {2}''{7, choice, 0#re|1#s} unshakable. Setbacks don''t\
\ discourage {4}, and suffering doesn''t slow {4} down. {1} {7, choice, 0#keep|1#keeps} pushing\
\ forward, no matter how much it hurts, because giving up simply isn''t an option.
RESILIENT.ronin=I''ve been knocked down more times than I can count. I''ve lost more than a few friends.\
\ Crawled out of burning wreckage with nothing but grit and adrenaline holding me together. And\
\ yet here I am - still standing.\
That''s why you want me in your unit. I don''t break. I don''t give up. When things go bad - and\
\ they always do - I''m the one who keeps moving. Others panic when the plan falls apart. Me? I\
\ keep my head down, push through the pain, and find a way to win.
\
I won''t promise easy victories. But when things go wrong - and they will - I''ll still be in the\
\ fight. And I''ll make sure anyone standing with me makes it out too.
\
So put me in. I''m not here to quit - I''m here to win.
RESILIENT.interviewerNote.0=Takes the hit, gets back up. Nothing breaks them for long.
RESILIENT.interviewerNote.1=Pain fuels the fire. Still here, still fighting.
RESILIENT.interviewerNote.2=Grits teeth, keeps moving. Bleeding, grinning, ready for more.
RESILIENT.interviewerNote.3=Uses every failure as fuel. Stronger after every fall.
RESILIENT.interviewerNote.4=Refuses to be defined by pain. Endures, adapts, overcomes.
RESILIENT.interviewerNote.5=Unshakable. Keeps pushing - giving up isn''t in the vocabulary.
RESOURCEFUL.label=Resourceful
RESOURCEFUL.description.0={0} has a knack for making the most of what {2}''{7, choice, 0#ve|1#s}\
\ got. Whether it''s salvaging parts, finding unconventional tactics, or turning a bad situation\
\ into an advantage, {2} always {7, choice, 0#find|1#finds} a way to adapt and survive.
RESOURCEFUL.description.1={0} doesn''t need the best weapons, the best ''Mek, or the best odds - {2}\
\ just needs something to work with. {1}''ll scavenge, improvise, and fight dirty if {2}\
\ {7, choice, 0#have|1#has} to, because survival isn''t about what you have, it''s about how far\
\ you''re willing to go.
RESOURCEFUL.description.2={0} thrives in chaos. {1}''{7, choice, 0#re|1#s} quick on {6} feet, always\
\ thinking three steps ahead, and can turn a pile of spare parts into a battlefield advantage. If\
\ there''s a problem, {2} {7, choice, 0#don''t|1#doesn''t} complain - {2} just {7, choice, 0#find|1#findsa}\
\ a solution.
RESOURCEFUL.description.3={0} doesn''t waste time wishing for better tools - {2}\
\ {7, choice, 0#make|1#makes} do with what {2} {7, choice, 0#have|1#has}. Every challenge is just\
\ another puzzle to solve, and {2} always {7, choice, 0#find|1#finds} a way to turn scraps into success.
RESOURCEFUL.description.4=When things go sideways, {0} doesn''t panic - {2} {7, choice, 0#adapt|1#adapts}.\
\ {1} {7, choice, 0#spot|1#spots} opportunities where others see dead ends, pulling solutions out\
\ of thin air and making the impossible seem routine.
RESOURCEFUL.description.5={0} has an instinct for survival, a mind for improvisation, and a\
\ knack for turning disadvantages into strengths. No matter how dire the situation, {2} always\
\ {7, choice, 0#find|1#finds} a way to come out on top.
RESOURCEFUL.ronin=You don''t need another warrior who only knows how to fight when things are going\
\ well - you need someone who knows how to win when everything''s falling apart. That''s why you\
\ want me.\
I don''t just survive in bad situations - I thrive in them. Give me a broken ride, half a load\
\ of ammo, and a hostile warzone - I''ll still find a way to win.
\
Bring me in. I''m not asking for handouts - just the chance to show you what I can do. Let the\
\ others stick to the playbook. I''ll be the one figuring out how to win after the plan gets shot\
\ to hell.
RESOURCEFUL.interviewerNote.0=Improvises under pressure. Turns junk into results.
RESOURCEFUL.interviewerNote.1=Fights dirty if needed. Doesn''t need top gear - just grit.
RESOURCEFUL.interviewerNote.2=Quick-thinking. Makes chaos work in their favor.
RESOURCEFUL.interviewerNote.3=Never asks for better tools - just solves the problem.
RESOURCEFUL.interviewerNote.4=No panic. Adapts, innovates, executes.
RESOURCEFUL.interviewerNote.5=Survives through smarts. Always finds the angle.
RUTHLESS.label=Ruthless
RUTHLESS.description.0={0} has no patience for obstacles - {2} {7, choice, 0#remove|1#removes} them.\
\ Promotions, power, and prestige don''t come to those who wait; they go to those who take them,\
\ and {0} fully intends to claim what {2} {7, choice, 0#believe|1#believes} is {6}.
RUTHLESS.description.1={0} doesn''t just want success - {2} {7, choice, 0#demand|1#demands} it. {1}\
\ {7, choice, 0#climb|1#climbs} over anyone in {6} way, cutting deals, betraying allies, and making\
\ sacrifices without hesitation. In {6} mind, the weak stay where they are, and the strong take\
\ what they deserve.
RUTHLESS.description.2={0} plays the long game, outmaneuvering competitors before they even\
\ realize there''s a game being played. {1} {7, choice, 0#make|1#makes} alliances when they serve\
\ {6} goals, {7, choice, 0#break|1#breaks} them when they don''t, and never loses sight of the\
\ bigger picture - {6} rise to the top.
RUTHLESS.description.3={0} doesn''t waste time on second chances or sentiment. {1} {7, choice, 0#do|1#does}\
\ what needs to be done, no matter the cost, because in {6} world, only the strong deserve to survive.
RUTHLESS.description.4=Mercy is just another word for weakness in {0}''s mind. {1}\
\ {7, choice, 0#eliminate|1#eliminates} threats before they become problems and never lets emotions\
\ stand in the way of {6} ambition.
RUTHLESS.description.5={0} sees morality as a luxury {2} can''t afford. If there''s a faster, more\
\ efficient way to get ahead - no matter how brutal - {2}''ll take it without hesitation or regret.
RUTHLESS.ronin=Let''s not mince words. In this world, obstacles aren''t faced - they''re removed. I\
\ understand the value of ambition, and I demand success.\
Those who hesitate or cling to the weak will be left behind. If you want someone who won''t\
\ flinch at sacrifice, who sees alliances as tools to achieve dominance, then I''m yours.
\
Together, we''ll seize control and build a legacy of strength and ambition.
RUTHLESS.interviewerNote.0=Doesn''t wait - takes what they want and eliminates what''s in the way.
RUTHLESS.interviewerNote.1=Cuts deals, cuts throats - climbs to the top by any means.
RUTHLESS.interviewerNote.2=Strategic, cold, and calculating. Plays the game better than anyone.
RUTHLESS.interviewerNote.3=No room for mercy - only results.
RUTHLESS.interviewerNote.4=Removes threats before they''re even problems.
RUTHLESS.interviewerNote.5=Brutality is a shortcut - and they never hesitate to take it.
SELFISH.label=Selfish
SELFISH.description.0={0} always puts {4}self first. Whether it''s resources, recognition, or\
\ survival, {2} {7, choice, 0#make|1#makes} sure {2} {7, choice, 0#come|1#comes} out on top - even\
\ if it means leaving others behind.
SELFISH.description.1={0} doesn''t believe in sharing, trusting, or sacrificing for others. The\
\ universe is cruel, and only those who look out for themselves survive. If someone expects {4}\
\ to stick {6} neck out for them, they''re in for a rude awakening.
SELFISH.description.2={0} knows how to act like a team player, but when push comes to shove,\
\ {2}''ll take the best deal for {4}self. {1}''ll smile, shake hands, and make promises - but when it''s\
\ time to cash in, {2}''ll make sure {2} {7, choice, 0#walk|1#walks} away with the biggest share.
SELFISH.description.3={0} sees every interaction as a transaction, and {2} always\
\ {7, choice, 0#make|1#makes} sure {2} {7, choice, 0#come|1#comes} out ahead. If there''s a choice\
\ between helping others or helping {4}self, there''s never really a choice at all.
SELFISH.description.4=Teamwork is just a means to an end for {0}. {1}''ll play along as long as it\
\ benefits {4}, but the moment there''s something to gain, {2} won''t hesitate to take more than {6}\
\ fair share.
SELFISH.description.5={0} doesn''t do favors, doesn''t make sacrifices, and doesn''t waste time on\
\ anyone who can''t offer {4} something in return. {5} survival, success, and comfort always come\
\ first - everything else is secondary.
SELFISH.ronin=Let''s get one thing clear: my priority is me.\
So if f you''re willing to put my survival and success above all else, I''m ready to align with\
\ you... for as long as it benefits me. But I don''t do favors for free, and I won''t risk more than\
\ necessary without a substantial gain.
\
If that works for you, let''s see what kind of opportunities you can offer.
SELFISH.interviewerNote.0=Comes first, stays first - everyone else is just background noise.
SELFISH.interviewerNote.1=Trusts no one, helps no one, and always walks away richer.
SELFISH.interviewerNote.2=Plays nice until there's something to take - then takes it all.
SELFISH.interviewerNote.3=Every move is calculated for personal gain.
SELFISH.interviewerNote.4=Teamwork ends where opportunity begins.
SELFISH.interviewerNote.5=If it doesn''t benefit them, they''re not interested - period.
STRATEGIC.label=Strategic
STRATEGIC.description.0={0} doesn''t make rash decisions - {2} {7, choice, 0#play|1#plays} the long\
\ game. Every battle, every move, and every choice is carefully calculated to maximize {6}\
\ advantage and ensure victory with minimal risk.
STRATEGIC.description.1={0} views war as a puzzle, and people as pieces to be moved. Emotions\
\ don''t factor into {6} decisions - only efficiency and effectiveness. If sacrificing a few pawns\
\ guarantees {6} success, {2} won''t hesitate to make the call.
STRATEGIC.description.2={0} doesn''t just react to situations - {2} {7, choice, 0#create|1#creates}\
\ them. {1} {7, choice, 0#manipulate|1#manipulates} events from behind the scenes, setting traps,\
\ forcing hands, and maneuvering {6} way to the top before anyone realizes they were playing {6}\
\ game all along.
STRATEGIC.description.3={0} never acts without a plan. Every move {2} {7, choice, 0#make|1#makes}\
\ is part of a bigger picture, ensuring that by the time {6} opponents realize what''s happening,\
\ {2}''{7, choice, 0#ve|1#s} already won.
STRATEGIC.description.4=To {0}, every situation is a battlefield, and {2} {7, choice, 0#play|1#plays}\
\ it like a master tactician. {1} {7, choice, 0#anticipate|1#anticipates} actions before they happen,\
\ positioning {4}self for success while others struggle to keep up.
STRATEGIC.description.5={0} doesn''t leave anything to chance. {1} {7, choice, 0#analyze|1#analyzes},\
\ {7, choice, 0#adapt|1#adapts}, and {7, choice, 0#execute|1#executes} with precision, always\
\ thinking three steps ahead to ensure {2} {7, choice, 0#control|1#controls} the game rather than\
\ being a piece in it.
STRATEGIC.ronin=In the realm of conflict and competition, rash decisions lead to downfall. I believe\
\ in the power of strategy and foresight.\
If you seek a partner who sees every situation as a battlefield and approaches each challenge\
\ like a master tactician, I am ready to collaborate.
\
Together, we will dominate the chessboard of conflict, controlling the game rather than merely\
\ playing in it.
STRATEGIC.interviewerNote.0=Doesn''t act - engineers outcomes. Everyone else is playing checkers.
STRATEGIC.interviewerNote.1=Cold-blooded tactician. Will trade lives like poker chips.
STRATEGIC.interviewerNote.2=Pulls strings from the dark. Never in the spotlight, always in control.
STRATEGIC.interviewerNote.3=By the time you realize the game''s started, they''ve already won it.
STRATEGIC.interviewerNote.4=Treats life like a wargame. Makes moves - doesn''t take chances.
STRATEGIC.interviewerNote.5=Precision thinker. Nothing left to chance, and never just a piece on the board.
TYRANNICAL.label=Tyrannical
TYRANNICAL.description.0={0} demands absolute control, tolerating no dissent and expecting orders\
\ to be followed without question. {1} {7, choice, 0#believe|1#believes} strong leadership comes\
\ from strict discipline, and {2} {7, choice, 0#enfore|1#enforces} it with an iron fist.
TYRANNICAL.description.1={0} doesn''t lead - {2} rules. Fear and obedience are {6} weapons, and {2}\
\ {7, choice, 0#have|1#has} no patience for weakness. Those who resist {4} are crushed, those who\
\ fail {4} are discarded, and those who follow {4} do so because they fear the alternative.
TYRANNICAL.description.2={0} believes no one else can be trusted to do things right, so {2}\
\ {7, choice, 0#take|1#takes} control of everything. Every decision, every resource, every move\
\ must go through {4}. If {6} subordinates don''t like it, they can be replaced.
TYRANNICAL.description.3={0} doesn''t believe in compromise - {6} word is law. {1}\
\ {7, choice, 0#dictate|1#dictates} every action with absolute authority, ensuring that those under\
\ {4} obey, not out of loyalty, but out of fear.
TYRANNICAL.description.4=Power isn''t just something {0} holds - it''s something {2}\
\ {7, choice, 0#enfore|1#enforces}. {1} {7, choice, 0#keep|1#keeps} an iron grip on every decision,\
\ crushing resistance and eliminating those who dare question {6} rule.
TYRANNICAL.description.5={0} doesn''t delegate, doesn''t share control, and doesn''t tolerate\
\ defiance. Every system, every person, and every decision must align with {6} vision, or it will\
\ be corrected.
TYRANNICAL.ronin=Let''s get one thing straight - I''m not asking to join your unit. I''m offering you\
\ the opportunity to benefit from someone who knows how to command. There''s a difference.\
I''ve seen what happens when leadership gets soft - hesitation, compromise, and eventual collapse.\
\ I don''t let that happen. I take control. I keep order. I don''t tolerate insubordination. When I\
\ give an order, it gets followed - no questions, no hesitation.
\
If you want someone who will bring your unit in line, keep them sharp, and ensure every mission\
\ ends with our victory - you know where to find me.
TYRANNICAL.interviewerNote.0=Runs command like a boot on a throat - no air, no room, no mercy.
TYRANNICAL.interviewerNote.1=Leads by fear alone. Loyalty is just silence under pressure.
TYRANNICAL.interviewerNote.2=Micromanages everything. If it moves, it''s under orders - or it''s gone.
TYRANNICAL.interviewerNote.3=Doesn''t give orders - gives ultimatums. Only obedience survives.
TYRANNICAL.interviewerNote.4=Control is the mission. Dissent isn''t an obstacle - it''s a target.
TYRANNICAL.interviewerNote.5=No delegation, no trust, no tolerance. One vision. One voice. Theirs.
UNAMBITIOUS.label=Unambitious
UNAMBITIOUS.description.0={0} is content with where {2} {7, choice, 0#are|1#is}. While others\
\ scramble for promotions, glory, or power, {2} {7, choice, 0#see|1#sees} no reason to stress - {2}\
\ {7, choice, 0#do|1#does} {6} job, collects {6} pay, and doesn''t bother chasing dreams that\
\ require unnecessary effort.
UNAMBITIOUS.description.1=Once, {0} might have wanted more, but now? {1}''{7, choice, 0#ve|1#s} seen\
\ too many people claw their way to the top only to die just like everyone else. Ambition is just\
\ another word for desperation, and {0} has long since stopped caring.
UNAMBITIOUS.description.2={0} doesn''t see the point in fighting for a bigger slice of the pie\
\ when {2}''{7, choice, 0#ve|1#s} already got enough to get by. Others can stress over promotions\
\ and prestige - {2}''ll take {6} time, do what''s necessary, and enjoy life without all the extra\
\ pressure.
UNAMBITIOUS.description.3={0} doesn''t see the point in chasing titles or prestige. As long as\
\ {2}''{7, choice, 0#re|1#s} comfortable and things run smoothly, {2} {7, choice, 0#have|1#has} no\
\ interest in making life harder for {4}self just to impress others.
UNAMBITIOUS.description.4={0} does what''s required, nothing more, nothing less. {1}\
\ {7, choice, 0#aren''t|1#isn''t} lazy - {2} just sees ambition as a fool''s game, one that leads to\
\ stress, betrayal, and an early grave.
UNAMBITIOUS.description.5=Success, power, recognition - none of it matters to {0}. {1}''{7, choice, 0#ve|1#s}\
\ seen what chasing those things does to people, and {2}''{7, choice, 0#re|1#s} perfectly happy\
\ staying right where {2} {7, choice, 0#are|1#is}, watching others run themselves into the ground.
UNAMBITIOUS.ronin=I''m not here to impress anyone - let''s get that straight. I know how this works.\
Some people are in this game to climb the ladder, chase glory, and collect medals. Me? I''m not\
\ one of them. I''m here to do a job, get paid, and not die in the process. That''s enough for me.\
So why join your unit? Because you don''t seem like the type to care about status games either.\
\ You want people who''ll show up, put in the work, and not get caught up in the politics. That''s\
\ me. I''ll pull my weight, follow orders, and keep things running smoothly.
\
If that works for you, let me know. If not? No hard feelings.
UNAMBITIOUS.interviewerNote.0=Clock-puncher. No fire, no hunger, no ambition.
UNAMBITIOUS.interviewerNote.1=Burned out or just gave up - either way, not climbing.
UNAMBITIOUS.interviewerNote.2=Knows their lane. Won''t leave it. Won''t look up.
UNAMBITIOUS.interviewerNote.3=Happy to coast. Won''t break things - won''t fix them either.
UNAMBITIOUS.interviewerNote.4=Not lazy, just finished trying. No threat, no spark.
UNAMBITIOUS.interviewerNote.5=Eyes open, but already checked out. Let others chase ghosts.
UNSCRUPULOUS.label=Unscrupulous
UNSCRUPULOUS.description.0={0} doesn''t let rules, ethics, or principles get in the way of what {2}\
\ {7, choice, 0#want|1#wants}. If bending the truth, cutting corners, or making shady deals gives\
\ {4} an edge, {2} won''t lose a wink of sleep over it.
UNSCRUPULOUS.description.1={0} doesn''t believe in right or wrong - only what works. {1}\
\ {7, choice, 0#lie|1#lies}, {7, choice, 0#cheat|1#cheats}, and {7, choice, 0#betray|1#betrays}\
\ without hesitation, using people as stepping stones on {6} path to power. If someone trusted {4},\
\ they''ve already made their last mistake.
UNSCRUPULOUS.description.2={0}''s got a talent for finding loopholes, exploiting technicalities,\
\ and twisting situations to {6} advantage. If someone assumed {2}''d play fair, that''s on them - {2}\
\ never promised to play by the rules.
UNSCRUPULOUS.description.3={0} sees rules as obstacles, not boundaries. If there''s a shortcut to\
\ be taken or a loophole to exploit, {2}''ll find it - ethics and fairness be damned.
UNSCRUPULOUS.description.4=Morality is just a tool for the naive. {0} does whatever it takes to\
\ get ahead, stepping over anyone who gets in {6} way and never looking back.
UNSCRUPULOUS.description.5={0} doesn''t believe in fair play - {2} {7, choice, 0#believe|1#believes}\
\ in winning. {1} {7, choice, 0#bend|1#bends}, {7, choice, 0#break|1#breaks}, and\
\ {7, choice, 0#rewrite|1#rewrites} the rules to suit {6} needs, making sure that when the dust\
\ settles, {2}''{7, choice, 0#re|1#s} the only one left standing.
UNSCRUPULOUS.ronin=Look, I''m not going to lie to you - I don''t play fair. And I''m not going to pretend\
\ I care about rules, honor, or what''s considered "right." Those things are for people who don''t\
\ have the stomach to do what it takes to win. I''ve done things that would make most people flinch\
\ - and I''ll do them again if it gets results.\
That''s why you need me. You''ve got a unit full of warriors trying to fight clean while the\
\ universe plays dirty. You need someone who isn''t afraid to cut corners, twist arms, and break\
\ the rules when it matters. I''ll get the job done - no questions, no hesitation - because I know\
\ that survival and victory don''t come from playing fair.
\
Just give me the go-ahead, {0}, and I''ll join you shortly.
UNSCRUPULOUS.interviewerNote.0=Will do anything to win. Doesn't care who gets hurt.
UNSCRUPULOUS.interviewerNote.1=Loyalty? Ethics? Dead weight. Uses people like tools.
UNSCRUPULOUS.interviewerNote.2=Slips through cracks and loopholes like it''s a game.
UNSCRUPULOUS.interviewerNote.3=Treats rules like suggestions. Never plays clean.
UNSCRUPULOUS.interviewerNote.4=Breaks trust faster than necks. Cold. Efficient.
UNSCRUPULOUS.interviewerNote.5=Victory at all costs. Leaves scorched earth behind.
VISIONARY.label=Visionary
VISIONARY.description.0={0} sees the bigger picture when others get lost in the details.\
\ {1}''{7, choice, 0#re|1#s} always thinking ahead, planning for the future, and pushing toward a\
\ goal that most people can''t even comprehend yet.
VISIONARY.description.1={0} isn''t just thinking ahead - {2}''{7, choice, 0#re|1#s} willing to burn\
\ down the present to create the future {2} {7, choice, 0#envision|1#envisions}. {1}\
\ {7, choice, 0#pursue|1#pursues} {6} ideals with relentless conviction, and if others can''t see\
\ the brilliance of {6} plan, they''re just obstacles to be removed.
VISIONARY.description.2={0} doesn''t just have ideas - {2} {7, choice, 0#make|1#makes} others believe\
\ in them. {5} passion, confidence, and unwavering certainty make people rally behind {4}, convinced\
\ that {2}''{7, choice, 0#re|1#s} leading them toward something greater than themselves.
VISIONARY.description.3={0} doesn''t just see what is - {2} {7, choice, 0#see|1#sees} what could be.\
\ {5} mind is always one step ahead, charting paths others can''t even imagine, shaping the future\
\ before anyone else realizes it''s coming.
VISIONARY.description.4=While others focus on the now, {0}''s gaze is locked on what comes next.\
\ {5} ideas are bold, {6} ambition boundless, and {6} ability to inspire others makes even the\
\ impossible seem within reach.
VISIONARY.description.5={0} thrives on grand ideas and daring possibilities. {1}\
\ {7, choice, 0#don''t|1#doesn''t} waste time on the status quo - {2}''{7, choice, 0#re|1#s} here to\
\ change things, whether the world is ready for it or not.
VISIONARY.ronin=You need someone who can see beyond the next battle, beyond the next contract -\
\ someone who can shape the future while everyone else is stuck surviving day to day. That''s me.\
\ I''m not just a warrior. I''m a strategist. A builder. A force that knows how to turn chaos into\
\ opportunity and uncertainty into control.\
So here''s the deal - bring me in. Give me the authority to execute my plans. You want results?\
\ I''ll deliver them. You want someone who''s already thinking ten steps ahead of the next ambush?\
\ I''m the one who''s already planning how to win the war after this one ends.
\
So let''s build something that lasts together. Something that defines the future. You know where\
\ to find me.
VISIONARY.interviewerNote.0=Eyes on the horizon - misses nothing, forgets nothing.
VISIONARY.interviewerNote.1=Will torch the now to build the future. Cold fire in the bones.
VISIONARY.interviewerNote.2=Carries people with sheer force of belief. Dangerous charisma.
VISIONARY.interviewerNote.3=Always five moves ahead. Makes you feel like you''re playing catch-up in your own life.
VISIONARY.interviewerNote.4=Unshakable. Sees tomorrow like it''s already written.
VISIONARY.interviewerNote.5=Doesn''t adapt to the world - expects the world to adapt to them.
================================================
FILE: MekHQ/resources/mekhq/resources/ApplicantTableColumns.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedProperty" for the whole file
FULL_NAME.label=Name
PROFESSION.label=Profession
EXPERIENCE.label=Experience
AGE.label=Age
GENDER.label=Gender
HIRING_COST.label=Hiring Fee
POSITIVE_ABILITIES.label=SPAs
NEGATIVE_ABILITIES.label=Flaws
PERFORMANCE_EXAM.label=Exam %
================================================
FILE: MekHQ/resources/mekhq/resources/Appraisal.properties
================================================
# Copyright (C) 2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedProperty" for the whole file
Appraisal.report.SPECTACULAR=They got a {0}Spectacular{1} deal! Margin of Success 4, price reduced to \
{2}%.
Appraisal.report.EXTRAORDINARY=They got an {0}Extraordinary{1} deal! Margin of Success 3, price reduced to \
{2}%.
Appraisal.report.GOOD=They got a {0}Good{1} deal! Margin of Success 2, price reduced by {2}%.
Appraisal.report.IT_WILL_DO=They got a {0}Above Average{1} deal. Margin of Success 1, price reduced to \
{2}%.
Appraisal.report.BARELY_MADE_IT=They got an {0}Average{1} deal. Margin of Success 0, price unchanged.
Appraisal.report.ALMOST=They got a {0}Below Average{1} deal. Margin of Failure 1, price increased to {2}%.
Appraisal.report.BAD=They got a {0}Bad{1} deal. Margin of Failure 2, price increased to {2}%.
Appraisal.report.TERRIBLE=They got a {0}Terrible{1} deal. Margin of Failure 3, price increased to {2}%.
Appraisal.report.DISASTROUS=They got a {0}Disastrous{1} deal. Margin of Failure 4, price increased to {2}%.
Appraisal.skillCheck=Finding a Deal
================================================
FILE: MekHQ/resources/mekhq/resources/AssignForceToTransport.properties
================================================
# Copyright (C) 2005-2026 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# The first piece of each key is the class or superclass it's used in
AssignForceToTransportMenu.transportSpaceRemaining.text={0} | Space Remaining: {1}
AssignForceToTransportMenu.warningCouldNotLoadUnit.text=Unable to load {0} to {1}.
# These keys are used - they're dynamically selected using a Campaign Transport Type's enum name
AssignForceToTransportMenu.TACTICAL_TRANSPORT.text=Assign Formation to Tactical Transport
AssignForceToTransportMenu.SHIP_TRANSPORT.text=Assign Formation to Ship Transport
AssignForceToTransportMenu.TOW_TRANSPORT.text=Assign Formation to a Tractor
# These keys are used - they're dynamically selected using the TransporterType enum
AssignForceToTransportMenu.ASF_BAY.text=ASF Bay
AssignForceToTransportMenu.HEAVY_VEHICLE_BAY.text=Heavy Vehicle Bay
AssignForceToTransportMenu.NAVAL_REPAIR_FACILITY.text=Naval Repair Facility
AssignForceToTransportMenu.REINFORCED_REPAIR_FACILITY.text=Reinforced Naval Repair Facility
AssignForceToTransportMenu.DROPSHUTTLE_BAY.text=Dropshuttle Bay
AssignForceToTransportMenu.LIGHT_VEHICLE_BAY.text=Light Vehicle Bay
AssignForceToTransportMenu.SUPER_HEAVY_VEHICLE_BAY.text=Super Heavy Vehicle Bay
AssignForceToTransportMenu.MEK_BAY.text=Mek Bay
AssignForceToTransportMenu.PROTO_MEK_BAY.text=ProtoMek Bay
AssignForceToTransportMenu.SMALL_CRAFT_BAY.text=Small Craft Bay
AssignForceToTransportMenu.INFANTRY_BAY.text=Infantry Bay
AssignForceToTransportMenu.BATTLE_ARMOR_BAY.text=Battle Armor Bay
AssignForceToTransportMenu.INFANTRY_COMPARTMENT.text=Infantry Compartment
AssignForceToTransportMenu.BATTLE_ARMOR_HANDLES.text=Battle Armor Handles
AssignForceToTransportMenu.BATTLE_ARMOR_HANDLES_TANK.text=Battle Armor Handles (Tank)
AssignForceToTransportMenu.CLAMP_MOUNT_MEK.text=Clamp Mount
AssignForceToTransportMenu.CLAMP_MOUNT_TANK.text=Clamp Mount Tank
AssignForceToTransportMenu.PROTO_MEK_CLAMP_MOUNT.text=ProtoMek Clamp Mount
AssignForceToTransportMenu.DOCKING_COLLAR.text=Docking Collar
AssignForceToTransportMenu.TANK_TRAILER_HITCH.text=Trailer Hitch
AssignForceToTransportMenu.CARGO_BAY.text=Cargo Bay (Standard)
AssignForceToTransportMenu.CARGO_CONTAINER.text=Cargo Container
AssignForceToTransportMenu.MEK_ARMS.text=Mek Arms
AssignForceToTransportMenu.LIFT_HOIST.text=Lift Hoist
AssignForceToTransportMenu.ROOF_RACK.text=Roof Rack
TOEMouseAdapter.unassign.TACTICAL_TRANSPORT.text=Unassign Formation from Tactical Transport
TOEMouseAdapter.unassign.SHIP_TRANSPORT.text=Unassign Formation from Ship Transport
TOEMouseAdapter.unassign.TOW_TRANSPORT.text=Unassign Formation from Tractor
TOEMouseAdapter.unassignFrom.TACTICAL_TRANSPORT.text=Unassign Transported Units from Tactical Transport
TOEMouseAdapter.unassignFrom.SHIP_TRANSPORT.text=Unassign Transported Units from Ship Transport
TOEMouseAdapter.unassignFrom.TOW_TRANSPORT.text=Unassign Towed Units from Tractor
AtBGameThread.loadTransportDialog.TACTICAL_TRANSPORT.title=Load Units onto Transport?
AtBGameThread.loadTransportDialog.TACTICAL_TRANSPORT.text=Would you like the units assigned to {0} to deploy loaded?
AtBGameThread.loadTransportDialog.TOW_TRANSPORT.title=Tow unit?
AtBGameThread.loadTransportDialog.TOW_TRANSPORT.text=Would you like the unit towed by {0} to deploy towed?
AtBGameThread.loadTransportDialog.LOAD_DROPSHIP_DIALOG_TITLE.title=Load DropShips onto Transport?
AtBGameThread.loadTransportDialog.LOAD_DROPSHIP_DIALOG_TEXT.text=Would you like the DropShip(s) assigned to {0} to deploy loaded into its bays?
AtBGameThread.loadTransportDialog.LOAD_SMALL_CRAFT_DIALOG_TITLE.title=Load Small Craft onto Transport?
AtBGameThread.loadTransportDialog.LOAD_SMALL_CRAFT_DIALOG_TEXT.text=Would you like the small craft assigned to {0} to deploy loaded into its bays?
AtBGameThread.loadTransportDialog.LOAD_FTR_DIALOG_TEXT.text=Would you like the fighter(s) assigned to {0} to deploy loaded into its bays?
AtBGameThread.loadTransportDialog.LOAD_FTR_DIALOG_TITLE.title=Load Fighters onto Transport?
AtBGameThread.loadTransportDialog.LOAD_GND_DIALOG_TEXT.text=Would you like the ground unit(s) assigned to {0} to deploy loaded into its bays?
AtBGameThread.loadTransportDialog.LOAD_GND_DIALOG_TITLE.title=Load Ground Units onto Transport?
CampaignTransportUtilities.selectTransport.null.text=None
CampaignTransportUtilities.selectTransport.TACTICAL_TRANSPORT.text=Tactical
CampaignTransportUtilities.selectTransport.SHIP_TRANSPORT.text=Ship
CampaignTransportUtilities.selectTransport.TOW_TRANSPORT.text=Tractor
================================================
FILE: MekHQ/resources/mekhq/resources/AtBConfigDefaults.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
#Default values for atbConfig. Users may modify the file, but editing can prevent AtB from
#functioning if certain values are removed or invalid.
botForce.IS=9:M,7:LL,4:H|5:LL,5:H,10:ML|3:LLL,4:MM,2:A,3:HL,4:MLL,4:HM|4:MML,3:HLL,2:HH,2:AL,4:MMM,3:HML,2:AM
botForce.CLAN=9:M,7:LL,4:H|5:LL,5:H,10:ML|3:LLL,4:MM,2:A,3:HL,4:MLL,4:HM|4:MML,3:HLL,2:HH,2:AL,4:MMM,3:HML,2:AM
botForce.CS=9:M,7:LL,4:H|5:LL,5:H,10:ML|3:LLL,4:MM,2:A,3:HL,4:MLL,4:HM|4:MML,3:HLL,2:HH,2:AL,4:MMM,3:HML,2:AM
botLance.IS=3:LLLL,2:LLLM,1:LLMM|1:LLMM,2:LMMM,2:MMMM,1:MMMH|1:MMHH,2:MHHH,2:HHHH,1:HHHA|2:HHAA,3:HAAA,1:AAAA
botLance.CLAN=1:LLLLL,1:LLLLM,1:LLLMM|1:LLMMM,1:LMMMM,2:MMMMM,1:MMMMH,1:MMMHH|1:MMHHH,2:MHHHH,2:HHHHH,1:HHHHA|1:MHHAA,2:HHAAA,2:HHAAA,1:AAAAA
botLance.CS=1:LLLLLL,2:LLLLLM,2:LLLLMM,1:LLLMMM|1:LLLMMM,1:LLMMMM,1:LMMMMM,1:MMMMMM,1:MMMMMH,1:MMMMHH|1:MMMHHH,1:MMHHHH,1:MHHHHH,1:HHHHHH,1:HHHHHA,1:HHHHAA|2:HHHAAA,1:HHAAAA,2:HAAAAA,1:AAAAAA
#The following are not required for AtB to function and are only used if atbconfig.xml is missing or broken
shipSearchCost=100000
shipSearchLengthWeeks=4
shipSearchTarget.Dropship=10
shipSearchTarget.Jumpship=12
shipSearchTarget.Warship=
ships.Dropship=1:Buccaneer (Standard),6:Mule (Standard),1:Seeker (2815),4:Gazelle (2531),1:Excalibur (2786),2:Leopard (2537),4:Union (2708),1:Overlord (2762)
ships.Jumpship=1:Scout JumpShip (Standard),2:Merchant Jumpship (Standard),3:Invader Jumpship (Standard)
================================================
FILE: MekHQ/resources/mekhq/resources/AtBContract.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# suppress inspection "UnusedProperty" for the whole file
# initiateBatchall
incomingTransmission.title=++INCOMING TRANSMISSION++
starColonel.text=Star Colonel
batchallOpener.text=%s
"I am %s %s commanding the %s forces on %s.
batchallCloser.text=
Do you accept the Batchall?
responseAccept.text=Accept Batchall
responseAccept.tooltip=The scenarios for this contract will be balanced to roughly match your forces.
responseRefuse.text=Refuse Batchall
responseFirstEncounter.text=Is this some kind of joke?
responseRefuse.tooltip=You will face the full strength of the Clans during this contract, and they will regard you less favorably in future dealings.
responseBringItOn.text=Bring It On
responseBringItOn.tooltip=You will face the full strength of the Clans during this contract.
refusalConfirmation.text=Are you sure? %s will not forget this betrayal.
refusalReport.text=YOU DARE TO REFUSE MY BATCHALL!?!
stratCon.earlyContractEnd.objectives=You have completely broken the OpFor in %s. Allied command will resolve \
any remaining objectives at their leisure. Though failed objectives will still count against you.\
The contract will end tomorrow. If the contract was successful, any outstanding payments will be rendered once \
the contract has concluded.
# Rout Ended
routEnded.reinforcements={0}, it looks like the lull is over.\
We''re seeing signs of hostile movement across all sectors. {1} has rearmed and is hitting the field in numbers.\
\ Get ready for a tough fight.
routEnded.aNewChallenger={0}, this is an emergency broadcast!\
We''ve detected multiple DropShips approaching from the star. They appear to be from {1}. I don''t know why our \
long-range sensors didn''t pick them up sooner, but they''re on a hard burn and will make planetfall imminently. We\
\ don''t know the strength of their forces, so prepare for anything.
# Emergency Salvage Clause
emergencySalvageClause.message={0}, we have received confirmed intelligence reports indicating that the opposition is \
fielding sensitive materials of strategic concern. Due to the nature of these assets, we are invoking Special \
Salvage Clause 7-C, The Recovery & Ownership of Strategically Sensitive Assets.\
Effective immediately, all battlefield salvage recovered by your forces during this operation is to be turned over\
\ to Allied Command for secure handling. You will be suitably compensated for all recovered materials.
\
We recognize the impact this may have on your unit''s logistical planning and appreciate your cooperation in this \
matter.
emergencySalvageClause.addendum=In recognition of you cooperation we have increased salvage compensation from {0}%\
\ to {1}%.
================================================
FILE: MekHQ/resources/mekhq/resources/AtBDynamicScenarioFactory.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
# reportResultsOfBidding
bidAwayForcesVerbose.text=%s has bid away the following forces:
%s
bidAwayForcesLogger.text=%s has bid away the following forces:
bidAwayForces.text=%s has bid away %s unit%s.
nothingBidAway.text=%s has not bid away any forces.
addedBattleArmorNewReport.text=%s supplemented their force with %s additional unit%s of Battle Armor.
addedBattleArmorContinueReport.text=
They also supplemented their force with %s additional unit%s of Battle Armor.
================================================
FILE: MekHQ/resources/mekhq/resources/AtBScenarioBuiltIn.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
battleDetails.baseAttack.attacker.victory=Destroy all base forces and 50% of the other enemy units.\nKeep more than 50% of your+ally's units operational.
battleDetails.baseAttack.attacker.observations=Winner controls the battlefield after the battle. If player wins the battle and the contract required lance type is fight or scout, it ends with an early victory. Otherwise the enemy morale level becomes broken.
battleDetails.baseAttack.defender.victory=Must keep at least three base units operational and destroy 50% of enemy forces.\nKeep more than 50% of your+ally's units operational.
battleDetails.baseAttack.defender.observations=If player loses, the contract ends early with a contract defeat.
battleDetails.extraction.attacker.victory=Half the civilian units must survive until end of turn 12 or escape and keep more than 2/3 of your starting forces alive.
battleDetails.extraction.attacker.observations=Defender controls the battlefield after the battle.\nEach civilian unit that survives gives a random bonus.
battleDetails.extraction.defender.victory=Must destroy all enemy's civilian units and 1/3 of other units before the end of turn 10.
battleDetails.extraction.defender.observations=Defender controls the battlefield after the battle.
battleDetails.chase.attacker.victory=Must reach the narrow edge opposite from the start with 50% of starting forces.
battleDetails.chase.attacker.observations=Defender controls the battlefield after the battle.
battleDetails.chase.defender.victory=Must prevent at least 50% of enemy from reaching the narrow edge opposite from the start.
battleDetails.chase.defender.observations=Defender controls the battlefield after the battle.
battleDetails.holdTheLine.attacker.victory=Must destroy 1/2 of the enemy units while having less than 1/3 of your own forces destroyed.
battleDetails.holdTheLine.attacker.observations=Winner controls the battlefield after the battle.
battleDetails.holdTheLine.defender.victory=Must destroy 1/3 of the enemy units while keeping 1/2 of starting forces intact.
battleDetails.holdTheLine.defender.observations=Winner controls the battlefield after the battle.
battleDetails.breakthrough.attacker.victory=Must reach north edge with more than 2/3 of starting forces.
battleDetails.breakthrough.attacker.observations=Defender controls the battlefield after the battle.
battleDetails.breakthrough.defender.victory=Must destroy 50% of the enemy forces.
battleDetails.breakthrough.defender.observations=Defender controls the battlefield after the battle.
battleDetails.hideAndSeek.attacker.victory=Must destroy 1/2 of the enemy units while having less than 1/3 of your own forces destroyed.
battleDetails.hideAndSeek.attacker.observations=Winner controls the battlefield after the battle.
battleDetails.hideAndSeek.defender.victory=Must destroy 1/3 of the enemy units while keeping 1/2 of starting forces intact.
battleDetails.hideAndSeek.defender.observations=Winner controls the battlefield after the battle.
battleDetails.standup.attacker.victory=Destroy 50% of enemy forces. Keep more than 50% of your units operational.
battleDetails.standup.attacker.observations=Winner controls the battlefield after the battle.
battleDetails.standup.defender.victory=Destroy 50% of enemy forces. Keep more than 50% of your units operational.
battleDetails.standup.defender.observations=Winner controls the battlefield after the battle.
battleDetails.reconRaid.attacker.victory=One of player's units must reach opposite map edge and remain immobile there for 2 turns (not counting the turn when it reaches the hex) and then return to starting map edge while keeping more than 3/4 of force alive.
battleDetails.reconRaid.attacker.observations=Defender controls the battlefield after the battle unless the attacker destroys 50% of defender units.\nIf successful, attacker gains random bonuses.
battleDetails.reconRaid.defender.victory=Must destroy 50% of enemy units before the end of turn 10.
battleDetails.reconRaid.defender.observations=Defender controls the battlefield after the battle unless the attacker destroys 50% of defender units.
battleDetails.probe.attacker.victory=Must destroy 1/4 of enemy forces and while having less than 1/4 of your own forces destroyed.
battleDetails.probe.attacker.observations=Winner controls the battlefield after the battle.
battleDetails.probe.defender.victory=Must destroy 1/4 of enemy forces and while having less than 1/4 of your own forces destroyed.
battleDetails.probe.defender.observations=Winner controls the battlefield after the battle.
battleDetails.officerDuel.description=One of your officers is challenged for a duel against an enemy officer. Winner controls the battlefield.
battleDetails.aceDuel.description=One of your non-officers is challenged for a duel against an enemy officer. Winner controls the battlefield.
battleDetails.ambush.description=One of your MekWarriors is ambushed by 3 enemy Meks. You must destroy 2 enemy Meks to win. Winner controls the battlefield.
battleDetails.civilianHelp.description=One officer deploys with 4 civilian units against 3 enemy Meks. To win you must destroy 2 of the enemy Meks while keeping alive your officer and at least 1 civilian unit. If you win you receive a bonus for each civilian unit that survived. The winner controls the battlefield.
battleDetails.alliedTraitors.description=One of your MekWarriors is ambushed by 2 traitors from the allied forces. To win you must destroy the 2 enemy Mek. The winner controls the battlefield.
battleDetails.prisonBreak.description=One random MekWarrior that pilots a Light/Medium Mek tries to free prisoners from a POW camp. Your MekWarrior must defend 4 Civilian units against 3 enemy Meks. To win you must keep your Mek and at least 1 civilian unit alive for 8 turns. Guards control the field unless all enemy Meks are destroyed before the end of turn 8. Each civilian unit alive at the end of the scenario gets you a bonus.\nYou can keep the civilian units after the battle.
battleDetails.starLeagueCache1.description=You find a long-lost Star League cache with one functional Star League era Mek. Unfortunately the enemy arrives just as the Mek is being powered up. One of your MekWarriors (random) pilots his Mek together with a single Star League era Mek piloted by a tech that was powering up the Mek against 3 enemy Meks. To win you must destroy all 3 enemy Meks. If the SL Mek is functional after the battle, up to 3050 the employer will offer a random Mek from the same weight class for the Mek in exchange. You get a minor contract breach if you refuse. If the Mek is primitive you can keep it without fighting a battle. Winner controls the battlefield.
battleDetails.starLeagueCache2.description=The enemy finds a long-lost Star League cache with one functional Star League Mek, just one of your pilots is in position to stop the enemy from escaping with the advanced Mek. One of your MekWarriors pilots his Mek against a Star League era Mek of the same weight class piloted by an enemy MekWarrior. You must destroy the enemy Mek. Up to 3050 the employer will demand the SL mek in exchange for a random employer Mek of the same weight class. You can also keep the Mek and get a minor contract breach.
battleDetails.allyRescue.specialConditions=8-unit allied force deploys in center at beginning of battle. Enemy force is 12 Meks deploying at N. Player units deploy at S in (12-walking speed) turns, each unit deploying according to its speed
battleDetails.allyRescue.victory=Player must destroy 50% of attacking force while keeping at least 3 units of the allied force alive. If the player loses more than 5 units of the allied force or 50% of the rescuing force is destroyed, the battle is a loss.
battleDetails.allyRescue.observations=Winner controls the battlefield after the battle.
battleDetails.civilianRiot.specialConditions=Player units must have machine guns, flamers or small lasers. 8 civilian Mek/vehicle force designated loyalists (allied with player, bot-controlled) deploys at center.\n12 civilian Mek/vehicle unit designated rioters (allied with rebels, bot controlled) deploys at center.\n3 Mek lance designated rebels deploys at N.
battleDetails.civilianRiot.victory=Must destroy 50% of the rebel force or 100% of the rioters. Player must also keep at least 1 of the loyalists alive and 50% of attached units.
battleDetails.civilianRiot.observations=Winner controls the battlefield after the battle.\nEach loyalist unit alive after the battle gives a random bonus.
battleDetails.convoyRescue.specialConditions=12 bot-controlled civilian units designated convoy and allied with player deploy at center.\n12 enemy Meks deploy at S.\nPlayer deploys at N in 7-(walking speed) turns.
battleDetails.convoyRescue.victory=Must destroy 50% of the enemy forces while keeping at least half of the convoy units alive. The player also loses if more 50% of the rescuing forces are destroyed.
battleDetails.convoyRescue.observations=Winner controls the battlefield after the battle.\nEach convoy unit alive after the battle gives a random bonus.
battleDetails.convoyAttack.specialConditions=12 civilian units and 8 enemy Meks deploy at center.\nPlayer deploys at S.
battleDetails.convoyAttack.victory=Must destroy all convoy units. Player loses if enemy destroys 50% of player's force.
battleDetails.convoyAttack.observations=Winner controls the battlefield after the battle.
battleDetails.pirateFreeForAll.specialConditions=12 Meks designated enemy deploy at N.\n12 'Meks designated pirate deploy at S.\nPlayer deploys at center.\nEnemy and pirates are not allied.
battleDetails.pirateFreeForAll.victory=Must destroy 50% of both enemy and pirates while keeping 50% of own force alive.
battleDetails.pirateFreeForAll.observations=Winner controls the battlefield after the battle.
battleDetails.common.winnerControlsBattlefield=Winner controls the battlefield after the battle.
battleDetails.common.defenderControlsBattlefield=Defender controls the battlefield after the battle.
commonObjectives.preserveEmployerUnits.text=The following unit(s) deployed by your employer must survive. Each one destroyed results in a 1 point penalty to your contract score:
commonObjectives.preserveFriendlyUnits.text=Ensure that at least %d%s individual units from the following force(s) and unit(s) survive:
commonObjectives.forceWithdraw.text=Destroy, cripple or force the withdrawal of at least %d%% of the following enemy force(s):
commonObjectives.preventBreakthrough.text=Prevent at least %d%% of the following enemy force(s) from reaching the %s edge:
commonObjectives.breakthrough.text=Reach the %s edge with at least %d%% of the following player and attached units and allied force(s):
commonObjectives.bonusRolls.text=%d bonus roll per surviving unit
commonObjectives.timeLimit.text=Time limit: %d turns
commonObjectives.battlefieldControl=Grants battlefield control
battleDetails.reconRaid.name=Recon Raid
battleDetails.reconRaid.instructions.oppositeEdge=With one unit: move to %s map edge.
battleDetails.reconRaid.instructions.stayStill=Remain stationary for two turns.
battleDetails.reconRaid.instructions.returnEdge=Return to %s map edge.
battleDetails.reconRaid.instructions.reward=1d6-2 bonus rolls if victorious.
battleDetails.baseAttack.attacker.details.winnerFightScout=Completing this objective will end the contract with an early victory.
battleDetails.baseAttack.attacker.details.winnerDefendTraining=Completing this objective will set the enemy morale to "Broken".
battleDetails.baseAttack.attacker.details.loser=Losing this battle will end the contract with an early defeat.
battleDetails.starLeagueCache.Mek=Star League Mek
battleDetails.deploySingleMek=Use the TO&E interface to deploy a single unit to this scenario.\n\n
battleDetails.deployEightMeks=Use the TO&E interface to deploy up to eight units (or forces containing up to eight units) to this scenario.\n\n
================================================
FILE: MekHQ/resources/mekhq/resources/AtBScenarioViewPanel.properties
================================================
# Copyright (C) 2005-2025 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
lblStatus.text=Status:
lblType.text=Scenario Type:
lblForce.text=Deployed Unit:
lblTerrain.text=Terrain:
lblMap.text=Map:
lblMapSize.text=Map Size:
lblLight.text=Light:
lblWeather.text=Weather:
lblWind.text=Wind:
lblFog.text=Fog:
lblBlowingSand.text=Blowing Sand:
lblEMI.text=EMI:
lblAtmosphere.text=Atmosphere:
lblGravity.text=Gravity:
lblPlayerStart.text=Player Start:
lblTemperature.text=Temperature:
lblEnemyStart.text=Enemy Start:
lblVictory=Victory Conditions
lblObservations=Observations
lblDescription=Description
lblSpecialConditions=Special Conditions
================================================
FILE: MekHQ/resources/mekhq/resources/AtBStratCon.properties
================================================
# Copyright (C) 2005-2026 The MegaMek Team. All Rights Reserved.
#
# This file is part of MekHQ.
#
# MekHQ is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License (GPL),
# version 3 or (at your option) any later version,
# as published by the Free Software Foundation.
#
# MekHQ is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty
# of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
# See the GNU General Public License for more details.
#
# A copy of the GPL should have been included with this project;
# if not, see .
#
# NOTICE: The MegaMek organization is a non-profit group of volunteers
# creating free software for the BattleTech community.
#
# MechWarrior, BattleMech, `Mech and AeroTech are registered trademarks
# of The Topps Company, Inc. All Rights Reserved.
#
# Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of
# InMediaRes Productions, LLC.
#
# MechWarrior Copyright Microsoft Corporation. MegaMek was created under
# Microsoft's "Game Content Usage Rules"
# and it is not endorsed by or
# affiliated with Microsoft.
regular.text=Regular Reinforcement Roll
auxiliary.text=Improved Reinforcement Roll
fromChainedScenario.text=Lance already deployed
lblDefensiveMinefieldCount.text=Minefield Count: %d
lblSelectIndividualUnits.text=Select individual units (%d max)
lblFrontlineInstructions.text=This lance is on a frontline deployment, and may deploy\
\ additional infantry, battle armor, or minefields.
lblLeadershipInstructions.Text=The formation commander's leadership allows the deployment of\
\ additional auxiliary units - choose from the list below.\
\
Available BV: %sTransport Type: