View table: Gear
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Table structure:
- AllowedLocations - List of String
- BattleValue - Integer
- Bonuses - List of String
- ComponentSubType - String
- ComponentType - String
- Cost - Integer
- CustomCategories - List of String
- Details - Text
- DisallowedLocations - List of String
- Icon - String
- Id - String
- InventorySize - Integer
- Manufacturer - String
- Model - String
- Name - String
- Purchasable - Boolean
- Rarity - Integer
- Tonnage - Float
- UIName - String
This table has 1,899 rows altogether.
Page | AllowedLocations | BattleValue | Bonuses | ComponentSubType | ComponentType | Cost | CustomCategories | Details | DisallowedLocations | Icon | Id | InventorySize | Manufacturer | Model | Name | Purchasable | Rarity | Tonnage | UIName |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
RawData:Ammo AmmunitionBox Acid APM | All | 0 | CostPerShot: 60 • Acid: 20% • AmmoCount: 20 | Ammunition | AmmunitionBox | 40,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Acid_APM | 1 | Generic | APM Acid | APM Acid Ammo | Yes | 1 | 1.0 | Ammo APM [ACID] | |
RawData:Ammo AmmunitionBox Acid Bombard | All | 0 | AcidStack: 5% • 4 • ArmorDmgMod: +50% • StructureDmgMod: -50% • AreaOfEffect: 45 • AreaOfEffectDmg: 1 • CostPerShot: 300 • AmmoCount: 60 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | mor-tar-ammo | Ammo_AmmunitionBox_Acid_Bombard | 1 | Generic | Bombard | Bombard Acid Ammo | Yes | 1 | 1.0 | Ammo Bombard Acid | |
RawData:Ammo AmmunitionBox Acid Mortar | All | 0 | AcidStack: 5% • 4 • CostPerShot: 200 • AmmoCount: 40 | Ammunition | AmmunitionBox | 40,000 | Acid Mortar Shells carry an airburst charge that spreads small Acid Bomblets within an Area. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 40 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Acid_Mortar | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 1.0 | Ammo Mortar Acid | |
RawData:Ammo AmmunitionBox Acid Mortar half | All | 0 | AcidStack: 5% • 4 • CostPerShot: 200 • AmmoCount: 20 | Ammunition | AmmunitionBox | 40,000 | Acid Mortar Shells carry an airburst charge that spreads small Acid Bomblets within an Area. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 20 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Acid_Mortar_half | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 0.5 | Ammo Mortar Acid [Half] | |
RawData:Ammo AmmunitionBox Acid SRM | All | 0 | AcidStack: 5% • 4 • SRMAccuracy: -1 • SRMDamage: -4 • ArmorDmgMod: +25% • StructureDmgMod: -50% • CostPerShot: 200 • AmmoCount: 100 | Ammunition | AmmunitionBox | 40,000 | This warhead replaces the normal explosive charge of the standard short-range missile with a small tank of a gelled Acid, weakening a Targets resistance and causing them to take 20% more damage from subsequent attacks. They deal additional damage to armor but are slightly less accurate. Contains 100 shots. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Acid_SRM | 1 | Generic | SRM AX | SRM Acid Ammo | Yes | 1 | 1.0 | Ammo SRM Acid | |
RawData:Ammo AmmunitionBox Airburst Mortar | All | 0 | MortarDamage: -4 • Airburst: 4 • 100 • AirburstRadius: 60 • CostPerShot: 100 • AmmoCount: 40 | Ammunition | AmmunitionBox | 40,000 | Airburst Mortar Shells separate after a short duration into several bomblets scattering their payload onto a target area. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 40 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Airburst_Mortar | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 1.0 | Ammo Mortar Airburst | |
RawData:Ammo AmmunitionBox Airburst Mortar half | All | 0 | MortarDamage: -4 • Airburst: 4 • 100 • AirburstRadius: 60 • CostPerShot: 100 • AmmoCount: 20 | Ammunition | AmmunitionBox | 40,000 | Airburst Mortar Shells separate after a short duration into several bomblets scattering their payload onto a target area. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 20 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Airburst_Mortar_half | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 0.5 | Ammo Mortar Airburst [Half] | |
RawData:Ammo AmmunitionBox AntiMissile | All | 0 | CostPerShot: 50 • AmmoCount: 200 | Ammunition | AmmunitionBox | 10,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. Has 200 shots | All | uixSvgIcon_equipment_TTS | Ammo_AmmunitionBox_AntiMissile | 1 | Generic | AMS | AMS Ammo | Yes | 1 | 1.0 | Ammo AMS | |
RawData:Ammo AmmunitionBox AntiMissile double | All | 0 | Doubled • BonusAmmo: 25% • CostPerShot: 50 • AMSAmmo: 450 | Ammunition | AmmunitionBox | 25,000 | Doubled Ammo Bins replace one ammo bins feeding and storing mechanism to 25% more shots into one location. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. Has 450 shots. | All | uixSvgIcon_equipment_TTS | Ammo_AmmunitionBox_AntiMissile_double | 2 | Generic | AMS | AMS Ammo | Yes | 5 | 2.0 | Ammo AMS [DBL] | |
RawData:Ammo AmmunitionBox AntiMissile half | All | 0 | CostPerShot: 50 • AmmoCount: 100 | Ammunition | AmmunitionBox | 6,600 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. Has 100 shots. | All | uixSvgIcon_equipment_TTS | Ammo_AmmunitionBox_AntiMissile_half | 1 | Generic | AMS | AMS Ammo Half Load | Yes | 2 | 0.5 | Ammo AMS [Half] | |
RawData:Ammo AmmunitionBox AoE AC10 | All | 0 | ACDamage: -30 • AreaOfEffect: 60 • AreaOfEffectDmg: 30 • AreaOfEffectSTABDmg: 10 • CostPerShot: 1000 • AmmoCount: 10 | Ammunition | AmmunitionBox | 30,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 10 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AoE_AC10 | 1 | Generic | AC10 | AC/10 AoE Ammo | Yes | 1 | 1.0 | Ammo AC/10 AoE | |
RawData:Ammo AmmunitionBox AoE AC2 | All | 0 | ACDamage: -5 • AreaOfEffect: 60 • AreaOfEffectDmg: 4 • AreaOfEffectSTABDmg: 2 • CostPerShot: 300 • AmmoCount: 45 | Ammunition | AmmunitionBox | 10,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 45 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AoE_AC2 | 1 | Generic | AC2 | AC/2 AoE Ammo | Yes | 1 | 1.0 | Ammo AC/2 AoE | |
RawData:Ammo AmmunitionBox AoE AC20 | All | 0 | ACDamage: -50 • AreaOfEffect: 60 • AreaOfEffectDmg: 50 • AreaOfEffectSTABDmg: 20 • CostPerShot: 2000 • AmmoCount: 5 | Ammunition | AmmunitionBox | 40,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 5 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AoE_AC20 | 1 | Generic | AC20 | AC/20 AoE Ammo | Yes | 1 | 1.0 | Ammo AC/20 AoE | |
RawData:Ammo AmmunitionBox AoE AC5 | All | 0 | ACDamage: -12 • AreaOfEffect: 60 • AreaOfEffectDmg: 12 • AreaOfEffectSTABDmg: 5 • CostPerShot: 600 • AmmoCount: 30 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 30 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AoE_AC5 | 1 | Generic | AC5 | AC/5 AoE Ammo | Yes | 1 | 1.0 | Ammo AC/5 AoE | |
RawData:Ammo AmmunitionBox AoE LRM | All | 0 | LRMDamage: -2 • AreaOfEffect: 60 • AreaOfEffectDmg: 2 • CostPerShot: 80 • AmmoCount: 120 | Ammunition | AmmunitionBox | 45,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 120 shots. | All | MRM-ammo | Ammo_AmmunitionBox_AoE_LRM | 1 | Generic | LRM | LRM AoE Ammo | Yes | 1 | 1.0 | Ammo LRM AoE | |
RawData:Ammo AmmunitionBox AP AC10 | All | 0 | ArmorDmgMod: -25% • StructureDmgMod: +75% • CostPerShot: 800 • AmmoCount: 10 | Ammunition | AmmunitionBox | 60,000 | Fragmentation AC Ammo grants an increased chance for critical hits. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 10 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AP_AC10 | 1 | Generic | AC10 Fragmentation | AC/10 Fragmentation Ammo | Yes | 5 | 1.0 | Ammo AC/10 [Frag] | |
RawData:Ammo AmmunitionBox AP AC2 | All | 0 | ArmorDmgMod: -25% • StructureDmgMod: +75% • CostPerShot: 200 • AmmoCount: 45 | Ammunition | AmmunitionBox | 20,000 | Fragmentation Ammo grants an increased chance for critical hits. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 45 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AP_AC2 | 1 | Generic | AC2 Fragmentation | AC/2 Fragmentation Ammo | Yes | 5 | 1.0 | Ammo AC/2 [Frag] | |
RawData:Ammo AmmunitionBox AP AC20 | All | 0 | ArmorDmgMod: -25% • StructureDmgMod: +75% • CostPerShot: 1600 • AmmoCount: 5 | Ammunition | AmmunitionBox | 80,000 | Fragmentation AC Ammo grants an increased chance for critical hits. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 5 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AP_AC20 | 1 | Generic | AC20 Fragmentation | AC/20 Fragmentation Ammo | Yes | 5 | 1.0 | Ammo AC/20 [Frag] | |
RawData:Ammo AmmunitionBox AP AC5 | All | 0 | ArmorDmgMod: -25% • StructureDmgMod: +75% • CostPerShot: 400 • AmmoCount: 30 | Ammunition | AmmunitionBox | 40,000 | Fragmentation AC Ammo grants an increased chance for critical hits. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 30 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_AP_AC5 | 1 | Generic | AC5 Fragmentation | AC/5 Fragmentation Ammo | Yes | 5 | 1.0 | Ammo AC/5 [Frag] | |
RawData:Ammo AmmunitionBox AP GC20 | All | 0 | StructureDmgMod: +50% • Crits: +15% • CostPerShot: 2500 • AmmoCount: 5 • GaussNoBoom | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. <b><color=#099ff2>Does not explode.</color></b> Has 5 shots. <b><color=#e51717>COMMUNITY CONTENT</color></b> | All | FerroMag-ammo | Ammo_AmmunitionBox_AP_GC20 | 1 | Generic | GC20 | Gauss Cannon/20 Fragementation Ammo | Yes | 1 | 1.0 | Ammo Gauss Cannon/20 [Frag] | |
RawData:Ammo AmmunitionBox AP MG | All | 0 | ArmorDmgMod: +15% • StructureDmgMod: -75% • WeaponDamage: +1 • CostPerShot: 100 • AmmoCount: 100 | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. Has 100 shots. | All | uixSvgIcon_ammoBox_Support | Ammo_AmmunitionBox_AP_MG | 1 | Generic | MG Sabot | MG Ammo HEAP | Yes | 1 | 1.0 | Ammo MG HEAP | |
RawData:Ammo AmmunitionBox ArmorRepair | All | 0 | ArmorAmmo: 90% • ArmorAmmoCount: 2000 • CostPerShot: 10 | Ammunition | AmmunitionBox | 10,000 | This component represents a supply of armor repair components, ready and able to be applied on the field as necessary by desiring units. These components are not true armor plates but are various repair components that repair armor on the spot, not replace it with new armoring. It cannot change a unit's armor type on the fly, only fix what's there. | All | ammo-box | Ammo_AmmunitionBox_ArmorRepair | 2 | Generic | ARMOR REPAIR | Armor Repair Components | Yes | 1 | 2.0 | Armor Repair Components | |
RawData:Ammo AmmunitionBox ArtemisIV LRM | All | 0 | RequiresAttachment: Artemis IV FCS • DFAccuracy: +3 • PipsIgnored: +1 • Clustering: 25% • CostPerShot: 100 • AmmoCount: 120 | Ammunition | AmmunitionBox | 50,000 | Artemis IV LRM's have a 'smart' Warhead that is able to efficiently guide itself towards any target, specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy . Has 120 shots. | All | MRM-ammo | Ammo_AmmunitionBox_ArtemisIV_LRM | 1 | Generic | LRM Artemis IV | LRM Artemis IV Ammo | Yes | 5 | 1.0 | Ammo LRM ARTIV | |
RawData:Ammo AmmunitionBox ArtemisIV LRM half | All | 0 | RequiresAttachment: Artemis IV FCS • DFAccuracy: +3 • PipsIgnored: +1 • Clustering: 25% • CostPerShot: 100 • AmmoCount: 60 | Ammunition | AmmunitionBox | 25,000 | Artemis IV LRM's have a 'smart' Warhead that is able to efficiently guide itself towards any target, specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy . Has 60 shots. | All | MRM-ammo | Ammo_AmmunitionBox_ArtemisIV_LRM_half | 1 | Generic | LRM Artemis IV | LRM Artemis IV Ammo | Yes | 5 | 0.5 | Ammo LRM ARTIV [Half] | |
RawData:Ammo AmmunitionBox ArtemisIV SRM | All | 0 | RequiresAttachment: Artemis IV FCS • PipsIgnored: +2 • WpnAccuracy: +1 • Clustering: 25% • CostPerShot: 100 • AmmoCount: 100 | Ammunition | AmmunitionBox | 50,000 | Artemis IV SRM's have a ''smart'' Warhead that is able to efficiently guide itself towards any target, specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy . Has 100 shots. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_ArtemisIV_SRM | 1 | Generic | SRM Artemis IV | SRM Artemis IV Ammo | Yes | 5 | 1.0 | Ammo SRM ARTIV | |
RawData:Ammo AmmunitionBox ArtemisIV SRM half | All | 0 | RequiresAttachment: Artemis IV FCS • PipsIgnored: +2 • WpnAccuracy: +1 • Clustering: 25% • CostPerShot: 100 • AmmoCount: 50 | Ammunition | AmmunitionBox | 25,000 | Artemis IV SRM's have a ''smart'' Warhead that is able to efficiently guide itself towards any target, specifically designed to be used with and requiring the Artemis System offer these Missiles unparalleled Accuracy. Has 50 shots. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_ArtemisIV_SRM_half | 1 | Generic | SRM Artemis IV | SRM Artemis IV Ammo | Yes | 5 | 0.5 | Ammo SRM ARTIV [Half] | |
RawData:Ammo AmmunitionBox Bee LRM | All | 0 | Swarm: 60 • ImpAccuracy: -1 • CostPerShot: 100 • AmmoCount: 120 | Ammunition | AmmunitionBox | 50,000 | Created as a way to affect enemy forces with detrimental effects, the Battlefield Effectiveness and Endurance Suppressor ammuniton, called BEES ammo, was not a large hit when released to the open market. Though it does reduce the target's movement and accuracy thanks to ECM countermeasures built into the warhead, it does minimal damage and has an alarming tendency to hit nearby allies as well. It found only niche acceptance and was quickly forgotten by most militaries. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 120 shots. | All | MRM-ammo | Ammo_AmmunitionBox_Bee_LRM | 1 | Generic | LRM | LRM Ammo | Yes | 1 | 1.0 | Ammo LRM BEES | |
RawData:Ammo AmmunitionBox Canister Howitzer | All | 0 | NoAreaOfEffect • WeaponDamage: -2 • Airburst: 4 • 120 • AirburstRadius: 45 • CostPerShot: 120 • AmmoCount: 48 | Ammunition | AmmunitionBox | 30,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 8 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Canister_Howitzer | 1 | Generic | Howitzer | Howitzer Canister Ammo | Yes | 1 | 1.0 | Ammo Howitzer Canister | |
RawData:Ammo AmmunitionBox Caseless AC10 | All | 0 | BonusAmmo: 100% • RecoilAC: +2 • WordsWords: Increases range for each (non-min) range bracket by 60 meters. • CostPerShot: 250 • AmmoCount: 20 • Caseless | Ammunition | AmmunitionBox | 120,000 | Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 20 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Caseless_AC10 | 1 | Generic | AC10 Caseless | AC/10 Caseless Ammo | Yes | 5 | 1.0 | Ammo AC/10 [CL] | |
RawData:Ammo AmmunitionBox Caseless AC2 | All | 0 | BonusAmmo: 100% • RecoilAC: +2 • WordsWords: Increases range for each (non-min) range bracket by 60 meters. • CostPerShot: 50 • AmmoCount: 90 • Caseless | Ammunition | AmmunitionBox | 60,000 | Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 90 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Caseless_AC2 | 1 | Generic | AC2 Caseless | AC/2 Caseless Ammo | Yes | 5 | 1.0 | Ammo AC/2 [CL] | |
RawData:Ammo AmmunitionBox Caseless AC20 | All | 0 | BonusAmmo: 100% • RecoilAC: +2 • WordsWords: Increases range for each (non-min) range bracket by 60 meters. • CostPerShot: 500 • AmmoCount: 10 • Caseless | Ammunition | AmmunitionBox | 160,000 | Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 10 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Caseless_AC20 | 1 | Generic | AC20 Caseless | AC/20 Caseless Ammo | Yes | 5 | 1.0 | Ammo AC/20 [CL] | |
RawData:Ammo AmmunitionBox Caseless AC5 | All | 0 | BonusAmmo: 100% • RecoilAC: +2 • WordsWords: Increases range for each (non-min) range bracket by 60 meters. • CostPerShot: 100 • AmmoCount: 60 • Caseless | Ammunition | AmmunitionBox | 80,000 | Caseless autocannon ammunition was developed by the Federated Commonwealth to provide more ammunition. Instead of a standard metal or plastic shell casing filled with propellant, the caseless autocannon round had the propellant 'packed' around the projectile. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 60 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Caseless_AC5 | 1 | Generic | AC5 Caseless | AC/5 Caseless Ammo | Yes | 5 | 1.0 | Ammo AC/5 [CL] | |
RawData:Ammo AmmunitionBox Coal SRM | All | 0 | WeaponDamage: -4 • StabDamage: +3 • CostPerShot: 80 • AmmoCount: 100 | Ammunition | AmmunitionBox | 10,000 | This ammo box says it contains SRMs but what it actually contains is shame, for it represents you being a naughty Commander during the year. Sure, you can shoot the Coal SRMs at enemies but that just reinforces your bad behavior. Tsk, tsk, Commander. Risk can be mitigated with the use of C.A.S.E. but Santa's disappointment is forever. Has 100 shots. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Coal_SRM | 1 | Generic | SRM | SRM Coal Ammo | Yes | 1 | 1.0 | Ammo SRM Coal | |
RawData:Ammo AmmunitionBox Corrosive Fluid | All | 0 | AcidStack: 5% • 4 • CostPerShot: 10 • AmmoCount: 10 | Ammunition | AmmunitionBox | 50,000 | Fluid Gun Ammo Bins contain the fuel for Fluid Gun operation. On a Critical Hit, the container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Contains 10 shots.</color> </b> | All | showerhead-ammo | Ammo_AmmunitionBox_Corrosive_Fluid | 1 | Generic | Corrosive Fluid | Corrosive Fluid Ammo | Yes | 1 | 0.5 | Ammo Corrosive Fluid | |
RawData:Ammo AmmunitionBox Crude LRM | All | 0 | WpnAccuracy: -1 • LRMDamage: -1 • CostPerShot: 15 • AmmoCount: 120 | Ammunition | AmmunitionBox | 10,000 | Broke Periphery militias in need of ammunition developed LRM Crude ammo as a way to make do with lesser ammo for lesser costs. Crude ammo has bad accuracy and reduced damage, but is very inexpensive to run. | All | MRM | Ammo_AmmunitionBox_Crude_LRM | 1 | Generic | LRM | LRM Crude Ammo | Yes | 1 | 1.0 | Ammo Crude LRM | |
RawData:Ammo AmmunitionBox Crude SRM | All | 0 | WpnAccuracy: -1 • WeaponDamage: -3 • CostPerShot: 20 • AmmoCount: 100 | Ammunition | AmmunitionBox | 10,000 | Broke Periphery militias in need of ammunition developed SRM Crude ammo as a way to make do with lesser ammo for lesser costs. Crude ammo has bad accuracy and reduced damage, but is very inexpensive to run. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Crude_SRM | 1 | Generic | SRM | SRM Crude Ammo | Yes | 1 | 1.0 | Ammo Crude SRM | |
RawData:Ammo AmmunitionBox Cryo APM | All | 0 | CostPerShot: 60 • AmmoCount: 20 • MoveSpeed: 25 | Ammunition | AmmunitionBox | 10,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Cryo_APM | 1 | Generic | APM | Cryo APM | Yes | 0 | 1.0 | Ammo APM [CRYO] | |
RawData:Ammo AmmunitionBox Cryo Fluid | All | 0 | MoveSpeed: 25 • CostPerShot: 10 • AmmoCount: 10 | Ammunition | AmmunitionBox | 50,000 | Fluid Gun Ammo Bins contain the fuel for Fluid Gun operation. On a Critical Hit, the container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Contains 10 shots.</color> </b> | All | showerhead-ammo | Ammo_AmmunitionBox_Cryo_Fluid | 1 | Generic | Cryo Fluid | Cryo Fluid Ammo | Yes | 1 | 0.5 | Ammo Cryo Fluid | |
RawData:Ammo AmmunitionBox Deadfire LRM | All | 0 | LRMDamage: +1 • Range: -40% • MinRange: -180 • WpnAccuracy: -1 • NoIndirect • CostPerShot: 80 • AmmoCount: 120 | Ammunition | AmmunitionBox | 40,000 | Deadfire LRM's trade any advanced guidance system, reducing range and accuracy, for a bigger payload and reduced minimum range. Has 120 shots. | All | MRM-ammo | Ammo_AmmunitionBox_Deadfire_LRM | 1 | Generic | LRM DF | LRM Deadfire Ammo | Yes | 5 | 1.0 | Ammo LRM DF | |
RawData:Ammo AmmunitionBox Doublebarrel AC10 | All | 0 | CostPerShot: 200 • AmmoCount: 20 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Doublebarrel_AC10 | 1 | Generic | DBAC | DBAC/10 Ammo | Yes | 1 | 1.0 | Ammo DBAC/10 | |
RawData:Ammo AmmunitionBox Doublebarrel AC15 | All | 0 | CostPerShot: 350 • AmmoCount: 12 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Doublebarrel_AC15 | 1 | Generic | DBAC | DBAC/15 Ammo | Yes | 1 | 1.0 | Ammo DBAC/15 | |
RawData:Ammo AmmunitionBox Doublebarrel AC20 | All | 0 | CostPerShot: 500 • AmmoCount: 8 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Doublebarrel_AC20 | 1 | Generic | DBAC | DBAC/20 Ammo | Yes | 1 | 1.0 | Ammo DBAC/20 | |
RawData:Ammo AmmunitionBox Doublebarrel AC5 | All | 0 | CostPerShot: 100 • AmmoCount: 40 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Doublebarrel_AC5 | 1 | Generic | DBAC | DBAC/5 Ammo | Yes | 1 | 1.0 | Ammo DBAC/5 | |
RawData:Ammo AmmunitionBox EMP iATM | All | 0 | ATMDamage: -2 • iATMHaywire: 6 • ImpAccuracy: -1 • ImpMove: -10% • ImpHeatSink: -10% • AmmoCount: 60 | Ammunition | AmmunitionBox | 40,000 | Though they do inflict damage directly on a target, what makes these missiles so effective is their secondary effects. The warheads blanket the target in electromagnetic noise, causing the target to move more slowly, overheat, and interfere with targeting and communications systems. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b> | All | MRM | Ammo_AmmunitionBox_EMP_iATM | 1 | CLAN | iATM EMP | iATM EMP Ammo | Yes | 5 | 1.0 | Ammo iATM EMP | |
RawData:Ammo AmmunitionBox ER 3GM | All | 0 | DamageMod: -3 • CostPerShot: 225 • AmmoCount: 60 | Ammunition | AmmunitionBox | 30,000 | Extreme Range 3rd Gen. Missile Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#e51717>COMMUNITY CONTENT</color></b> | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_ER_3GM | 1 | St. Ives | 3GM ER | 3GM ER Ammo | Yes | 5 | 1.0 | Ammo 3GM ER | |
RawData:Ammo AmmunitionBox ER ATM | All | 0 | ATMDamage: -4 • StabDamage: -1 • Range: +90% • CostPerShot: 150 • AmmoCount: 60 | Ammunition | AmmunitionBox | 30,000 | Extreme Range ATM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b> | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_ER_ATM | 1 | CLAN | ATM ER | ATM ER Ammo | Yes | 5 | 1.0 | Ammo ATM ER | |
RawData:Ammo AmmunitionBox ER iATM | All | 0 | ATMDamage: -4 • StabDamage: -1 • Range: +90% • AmmoCount: 60 | Ammunition | AmmunitionBox | 30,000 | Extreme Range iATM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b> | All | MRM | Ammo_AmmunitionBox_ER_iATM | 1 | CLAN | iATM ER | iATM ER Ammo | Yes | 1 | 1.0 | Ammo iATM ER | |
RawData:Ammo AmmunitionBox ER LRM | All | 0 | LRMDamage: -1 • Range: +30% • MinRange: +90 • CostPerShot: 40 • AmmoCount: 120 | Ammunition | AmmunitionBox | 40,000 | Extreme Range LRM Ammo utilizes more advanced flight computers and stabilizer to drastically increase their range. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 120 shots. | All | MRM | Ammo_AmmunitionBox_ER_LRM | 1 | Generic | LRM ER | LRM ER Ammo | Yes | 5 | 1.0 | Ammo LRM ER | |
RawData:Ammo AmmunitionBox Explosive APM | All | 0 | CostPerShot: 30 • DamagePerShell: 5 • AmmoCount: 20 | Ammunition | AmmunitionBox | 10,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Explosive_APM | 1 | Generic | APM | Explosive APM | Yes | 1 | 1.0 | Ammo APM [HI EX] | |
RawData:Ammo AmmunitionBox Fascam ArrowIV | All | 0 | Thunder • ThunderCripple • ThunderBurnReactionDestroy • ThunderSympathetic: 50% • ThunderMines: 1 • ThunderChance: 80% • ThunderDamage: 4 • ThunderAOERadius: 30 • ThunderAOEDamage: 2 • CostPerShot: 850 • AmmoCount: 5 | Ammunition | AmmunitionBox | 35,000 | FASCAM (Field Artillery Scatterable Mines) rounds, contains small but powerful anti-vehicle and anti-personnel mines which scatter out when fired,. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 5 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Fascam_ArrowIV | 1 | Generic | ArrowIV | ArrowIV Ammo | Yes | 1 | 1.0 | Ammo ArrowIV FASCAM | |
RawData:Ammo AmmunitionBox Fascam ArrowIV half | All | 0 | Thunder • ThunderCripple • ThunderBurnReactionDestroy • ThunderSympathetic: 50% • ThunderMines: 1 • ThunderChance: 80% • ThunderDamage: 4 • ThunderAOERadius: 30 • ThunderAOEDamage: 2 • CostPerShot: 850 • AmmoCount: 2 | Ammunition | AmmunitionBox | 35,000 | FASCAM (Field Artillery Scatterable Mines) rounds, contains small but powerful anti-vehicle and anti-personnel mines which scatter out when fired,. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 3 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Fascam_ArrowIV_half | 1 | Generic | ArrowIV | ArrowIV Ammo | Yes | 1 | 0.5 | Ammo ArrowIV FASCAM [Half] | |
RawData:Ammo AmmunitionBox Fascam Mortar | All | 0 | WpnCrits: -100% • DamageMod: -75% • ProjectilesPerShot: 4 • Thunder • ThunderCripple • ThunderBurnReactionDestroy • ThunderSympathetic: 50% • ThunderMines: 1 • ThunderChance: 80% • ThunderDamage: 2 • ThunderAOERadius: 30 • ThunderAOEDamage: 1 • ThunderAOEStabDamage: 1 • CostPerShot: 200 • AmmoCount: 40 | Ammunition | AmmunitionBox | 40,000 | FASCAM Shells, also known as Thunder Shells, are variations on Thunder LRMs developed by the Terran Hegemony in 2621. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 40 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Fascam_Mortar | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 1.0 | Ammo Mortar FASCAM | |
RawData:Ammo AmmunitionBox Fascam Mortar half | All | 0 | WpnCrits: -100% • DamageMod: -75% • ProjectilesPerShot: 4 • Thunder • ThunderCripple • ThunderBurnReactionDestroy • ThunderSympathetic: 50% • ThunderMines: 1 • ThunderChance: 80% • ThunderDamage: 2 • ThunderAOERadius: 30 • ThunderAOEDamage: 1 • ThunderAOEStabDamage: 1 • CostPerShot: 200 • AmmoCount: 20 | Ammunition | AmmunitionBox | 40,000 | FASCAM Shells, also known as Thunder Shells, are variations on Thunder LRMs developed by the Terran Hegemony in 2621. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 20 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Fascam_Mortar_half | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 0.5 | Ammo Mortar FASCAM [Half] | |
RawData:Ammo AmmunitionBox Fascam Thumper | All | 0 | Thunder • ThunderCripple • ThunderBurnReactionImmunity • ThunderSympathetic: 50% • ThunderMines: 1 • ThunderChance: 80% • ThunderDamage: 2 • ThunderAOERadius: 30 • ThunderAOEDamage: 1 • CostPerShot: 850 • AmmoCount: 8 | Ammunition | AmmunitionBox | 40,000 | FASCAM (Field Artillery Scatterable Mines) rounds, contains small but powerful anti-vehicle and anti-personnel mines which scatter out when fired, Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 8 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Fascam_Thumper | 1 | Generic | Thumper | Thumper Ammo | Yes | 1 | 1.0 | Ammo Thumper FASCAM | |
RawData:Ammo AmmunitionBox Fascam Thumper half | All | 0 | Thunder • ThunderCripple • ThunderBurnReactionImmunity • ThunderSympathetic: 50% • ThunderMines: 1 • ThunderChance: 80% • ThunderDamage: 2 • ThunderAOERadius: 30 • ThunderAOEDamage: 1 • CostPerShot: 850 • AmmoCount: 4 | Ammunition | AmmunitionBox | 40,000 | FASCAM Shells, also known as Thunder Shells, are variations on Thunder LRMs developed by the Terran Hegemony in 2621. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 4 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Fascam_Thumper_half | 1 | Generic | Thumper | Thumper Ammo | Yes | 1 | 0.5 | Ammo Thumper FASCAM [Half] | |
RawData:Ammo AmmunitionBox Flare Mortar | All | 0 | MortarFlare: +1 • AreaOfEffect: 45 • AreaOfEffectDmg: 1 • MortarDamage: -7 • CostPerShot: 200 • AmmoCount: 40 | Ammunition | AmmunitionBox | 40,000 | Flare Mortar Shells combine a high Powered Flare with a remote Sensor to illuminate a target Area. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 40 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Flare_Mortar | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 1.0 | Ammo Mortar Flare | |
RawData:Ammo AmmunitionBox Flare Mortar half | All | 0 | MortarFlare: +1 • AreaOfEffect: 45 • AreaOfEffectDmg: 1 • MortarDamage: -7 • CostPerShot: 200 • AmmoCount: 20 | Ammunition | AmmunitionBox | 40,000 | Flare Mortar Shells combine a high Powered Flare with a remote Sensor to illuminate a target Area. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 20 shots. | All | mor-tar-ammo | Ammo_AmmunitionBox_Flare_Mortar_half | 1 | Generic | Mortar | Mortar Ammo | Yes | 1 | 0.5 | Ammo Mortar Flare [Half] | |
RawData:Ammo AmmunitionBox FTL LRM | All | 0 | FTLLRM • WpnAccuracy: +1 • CostPerShot: 50 • AmmoCount: 120 | Ammunition | AmmunitionBox | 20,000 | The Follow The Leader Warhead (FTL) was developed during the Star League era, this alternate munition for LRM launchers functions like a standard LRM flight in every way except one: When a target is hit, every missile in the flight will hit. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 120 shots. | All | MRM-ammo | Ammo_AmmunitionBox_FTL_LRM | 1 | Generic | LRM | LRM Ammo | Yes | 1 | 1.0 | Ammo LRM FTL | |
RawData:Ammo AmmunitionBox Generic 3GM | All | 0 | CostPerShot: 150 • AmmoCount: 60 | Ammunition | AmmunitionBox | 30,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#e51717>COMMUNITY CONTENT</color></b> | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Generic_3GM | 1 | St. Ives | 3GM | 3GM Ammo | Yes | 1 | 1.0 | Ammo 3GM | |
RawData:Ammo AmmunitionBox Generic AC10 | All | 0 | CostPerShot: 500 • AmmoCount: 10 | Ammunition | AmmunitionBox | 30,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 10 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC10 | 1 | Generic | AC10 | AC/10 Ammo | Yes | 1 | 1.0 | Ammo AC/10 | |
RawData:Ammo AmmunitionBox Generic AC10 half | All | 0 | CostPerShot: 500 • AmmoCount: 5 | Ammunition | AmmunitionBox | 19,800 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 5 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC10_half | 1 | Generic | AC10 | AC/10 Ammo | Yes | 1 | 0.5 | Ammo AC/10 [Half] | |
RawData:Ammo AmmunitionBox Generic AC2 | All | 0 | CostPerShot: 100 • AmmoCount: 45 | Ammunition | AmmunitionBox | 10,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 45 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC2 | 1 | Generic | AC2 | AC/2 Ammo | Yes | 1 | 1.0 | Ammo AC/2 | |
RawData:Ammo AmmunitionBox Generic AC2 half | All | 0 | CostPerShot: 100 • AmmoCount: 22 | Ammunition | AmmunitionBox | 6,600 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 22 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC2_half | 1 | Generic | AC2 | AC/2 Ammo | Yes | 1 | 0.5 | Ammo AC/2 [Half] | |
RawData:Ammo AmmunitionBox Generic AC20 | All | 0 | CostPerShot: 1000 • AmmoCount: 5 | Ammunition | AmmunitionBox | 40,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 5 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC20 | 1 | Generic | AC20 | AC/20 Ammo | Yes | 1 | 1.0 | Ammo AC/20 | |
RawData:Ammo AmmunitionBox Generic AC20 half | All | 0 | CostPerShot: 1000 • AmmoCount: 2 | Ammunition | AmmunitionBox | 26,400 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 2 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC20_half | 1 | Generic | AC20 | AC/20 Ammo | Yes | 1 | 0.5 | Ammo AC/20 [Half] | |
RawData:Ammo AmmunitionBox Generic AC5 | All | 0 | CostPerShot: 200 • AmmoCount: 30 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 30 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC5 | 1 | Generic | AC5 | AC/5 Ammo | Yes | 1 | 1.0 | Ammo AC/5 | |
RawData:Ammo AmmunitionBox Generic AC5 half | All | 0 | CostPerShot: 200 • AmmoCount: 15 | Ammunition | AmmunitionBox | 13,200 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 15 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_AC5_half | 1 | Generic | AC5 | AC/5 Ammo | Yes | 1 | 0.5 | Ammo AC/5 [Half] | |
RawData:Ammo AmmunitionBox Generic APGAUSS | All | 0 | AmmoCount: 40 • CostPerShot: 100 • GaussNoBoom | Ammunition | AmmunitionBox | 90,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. <b><color=#099ff2>Does not explode.</color></b> <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b> | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_APGAUSS | 1 | Generic | GAUSS | Gauss Anti-Personnel Ammo | Yes | 1 | 1.0 | Ammo AP Gauss | |
RawData:Ammo AmmunitionBox Generic APM | All | 0 | CostPerShot: 30 • AmmoCount: 20 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | missile-pod-ammo | Ammo_AmmunitionBox_Generic_APM | 1 | Generic | APM | APM Ammo | Yes | 1 | 1.0 | Ammo APM | |
RawData:Ammo AmmunitionBox Generic ArrowIV | All | 0 | AreaOfEffect: 120 • AreaOfEffectDmg: 175 • AreaOfEffectHeatDmg: 35 • AreaOfEffectSTABDmg: 35 • CostPerShot: 600 • AmmoCount: 5 | Ammunition | AmmunitionBox | 35,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 5 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Generic_ArrowIV | 1 | Generic | ArrowIV | ArrowIV Ammo | Yes | 1 | 1.0 | Ammo ArrowIV | |
RawData:Ammo AmmunitionBox Generic ATM | All | 0 | CostPerShot: 150 • AmmoCount: 60 | Ammunition | AmmunitionBox | 30,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b> | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Generic_ATM | 1 | CLAN | ATM | ATM Ammo | Yes | 1 | 1.0 | Ammo ATM | |
RawData:Ammo AmmunitionBox Generic AtomSmasher | All | 0 | CostPerShot: 400 • AmmoCount: 60 | Ammunition | AmmunitionBox | 40,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 100 shots. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Generic_AtomSmasher | 1 | Generic | Atom Smasher | Atom Smasher Ammo | Yes | 1 | 1.0 | Ammo Atom Smasher | |
RawData:Ammo AmmunitionBox Generic Barracuda | All | 0 | AreaOfEffect: 500 • AreaOfEffectDmg: 550 • AreaOfEffectHeatDmg: 500 • AreaOfEffectSTABDmg: 300 • CostPerShot: 90000 • AmmoCount: 1 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 3 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Generic_Barracuda | 4 | Generic | Barracuda | Barracuda Ammo | Yes | 1 | 25.0 | Ammo Barracuda | |
RawData:Ammo AmmunitionBox Generic Bombard | All | 0 | ProjectilesPerShot: 2 • AreaOfEffect: 60 • AreaOfEffectDmg: 2 • CostPerShot: 300 • AmmoCount: 60 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | mor-tar-ammo | Ammo_AmmunitionBox_Generic_Bombard | 1 | Generic | Bombard | Bombard Ammo | Yes | 1 | 1.0 | Ammo Bombard | |
RawData:Ammo AmmunitionBox Generic CGAUSS | All | 0 | CostPerShot: 250 • AmmoCount: 6 • WpnAccuracy: -1 • WeaponDamage: -35 • GaussNoBoom | Ammunition | AmmunitionBox | 25,000 | Gauss rifles generally fire machined precise slugs of ferrous metal at high velocity, but they don't <b>have</b> to. Instead, a gauss rifle is quite capable of firing basically any ferrous metal you can cram into the barrel and famously have been known to fire building girders and even stripped parts of downed mechs. This ammo box is such an ammo, just crude slapped together bits of whatever would work. It is cheap to replenish, but it does less damage and is less accurate than a properly machined gauss slug. <b><color=#099ff2>Does not explode.</color></b> Has 6 shots. | All | FerroMag | Ammo_AmmunitionBox_Generic_CGAUSS | 1 | Generic | CGAUSS | Gauss Crude Ammo | Yes | 1 | 1.0 | Ammo Crude Gauss | |
RawData:Ammo AmmunitionBox Generic Chem Laser | All | 0 | CostPerShot: 75 • AmmoCount: 18 | Ammunition | AmmunitionBox | 50,000 | Chemical Laser Ammo Bins contain the fuel for Chemical Laser operation. On a Critical Hit, the container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Contains 18 shots.</color> </b> | All | particle-ammo | Ammo_AmmunitionBox_Generic_Chem_Laser | 1 | Generic | ChemLaser Reagent | Chemical Ammo | Yes | 1 | 1.0 | Ammo Chemical Laser | |
RawData:Ammo AmmunitionBox Generic Chem PPC | All | 0 | CostPerShot: 140 • AmmoCount: 12 | Ammunition | AmmunitionBox | 50,000 | Chemical PPC Ammo Bins contain the fuel for Chemical PPC operation. On a Critical Hit, the container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>EXPLOSIVE!</color> </b> | All | particle-ammo | Ammo_AmmunitionBox_Generic_Chem_PPC | 1 | Generic | ChemPPC Reagent | Chemical PPC Ammo | Yes | 1 | 1.0 | Ammo Chemical PPC | |
RawData:Ammo AmmunitionBox Generic CM50 | All | 0 | AreaOfEffect: 500 • AreaOfEffectDmg: 550 • AreaOfEffectHeatDmg: 500 • AreaOfEffectSTABDmg: 300 • CostPerShot: 90000 • AmmoCount: 1 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 5 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Generic_CM50 | 4 | Generic | Cruise Missile/50 | Cruise Missile/50 Ammo | Yes | 1 | 25.0 | Ammo Cruise Missile/50 | |
RawData:Ammo AmmunitionBox Generic DRM | All | 0 | CostPerShot: 60 • AmmoCount: 100 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Generic_DRM | 1 | Generic | DRM | DRM Ammo | Yes | 1 | 1.0 | Ammo DRM | |
RawData:Ammo AmmunitionBox Generic DRM half | All | 0 | CostPerShot: 60 • AmmoCount: 50 | Ammunition | AmmunitionBox | 20,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of SHIELD. | All | uixSvgIcon_ammoBox_Missile | Ammo_AmmunitionBox_Generic_DRM_half | 1 | Generic | DRM | DRM Ammo | Yes | 1 | 0.5 | Ammo DRM [Half] | |
RawData:Ammo AmmunitionBox Generic ELRM | All | 0 | CostPerShot: 60 • AmmoCount: 90 | Ammunition | AmmunitionBox | 10,000 | This ammo bin is for the Extended LRM weapon system. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 90 shots. | All | MRM-ammo | Ammo_AmmunitionBox_Generic_ELRM | 1 | Generic | LRM | Extended LRM Ammo | Yes | 1 | 1.0 | Ammo Extended LRM | |
RawData:Ammo AmmunitionBox Generic ELRM half | All | 0 | CostPerShot: 60 • AmmoCount: 45 | Ammunition | AmmunitionBox | 20,000 | This ammo bin is for the Extended LRM weapon system. Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 45 shots. | All | MRM-ammo | Ammo_AmmunitionBox_Generic_ELRM_half | 1 | Generic | LRM | Extended LRM Ammo | Yes | 1 | 0.5 | Ammo Extended LRM [Half] | |
RawData:Ammo AmmunitionBox Generic GATLING | All | 0 | CostPerShot: 30 • AmmoCount: 150 | Ammunition | AmmunitionBox | 10,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. Has 150 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_GATLING | 1 | Generic | Gatling | Gatling Ammo | Yes | 1 | 1.0 | Ammo Gatling | |
RawData:Ammo AmmunitionBox Generic GATLING half | All | 0 | CostPerShot: 30 • AmmoCount: 75 | Ammunition | AmmunitionBox | 10,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Ammo Bins will explode and destroy their installed location when they receive a Critical Hit. Has 150 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_GATLING_half | 1 | Generic | Gatling | Gatling Ammo | Yes | 1 | 0.5 | Ammo Gatling [Half] | |
RawData:Ammo AmmunitionBox Generic GAUSS | All | 0 | CostPerShot: 500 • AmmoCount: 8 • GaussNoBoom | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. <b><color=#099ff2>Does not explode.</color></b> Has 8 shots. | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_GAUSS | 1 | Generic | GAUSS | Gauss Ammo | Yes | 1 | 1.0 | Ammo Gauss | |
RawData:Ammo AmmunitionBox Generic GAUSS half | All | 0 | CostPerShot: 500 • AmmoCount: 4 • GaussNoBoom | Ammunition | AmmunitionBox | 33,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. <b><color=#099ff2>Does not explode.</color></b> Has 4 shots. | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_GAUSS_half | 1 | Generic | GAUSS | Gauss Ammo | Yes | 1 | 0.5 | Ammo Gauss [Half] | |
RawData:Ammo AmmunitionBox Generic GC20 | All | 0 | CostPerShot: 1500 • AmmoCount: 5 • GaussNoBoom | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. <b><color=#099ff2>Does not explode.</color></b> Has 5 shots. <b><color=#e51717>COMMUNITY CONTENT</color></b> | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_GC20 | 1 | Generic | GC20 | Gauss Cannon/20 Ammo | Yes | 1 | 1.0 | Ammo Gauss Cannon/20 | |
RawData:Ammo AmmunitionBox Generic HDRIVER | All | 0 | CostPerShot: 1500 • AmmoCount: 4 | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Mass Driver ammunition does not explode when struck by weapon fire. | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_HDRIVER | 1 | Generic | Mass Driver | Heavy Mass Driver Ammo | Yes | 1 | 1.0 | Ammo Heavy Mass Driver | |
RawData:Ammo AmmunitionBox Generic HeavyFlamer | All | 0 | CostPerShot: 100 • AmmoCount: 10 | Ammunition | AmmunitionBox | 50,000 | Heavy Flamer Ammo Bins contain the fuel for Heavy Flamer operation. On a Critical Hit, the container will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Contains 10 shots.</color> </b> | All | uixSvgIcon_ammoBox_Support | Ammo_AmmunitionBox_Generic_HeavyFlamer | 1 | Generic | Heavy Flamer | Heavy Flamer Ammo | Yes | 1 | 1.0 | Ammo Heavy Flamer | |
RawData:Ammo AmmunitionBox Generic HGAUSS | All | 0 | CostPerShot: 1000 • AmmoCount: 4 • GaussNoBoom | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. <b><color=#099ff2>Does not explode.</color></b> Has 4 shots. | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_HGAUSS | 1 | Generic | GAUSS | Heavy Gauss Ammo | Yes | 1 | 1.0 | Ammo Heavy Gauss | |
RawData:Ammo AmmunitionBox Generic Howitzer | All | 0 | AreaOfEffect: 30 • AreaOfEffectDmg: 8 • AreaOfEffectSTABDmg: 1 • CostPerShot: 60 • AmmoCount: 48 | Ammunition | AmmunitionBox | 30,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 8 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Generic_Howitzer | 1 | Generic | Howitzer | Howitzer Ammo | Yes | 1 | 1.0 | Ammo Howitzer | |
RawData:Ammo AmmunitionBox Generic HRIFLE | All | 0 | CostPerShot: 200 • AmmoCount: 6 | Ammunition | AmmunitionBox | 5,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 6 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_HRIFLE | 1 | Generic | Heavy Rifle | Heavy Rifle Ammo | Yes | 1 | 1.0 | Ammo Heavy Rifle | |
RawData:Ammo AmmunitionBox Generic HRIFLE half | All | 0 | CostPerShot: 200 • AmmoCount: 3 | Ammunition | AmmunitionBox | 5,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 3 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_HRIFLE_half | 1 | Generic | Heavy Rifle | Heavy Rifle Ammo | Yes | 1 | 0.5 | Ammo Heavy Rifle [Half] | |
RawData:Ammo AmmunitionBox Generic iATM | All | 0 | AmmoCount: 60 | Ammunition | AmmunitionBox | 30,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. <b><color=#00ffff>Left Click on Ammo count during battle to swap Ammo Type. Ctrl+click on ammunition counter to eject ammo.</color> </b> | All | MRM | Ammo_AmmunitionBox_Generic_iATM | 1 | CLAN | iATM | iATM Ammo | Yes | 1 | 1.0 | Ammo iATM | |
RawData:Ammo AmmunitionBox Generic LDRIVER | All | 0 | CostPerShot: 500 • AmmoCount: 8 | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Mass Driver ammunition does not explode when struck by weapon fire. | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_LDRIVER | 1 | Generic | Mass Driver | Light Mass Driver Ammo | Yes | 1 | 1.0 | Ammo Light Mass Driver | |
RawData:Ammo AmmunitionBox Generic LGAUSS | All | 0 | CostPerShot: 350 • AmmoCount: 16 • GaussNoBoom | Ammunition | AmmunitionBox | 50,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. <b><color=#099ff2>Does not explode.</color></b> Has 16 shots. | All | FerroMag-ammo | Ammo_AmmunitionBox_Generic_LGAUSS | 1 | Generic | GAUSS | Light Gauss Ammo | Yes | 1 | 1.0 | Ammo Light Gauss | |
RawData:Ammo AmmunitionBox Generic Longtom | All | 0 | AreaOfEffect: 200 • AreaOfEffectDmg: 300 • AreaOfEffectHeatDmg: 60 • AreaOfEffectSTABDmg: 60 • CostPerShot: 3000 • AmmoCount: 3 | Ammunition | AmmunitionBox | 40,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 3 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Generic_Longtom | 1 | Generic | LongTom | LongTom Ammo | Yes | 1 | 1.0 | Ammo LongTom | |
RawData:Ammo AmmunitionBox Generic Longtom Cannon | All | 0 | AreaOfEffect: 100 • AreaOfEffectDmg: 80 • AreaOfEffectHeatDmg: 20 • AreaOfEffectSTABDmg: 20 • CostPerShot: 3000 • AmmoCount: 3 | Ammunition | AmmunitionBox | 40,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 3 shots. | All | Art-illery-ammo | Ammo_AmmunitionBox_Generic_Longtom_Cannon | 1 | Generic | LongTom | LongTom Cannon Ammo | Yes | 1 | 1.0 | Ammo LongTom Cannon | |
RawData:Ammo AmmunitionBox Generic LRIFLE | All | 0 | CostPerShot: 100 • AmmoCount: 18 | Ammunition | AmmunitionBox | 5,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 18 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_LRIFLE | 1 | Generic | Light Rifle | Light Rifle Ammo | Yes | 1 | 1.0 | Ammo Light Rifle | |
RawData:Ammo AmmunitionBox Generic LRIFLE half | All | 0 | CostPerShot: 100 • AmmoCount: 9 | Ammunition | AmmunitionBox | 5,000 | Ammo Bins contain the rounds needed for projectile-based weaponry, with at least one bin required per weapon type. Upon receiving a Critical Hit, any remaining ammunition stored inside an Ammo Bin will explode dealing damage to the install location. Risk can be mitigated with the use of C.A.S.E. Has 9 shots. | All | uixSvgIcon_ammoBox_Ballistic | Ammo_AmmunitionBox_Generic_LRIFLE_half | 1 | Generic | Light Rifle | Light Rifle Ammo | Yes | 1 | 0.5 | Ammo Light Rifle [Half] |