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Lance-A-Lot 1.0.11 - 2024-03-15[ | ]

  • Enabled new model for calculating area of effect. Any AoE damage or effects will now be based on raycasting from the point of origin instead of just distance, meaning buildings and terrain can block the damage or effect.
  • Fix for mounting Battle Armor with Magnetic Clamps to other units on the drop screen.
  • Fixed so Society and Green Ghosts can't generate missions or show reputation in RTO.
  • Fix for misfire combat floatie showing incorrect text.
  • Figing (Pilot) - Fixed to actually use his own custom voice pack.
  • Pagan Horde (Pilot) - Reduced the volume levels of custom voice pack.
  • Sasquatch (Mech) - Corrected the size of the model.

Lance-A-Lot 1.0.10 - 2024-03-14[ | ]

  • Fix for soft-lock during missions.

Lance-A-Lot 1.0.9 - 2024-03-14[ | ]

Important!
Due to problem with the Corgi units being a bit too strong we had to reduce their battlefield impact. For details of the changes, see the Mechs tab.

The only way to ensure these changes goes through properly is to require the units to be stored and then readied, which triggers a refresh of the unit. Until this is done, the units can not be dropped.

  • Fix for issues with RTO contract generating for Abandoned faction, causing no influence gains.
  • Some event chains are currently bugged, causing corrupted states for MechWarriors in saves.
    • Disabled St Burt RTO Legendary pilot event chain due to above issue.
    • Increased price of VTOL and LAM piloting class training items to 100,000,000 to prevent players accidently using them due to above issue.
    • A way to clear the corrupted states for already affected saves will be added once the issues are resolved.
  • Fixed too high difficulty skull value for Difficulty by Company Strength installation option.
  • Fixes issues with wrong factions appearing as flashpoint employers for 2765 and 3081 maps.
  • Fix for multiple times quickly pressing Confirm button for accepting contracts causing incorrect drop configurations.
  • Fix for multiple pop-ups that can't be closed appearing when pressing the weapons configuration button multiple times in the mechbay grid view.
  • Fix for To-Hit modifier shown in tooltip not always matching the actual used value when firing weapons.
  • Fix for rare soft-lock during mission deployment.
  • Tweaks to Superheavy mech tiers for better balanced lances. More work in the future, including more 'Mechs.
  • Added setting for automatically dropping hand held weapons when out of ammunition to the Custom Ammo Categories category of Mods Settings reachable from the main menu Settings.
  • Jelly Roll (Pilot):
    • Custom voice pack should now really be fixed.
    • Fixed display issue of Taco Truck Locomotion pilot quirk in tooltips.
  • Quicksell Clan (Background) - Removed Corgi CRG-CB from starting rewards box.
  • Reliques III (Flashpoint Contract) - Fixed incorrect enemy lance configuration preventing mission completion.

Battle Armor Attachment[ | ]

  • Battle Armor attached to other units at the drop screen will now properly count towards tonnage limitations.
  • Fix for Magnetic Clamps not always allowing attachment to other units at the drop screen.
  • Loaner units (i.e. units that can't be replaced) no longer allows attach Battle Armor.
  • Swapping the unit of a slot with a Battle Armor already attached to no longer allows bypassing limitations.

  • BA Satchel Charge - This weapon was far too powerful and has been reworked.
    • Damage changed from 0-50 to 0-20
    • Armor Piercing Damage changed from 25 to 10.
    • Cooldown removed.
    • Price increased from 75,000 to 250,000.
    • Flamers were a bit too weak following the heat damage conversion adjustments in the Lance-A-Lot release and have been buffed to deal increased damage against Battle Armor and ProtoMechs:
    Weapon Bonus Against Battle Armor & Protomechs Comment
    BA Flamer +25% damage to Battle Armor & Protomechs Lower value due the fact it already was amongst the strongest flamers.
    BA Heavy Flamer +15% damage to Battle Armor & Protomechs Lower value due the fact it already was amongst the strongest flamers.
    Dragon Breath +77% damage to Battle Armor & Protomechs
    ER Flamer +150% damage to Battle Armor & Protomechs
    Flame Breath +77% damage to Battle Armor & Protomechs
    Flamer +150% damage to Battle Armor & Protomechs
    Flamer (C) +150% damage to Battle Armor & Protomechs
    Flamer (P) +66.6% damage to Battle Armor & Protomechs
    Flamer Hotshot +150% damage to Battle Armor & Protomechs
    Hand Held Flamer +50% damage to Battle Armor & Protomechs Added +5 accuracy against Battle Armor & ProtoMechs.
    HandHeld Flamer (Sticky) +50% damage to Battle Armor & Protomechs Name changed to Hand Held Flamer (Sticky). Added +5 accuracy against Battle Armor & ProtoMechs.
    HandHeld TriFlamer (Sticky) +50% damage to Battle Armor & Protomechs Name changed to Hand Held TriFlamer (Sticky). Added +5 accuracy against Battle Armor & ProtoMechs.
    Heavy Flamer +50% damage to Battle Armor & Protomechs
    Heavy Flamer (Vehicle) +50% damage to Battle Armor & Protomechs
    Heavy Vehicle Flamer (P) +42% damage to Battle Armor & Protomechs
    Infantry Flamer +100% damage to Battle Armor & Protomechs Turret weapon.
    Ryuujin Superheavy Flamer +50% damage to Battle Armor & Protomechs
    Vehicle Flamer +150% damage to Battle Armor & Protomechs

    • BattleMaster BLR-1Gbc-EC - New Clan custom elite variant, RogueElite module.
    • Black Hawk-KU BHKU-OU - The TSM and Left Arm lower actuators are now fixed items, ensuring the 'Mech is still valid when assembled from parts or heavily damaged.
    • Blackjack 'Jack Black' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Black Knight 'Bastard' - New Clan custom elite variant, RogueElite module.
    • Catapult 'Mangonel' - New Clan custom elite variant, RogueElite module.
    • Corgi CRG-CA - Added new internal shared item, Cannon Harness, representing the need to carry the LBX/20 autocannon with the whole squad. Causes -50% walk speed.
    • Corgi CRG-CB - Reduced from 4 squad members to 2. Replaced Flamer (C) in the Center Torso with a Light TAG.
    • Crab 'Hallis' - New Clan custom elite variant, RogueElite module.
    • Cyclone 'Peeper Peddler' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Icarus II ICR-1SP - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Hussar 'Mad Baby' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Locust 'Bean' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Pulverizer PUL-3RF - New Clan custom elite variant, RogueElite module.
    • 'Raven 'Rocketchicken - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Roughneck 'Jarhead' - The TSM is now a fixed item, ensuring the 'Mech is still valid when assembled from parts or heavily damaged.
    • Shadow Hawk IIC 'Vickers' - New Clan custom elite variant, RogueElite module.
    • Stag / Stag II - Quirk switched from Narrow/Low Profile to Improved Communications.
    • Stag 'Antler' - New Clan custom elite variant, RogueElite module.
    • Talos 'Big Cheese' - New Inner Sphere / Periphery custom elite variant, RogueElite module.
    • Warhammer 'Glory' - Will no longer spawn for Clans.
    • Warhammer 'Gloria' - New Clan custom elite variant, RogueElite module.

  • Alacorn Mk.IX - New variant, Dark Age era.
  • Zhalan Medium Tank (HPPC) - New variant, Jihad era.


  • Lance-A-Lot 1.0.8 - 2024-03-10[ | ]

    • Fix for empty stores if using localization.
    • Fixed RTO legend contracts so they don't spawn on Gamesworlds.
    • More fixes for the new Jim custom voice pack.

    Lance-A-Lot 1.0.7 - 2024-03-09[ | ]

    • Fix for weapon attachments sometimes stopping to work during a mission.
    • More fixes for issues with the salvage screen.
    • Even more fixes to RTO legendary 'Mech events.
    • Fix for the new Jim custom voice pack.
    • Switched MechWarrior Jelly Tool to use the proper custom voice pack.
    • Unnsvin (Vehicle - All variants) - Model resized to not be so huge.
    • Sasquatch (Mech - All variants) - Switched to use the Slagmaiden custom model.
    • Cloud Buster CB-AA-CU5 (Vehicle) - New Clan variant, Clan Invasion era.
    • Cloud Buster CB-AA-CL5 (Vehicle) - New Clan variant, Clan Invasion era.
    • Cloud Buster CB-AA-U5 (Vehicle) - New Inner Sphere variant, Clan Invasion era.
    • Cloud Buster CB-AA-U5 (Vehicle) - New Inner Sphere variant, Clan Invasion era.
    • Cloud Buster CB-AA-LB5 (Vehicle) - New Inner Sphere variant, Civil War era.
    • Cloud Buster CB-AA-C3 (Vehicle) - New Inner Sphere variant, Jihad era.
    • BA Taser (Weapon) - Cost corrected to 10,000.

    Lance-A-Lot 1.0.6 - 2024-03-08[ | ]

    • Fixes to issues with salvage screen sometimes soft locking.
    • Possible fix to issues with post-mission repair work orders.
    • Another fix for commander LAM training event.
    • More fixes to RTO legendary 'Mech events.
    • Removed possibility to add Battle Armor mounted to other units in the drop screen for duels.
    • Added information why a weapon can't be fired in combat to its tooltip.
    • Adjusted tagging for some units to make them less common.
    • Adjusted difficulty on some Titan contracts.
    • Disabled a number of internal vanilla telemetry calls, possibly improving performance.
    • Added missing overrides for some vanilla lances, preventing them from being loaded since they cause unbalanced lances.
    • Finmark Free Republic - Added missing faction stores.
    • ER Micro Laser Array (C) - Fixed to no longer fire an extra shot. Default mode switched to x4 instead of x3.
    • Jim's - New Aussie Themed custom voice pack.

    Lance-A-Lot 1.0.5 - 2024-03-06[ | ]

    • New system to attach Battle Armor to other units in drop bay.
      • Instead of shift-clicking, now the Battle Armor can simply be dragged on top of a compatible unit in one of the drop slots and a new menu will appear where the Battle Armor can be placed.
      • Pilot is added in the same way.
      • This was actually added in last patch but was missed in the patch notes.
    • Fix for Battle Armor mounting restrictions in drop bay.
    • Fixes for event to train commander for LAM piloting class.
      • Note: If your commander is stuck in training, you will have to reload a save from before the training was started.
    • Fix for some vanilla Battletech turret lances lacking an override.
    • Fix allowing for Bondsman event after a duel to trigger for the wrong factions.
    • AA Rocket 20 (Weapon) - Removed incorrect tooltip of through armor damage.
    • Cloud Buster CB-AA-CL2 (Vehicle) - New, Republic era.
    • Cloud Buster CB-A5 (Vehicle) - Renamed to Cloud Buster CB-AA-A5
    • Cloud Buster CB-CL (Vehicle) - Renamed to Cloud Buster CB-AA-CL
    • Cloud Buster CB-LL (Vehicle) - Renamed to Cloud Buster CB-AA-LL. Primitive Large Lasers replaced by standard Lasers.
    • Cloud Buster CB-MR (Vehicle) - Renamed to Cloud Buster CB-AA-MR
    • Trap Sprung (Contract) - Tweak to enemy lance selection.

    Lance-A-Lot 1.0.4 - 2024-03-05[ | ]

    • Fix for audio devices with unicode names causing issues.
    • Fixes for issues with ambushes during missions.
    • Fix for bug allowing to stack units on top of each other in drop selection screen.
    • Fix for issue with salvage selection generating incorrect salvage.
    • Fixes to some RTO Legends MechWarrior events.
    • Fix for online contracts generated for systems the server doesn't know about.
    • Tweaked QuickSell Clan start.
    • The following mechs had their models resized: Valkyrie, Mongoose, JagerMech JM7-variants.
    • Company-wide MechWarrior skill resolve cost reduction have been tweaked:
      • High Command (Quirk Affinity) - Company-wide resolve cost reduction now has a shared stack limit of 3.
      • Command Mech (Quirk) - Company-wide resolve cost reduction now has a shared stack limit of 3.
      • Superheavy Prototype (Quirk) - Company-wide resolve cost reduction now has a shared stack limit of 3.
      • Sensors Totem (Quirk) - Increased company-wide resolve cost reduction from -5% to -10%, not has a shared stack limit of 3.
      • Inspiring Appearance (Quirk) - No longer stacks. Does not count for the stack limit mentioned in previous points.
    • Jump Booster Pack 1 - Added 4% visibility and 4% sensor signature penalty.
    • Jump Booster Pack 2 - Added 8% visibility and 8% sensor signature penalty.
    • Jump Booster Pack 3 - Added 12% visibility and 12% sensor signature penalty.
    • Spector (Mech) - Swapped to its own custom model.
    • Jailbreak (Contract) - Fixed incorrect prerequisites.
    • Letter of Marque (Contract) - Enemy lance difficulty slightly lowered.
    • Stubborn Surrender (Contract) - Enemy lance difficulty slightly lowered.
    • Supply Convoy (Contract) - Fixed incorrect prerequisites.
    • BA Ammo Adv. SRM (12 shots) - Corrected to 12 shots as intended.

    Lance-A-Lot 1.0.3 - 2024-03-04[ | ]

    • Fix for issue when a non-company pilot under player's control dies.
    • Some new 'Mech icons.

    Lance-A-Lot 1.0.2 - 2024-03-03[ | ]

    • Fixed 3080 map for real.

    Lance-A-Lot 1.0.1 - 2024-03-03[ | ]

    • Fixed 3080 Map.
    • Fix for incorrect warning about mod not loading.
    • Fix for excessive logging degrading performance.
    • Tweaks to ComStar starting list.
    • Icon fix for Icarus mechs.
    • Workaround for issue with some RTO legend mech events.

    Lance-A-Lot 1.0.0 - 2024-03-03[ | ]

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

    *** NEW LAUNCHER REQUIRED; FULL DELETION OF THE CACHE STRONGLY ADVISED; SEE THE SECTION BELOW ***


    Important Notes[ | ]

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

    NEW LAUNCHER / CRITICAL INFORMATION[ | ]

    As part of this update the CAB (the collection of all the custom models) has been reorganized to reduce each component in size, hopefully improving the download issues many have reported. The downside is that everyone will now have to redownload not only the RogueTech mod, but also all the custom models again.

    Due to this reorganization a completly new launcher is also required, which can be found in the #launcher-download channel.

    Once the new launcher is started, we strongly advise that following steps are followed to delete the local download cache:

    1. Download the new launcher from #launcher-download
    2. Start the launcher and make sure it is version 1.3.12 (check the top bar of the launcher window).
    3. In the top menu of the new launcher, open the Cache Options drop down.
    4. Chose the Wipe RT Cache option.
    5. Once done, chose the Wipe RT Install option from the same menu.
    6. Now press the Update button and select your configuration options as before.

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


    Key Changes[ | ]

    As it was too easy to build the perfect stall of MechWarriors that can fulfill most roles, a new feature called Piloting Classes has been introduced to RogueTech.

    All MechWarriors will be limited on what unit types they can pilot based on their assigned piloting classes. There is a total of 3 primary and 2 secondary piloting classes, where the primary classes can only be obtained as the pilot is generated or created. Secondary classes are in addition to the primary classes. A pilot cannot have a secondary class without the valid corresponding primary class.

    Primary Classes

    • Mech Class - Allows piloting of all mechs
    • Ground Vehicle Class - Allows piloting of all ground-based vehicles
    • BA Class - Allows piloting of Battle Armor

    Secondary Classes

    • VTOL Class - Allows piloting of VTOLs; requires the pilot to also have Ground Vehicle class.
    • LAM Class - Allows piloting of LAMs; requires the pilot to also have Mech Class.

    Other Piloting Requirements

    • QuadVee - MechWarrior needs both Mech and Ground Vehicle class

    Note: Quad units, Battle Armor VTOL, Protomech WiGE Glider and other advanced unit types not mentioned here do not require a specific class, they fall under their respective main unit type.

    Pilot Class Training[ | ]

    New events are added to allow select pilots to be trained in an additional secondary class. Not all pilots are eligible. VTOL training requires pilots to already have Ground Vehicle Class. LAM training requires pilots to already have Mech Class. An item to start the training event has been added to stores, in a similar way to how Pain Shunt and Neural Implant surgery currently work.

    Training is risky and there is a chance for the pilot to die. Training is not instant - it can take anywhere from 6-12 months to complete training and during this time pilot is NOT available for drops or events. Only the Commander and one other pilot may be away training at any given time. Upon training completion, if no injuries were sustained, there will be an offer to buy the unit the pilot trained on for a fee. If acquired, the MechWarrior will start with a small amount of affinity for the unit.

    Note: Due to how events work, it is not possible to train every pilot in the barracks. If an event doesn’t trigger, typically it is due to not enough valid candidates; not enough cash on hand; a pilot already being trained or the pilot being in a cooldown period.

    Career Start & Backgrounds[ | ]

    To ensure a fair start of a new career, on the career start the starting roster of pilots (including the Commander) will be assigned extra piloting classes as needed to cover all units.

    In the same way, depending on the Commander background selected the Commander might be assigned further piloting classes.

    Artillery has had a major rework, transforming it from a instant hitting heavy damage dealer to a more tactical weapon.

    Why change Artillery?[ | ]

    Since its introduction in Roguetech, artillery weapons - particularly when using indirect fire - have been problematic to properly balance due to their strong impact on the battlefield. A large part of it has always been the very long range and large Area of Effect for both damage and other effects such as heat and instability.

    As a result, it would often lead to a situation where players rely on several artillery units that are kept very far back to repeatedly unleash powerful strikes at enemies with little risk to the unit themselves until the opposing forces are weak enough to engage directly. Although this is quite tactically sound, it also often leads to static gameplay with limited challenge.

    The vision of the Roguetech mod has always been to provide a very challenging experience, especially at higher difficulties, that would require well-planned and well-executed decisions to win its battles. The gameplay that the current implementation of artillery enables falls outside this vision, and as a result, the Roguetech team has long wanted to address this.

    A previous attempt to balance artillery was the introduction of the brace-to-fire mechanic, which did not solve the situation as players quickly found ways to practically neutralize the mechanic. Even with repeated changes (such as the removal of immunity for QuadMechs), this mechanic proved to not be useful for the situation of indirect artillery fire. The mechanic does however keep a role with direct-fire artillery attacks and large-bore weapons, limiting the strategy of just using the biggest gun around in large amounts with little downsides.

    Possible ways to balance[ | ]

    As Roguetech is heavily inspired by the actual rules of the tabletop version of Battletech, the first step is to look at how artillery is balanced within this ruleset. There are several limiting factors within the tabletop rules, but the main differences (besides lower damage and smaller radius of impact) compared to Roguetech is that the artillery shells have travel time before impact and fixed accuracy. The travel time is based on distance from the target, which allows targets further away to manoeuvre before the shell strikes, possibly resulting in a miss.

    One thing we considered to emulate the travel time was to simply add a cooldown to artillery, but cooldowns are something players tend to not enjoy and could also lead to a situation where the solution is just to bring more artillery to be able to fire constantly. Another thing discussed was to reduce damage and radius to be more like the tabletop values, or possibly increase the spread of the shells so much that they would be less reliable. Both of these solutions would however just be nerfs done to the stats of the weapons, in an attempt to lower the strength of the weapons in the player's hands, and not address the actual root cause.

    The Solution[ | ]

    Instead of the above-mentioned ideas, we instead decided to take a different approach to make artillery gameplay unique, but enough of a limiting factor to prevent it from being a too easily used crutch against difficulty.

    From this release onwards, indirect artillery strikes will work as a two-phase attack. The first phase initiates deployment of the artillery unit allowing it to brace and aim, while the second phase allows the actual firing of the artillery weapon.

    During the first phase, an enemy unit or ground attack is selected as per normal during the artillery unit's activation. Once the target is selected and the Fire button is pressed, a new marker will appear at the aimed location - showing the projected impact of the artillery weapon(s) - and the unit's activation ends.

    Example of aimed artillery strike

    Example of an aimed artillery strike after the target selection phase has been finished.

    Upon the artillery unit's next activation, the unit is now prepared to fire the artillery weapon(s). The only allowed actions at this point are either to fire the weapons(s) or to cancel the firing sequence by bracing to end the unit's activation.

    Example of firing phase of an artillery strike

    Example of the second phase of artillery strike, allowing firing of the artillery weapons.

    When the AI fires at the player's units, they follow the same two-phase attack pattern to clearly show where the artillery strike will hit. This allows the player to react and move out of the way if possible.

    Example of incoming fire

    Example of incoming artillery fire from an AI unit.

    The fact that instant indirect fire is no longer possible allows for relaxing some of the previously introduced limitations of indirect fire. The Brace to Fire-mechanic will no longer apply - the first phase of artillery fire includes bracing after all -, the spread of missed attacks has been considerably lowered and the radius of the shell impact increased.

    However, as the above changes just address the problem of indirect fire, the direct fire mode would still stay a bit too strong. To address this the maximum range of a direct attack has been lowered to the tabletop value of 425 meters (17 hexes), instead of the previous 600 meters. This will ensure that the artillery unit has to get close enough that it is not a low-risk attack. However, the minimum range for direct fire modes has been reduced significantly as well, making it easier to use direct fire at closer ranges. Further, the brace-to-fire penalty will be tweaked to more appropiate values in line with the other large-bore weapons.

    Finally, the last change will be to introduce the fixed accuracy previously mentioned. This means many negative accuracy effects such as size difference, injuries or negative effects from enemy weapon's fire won't have an impact on artillery strikes, as the target is a ground location, not a moving unit. Using targeting equipment such as TAGs and Narcs will still allow increased accuracy for artillery strikes, as this allows the artillery targeting computer to slightly adjust the firing position for the intended target.

    The AI will now also know what an artillery strike means and will move away from its area of impact if possible. This means an artillery strike against more mobile units will possibly be hard and require planning ahead, but instead artillery strikes can be used to control enemy movements if placed in advance.

    TL;DR[ | ]

    Artillery will be changed in the following way:

    • Indirect fire will be a two-round attack
      • The first round involves selecting the location to strike.
      • The second round allows firing the artillery weapon.
    • The brace-to-fire mechanic will no longer apply to indirect fire attacks.
    • Direct fire will have a shorter range and higher brace-to-fire penalties.
    • Artillery weapons will use fixed accuracy, meaning bonuses and maluses to accuracy will have little to no impact. TAG and Narc applied bonuses are exempt.

    All artillery weapons have had the following changes to them:

    • All evasion ignore has been removed.
    • All direct fire modifiers have been removed.
    • Direct mode accuracy modifier -4
    • Direct Fire minimum distance to fire reduced to 425 meters. Other ranges also adjusted where appllicable (e.g. cannons)
    • Indirect mode accuracy modifier -5
    • Direct mode not allowed ammunition: FASCAM (Mines), Nuke, FAE (Thermobaric)
    • Flak Mode allowed ammunition: Standard (HE)
    • Indirect mode not allowed ammunition: Solid Slug, Shaped Charges, Armor Piercing

    The following accuracy modifiers still impact Artillery:

    • C3-style networks
    • Low visibility
    • Bad weather
    • TAG and Narc effects
    Name AOE Range - Std Ammo Indirect - Scatter Direct - Minumum Distance Direct / Flak - Self-Instability on Fire
    Arrow IV 90 -> 120 Max 100 -> 50 180 -> 90 25
    Arrow IV (C) 90 -> 120 Max 100 -> 50 180 -> 90 20
    Arrow IV (OS) 90 -> 120 Max 100 -> 50 180 -> 90 25
    Arrow IV (P) 90 -> 120 Max 300 -> 180 0 30
    Arrow IV Pack 90 -> 120 Max 100 -> 50 180 -> 90 25
    BA Tube Artillery 75 Min 5, Max 40 30 -
    Big Steel 90 -> 120 Max 100 -> 60 180 -> 90 48 (x1) / 64 (x2)
    Carronade1 120 -> 160 Max 222 -> 137 370 -> 81 40 per shot
    Cruise Missile 502 400 -> 500 Max 250 -> 125 - -
    Hellstorm3 60 -> 90 Min 5 per shot, Max 12 per shot - -
    Howitzer Rifle4 60 Min 15 -> 10, Max 60 -> 30 150 -> 75 12
    Long Tom Artillery 120 -> 160 Max 100 -> 60 180 -> 90 64
    Long Tom Cannon 120 -> 160 Max 105 -> 75 120 -> 60 80
    MARS 60 -> 90 80 -> 60 (Spread) - -
    Sniper Artillery 90 -> 120 Max 100 -> 50 180 -> 90 48
    Sniper Cannon 90 -> 120 Max 75 -> 60 90 -> 45 64
    Thumper Artillery 60 -> 90 Max 100 -> 40 180 -> 90 32
    Thumper Cannon 60 -> 90 Max 60 -> 45 90 -> 45 48
    Oneshot Long Tom QS 120 -> 160 Min 5, Max 70 - -
    Oneshot Thumper QS 90 -> 120 Min 5, Max 60 - -
    Oneshot Sniper QS 60 -> 90 Min 5, Max 50 - -
    Sawed Off Thumper 60 -> 90 Min 5, Max 50 - -
    Yang Artillery 175 -> 210 Max 160 -> 80 280 -> 70 75


    Notes:
    1) Recoil per shot changed from 1 to 3, Tonnage decreased from 38 to 37.
    2) Added clear minefield radius of 50 m.
    3) Clear minefield radius changed from 8 to 14. Jam chance changed from 6% to 3% per shot.

    4) Direct mode accuracy modifier is -1.

    The below Q&A is the summary of the most common questions asked by the community when the first draft of the artillery rework was presented.

    Q: Can other weapons be fired while aiming or between aiming and firing the artillery?
    A: No, starting the firing sequence of the artillery is a commitment, no other weapons can be used during this time.

    Q: What does the circle on the ground represent after the aiming phase?
    A: The circle is a visual representation of the radius of the weapon's standard high-explosive ammunition if the artillery strike would perfectly hit where it was originally aimed. In reality, the impact zone will be slightly different, as the circle does not account for scatter or misses. If specialist ammunition is used with a different area of effect, the circle will not adapt its size.

    Q: Will the artillery track the unit it was originally aimed at?
    A: No, all indirect attacks are ground attacks, aimed at the ground where the unit was positioned at the time of aiming. It is also not possible due to technical limitations.

    Q: Does this mean artillery can no longer target units directly during indirect mode?
    A: Yes, as all indirect artillery attacks are now seen as ground attacks. Even though you can select a unit during the aiming phase, once the aim is confirmed it converts to a ground attack at that unit's position, which is shown by the circle on the ground.

    Q: But what about specialist ammo such as shaped charges and solid slugs?
    A: These types of ammunition will only be useable in direct-fire mode from now on. In the same way, some ammunition can only be used in indirect mode. Flak mode can only use standard (high-explosive) rounds.

    Q: Once aimed, can you keep the aim and fire every round?
    A: No, each firing sequence always consists of an aim round and a fire round.

    Q: Once the firing phase is reached and if the shot is no longer desired, what other actions can be taken?
    A: Bracing to finish the unit's activation is the only other allowed action.

    Q: Is it instead possible to start aiming another shot?
    A: No, every firing sequence consists of one aim and one fire phase.

    Q: Has the Area of Effect damage model changed?
    A: No, the damage dealt to units in the impact zone scaling remains linear to the distance. The same is true for the chance of any weapon or ammunition status effects being applied, the chance decreases based on distance from the centre of the impact.

    Q: What does "bonuses and maluses to accuracy will have little to no impact" actually mean?
    A: Most accuracy modifiers will be ignored by any artillery weapon, no matter which firing mode is used. This includes things such as affinities, equipment, size difference, weather and other modifiers. A few modifiers will still work, mainly TAG and Narcs, and will be marked so specifically. This change affects all firing modes.

    Q: Will C3 bonuses also be ignored?
    A: No, the various shared network bonuses remain.

    Q: Do pilot scatter bonuses still affect the actual accuracy of an artillery strike?
    A: Yes, any scatter modifiers will work the same as before.

    Q: What about quirks or affinities that currently provide a bonus to Artillery accuracy?
    A: They will be changed to other stats, such as reducing scatter.

    Q: Are there any other changes to the stats?
    A: We have increased the radius for most Artillery weapons by between 25% and 50%. Generally, the smaller the radius they had, the larger the increase they got. All changes are listed in the Change Details tab above.

    Q: What about the evasion ignore artillery currently has in all firing modes?
    A: It will be removed, it was a workaround for artillery being affected by negative accuracy modifiers.

    Q: Will Flak mode change as well?
    A: Yes, Flak mode will also be changed, as mentioned above. Its range will stay the same, it still has no restricted (minimum firing) range and can fire as far as the unit has a clear line of sight within the weapon's max range.

    Q: Will the artillery cannons be affected?
    A: Yes, they are just sawed-off artillery, all changes apply.

    Q: Will the Howitzer 2000 be affected?
    A: Yes, it is considered artillery. It was further a bit too strong and has been reduced in stats.

    Q: What about the Thunderstorm?
    A: Although it somewhat behaves like an artillery, in practice it is just a thunderbolt launcher and will for this reason not be affected by the changes.

    Q: What about vehicles?
    A: All units will have the same behavior, even turrets.

    Q: How will multishot work if you have multiple artillery weapons?
    A: It works the same as now, you can target each artillery at the location of a different unit.

    Q: I have this really cool idea of how to do better! It only involves doing X when Y and then Z!
    A: Most likely it is not currently technically possible. Even though it might sound simple, the amount of changes already done to the game makes every following change more complicated and we try to limit making things too complex. However, it is still the first iteration of the new artillery system, things can be changed in the future if it doesn't work out.

    Q: What is the actual end goal in terms of balance for artillery? Is it tabletop replication or a specific point on the balance curve in terms of power and function?

    A: The goal is to try and find a niche for artillery in Roguetech where firing it every round without much thought doesn't immediately rule the battlefield, but still allows it to have a tactical impact on the battlefield when used properly. Pure tabletop replication will never be a goal as it is far too complex, including factors such as off-board artillery, counter-battery, bore sighting, altitude differences and so on.

    Unit selection for the enemy lances during combat missions has been reworked from the ground up to extend midgame (medium-heavy) difficulties and improve enemy variety particularly in lategame difficulties.

    • Enemies now scale over the full planetary difficulty range (d1 to d20) with more granularity.
    • Adjusted support lance probabilities to fit the new scale.
    • Fixed early game lances sometimes being larger than intended.
    • Adjusted some contracts to make the enemies you find better match the description.
    • Will now see higher difficulties faster, does not mean harder.
    • Drop rating value per skull is reduced from 13.5 to 10 million.
    • Pilot variety has also been improved at lower difficulties.
    • Chance of high difficulty pilot getting the most powerful quirks reduced.


    General Changes[ | ]

    Map[ | ]

    • New 3075 map - Offline map. Start in the middle of the Jihad, fighting for or against Word of Blake.
    • New Online map will be added a later date.

    Starts[ | ]

    • Many starts changed have been changed to use official starting lists, while the more custom starts have been tuned to be of slightly more equal levels to each other.
    • LAM and VTOL starts have been removed.
    • Quicsell Clan - New start
      • One 'Mascot Mech', either a Corgi CA/CB or an Incorgnito (weighted towards the latter)
      • Two Quicksell Clan Lights
      • Two Quicksell Clan Mediums
      • Some QS Clan and general QS Gear
    • Republic - New start on 3081 map

    Background[ | ]

    • Loner background - Assassin quirk has been exchanged for Reckless.
    • Officer background - If the Commander has Trueborn Ancestry, they will not recieve the vehicle or VTOL skill from choosing either the AWACS or the Oracle.
    • Flight School Instructor - New background. Lootbox will contain one LAM or VTOL. Gives the Commander appropiate piloting class.
    • Quicsell Clan Commander - New background.
      • One 'Command' Shadowcat and a few bits of QS gear
      • The chance to spawn another QS Event occassionally to pay much more money for the chance of getting a 'Good' QS Clan Mech.

    Difficulty Modifiers[ | ]

    • Generous Salvage career difficulty modifier increased from -0.25 to -0.5
    • Normal Salvage career difficulty modifier reduced from 0.05 to 0

    General Changes[ | ]

    • Manei Domini pilots now have specific icons.
    • Cargo Vroom's deployed vehicle switched back to Ferret 1, The Dook.

    Ronin[ | ]

    Ronin are meant to be elite, sought-after soldiers, to help reflect this the way to hire and find Ronin has undergone some significant changes.

    Note: Ronin is any pre-defined pilot, i.e. not procedurally generated during the career.

    • Some Ronin can no longer be found in the hiring halls and instead must be found through events.
    • Some Ronin may require the player to seek them out on specific worlds or territories, others may require the player to have accomplished certain feats before they will become available in the hiring halls or be willing to join the player's crew.
    • Some Ronin will not work for the player if the player has employed other ronin they do not get along with.
    • Some Ronin will require the player to employ their friends before they will join the player's crew and may leave should that friend leave or die.
    • Fired ronin may sometimes return to the hiring halls to be found again
      • Note: experience or skills gained under their former employment will not persist.

    As Elite warriors, Ronin may be picky about whom they work for. Should your company become known for unstable employment, or as an extra hazardous employer, ronin may be less willing to offer themselves up for employment to you or may blacklist your company entirely.

    Starting MechWarriors[ | ]

    The roster of MechWarrior at a career's start now has the following limitations:

    • RTO Legends, RT Crew and Manei Domenei - Only one MechWarrior between all three categories can be part of the starting roster.
    • Mandalorian - At most one can be part of the starting roster.
    • JarnFolk' - At most one can be part of the starting roster.

  • Chevrons difficulty icon type - New selectable settings in the launcher, uses distinct count of chevrons to mark increased difficulty instead of just color changes. Should hopefully make it easier for colorblind players to distinguish the difficulty easier.
  • Tooltips can now be pinned by right clicking. If a tooltip exceeds the height of the screen it can then be scrolled.
  • Critical Effects will no longer be listed in the tooltips, as they too often caused the tooltips to overflow.

  • Fixed bug with salvage screen sometimes locking.
  • Fixed issues with showing wrong amount of salvage slots, now more slots will appear as things are added.
  • No longer possible to sell full mechs from salvage screen.
  • Unique Mechs[ | ]

    It is no longer possible to assemble multiple copies of 'Mechs marked as Unique.

    During loot selection on the salvage screen if any unit with identical chassis exists in the player's inventory it will instead be replaced by a standard 'Mech of the same chassis-family.

    Locations checked for if the player has the Unique 'Mech includes:

    • Active 'Mechs
    • 'Mechs being readied
    • Full chassis in storage
    • Previously selected full unit of the same 'Mech

    When readying an Unique 'Mech from storage the same checks are performed.

    Note: Even if a player has an Unique 'Mech it does not prevent the AI from fielding one or more copies of the same 'Mech, the restriction is only for players.

    Contracts[ | ]

    • Duels and Solaris contracts will no longer generate ambushes.
    • Birds of Prey - Reduced number of enemy VTOL.
    • Peer Review - Turret lance unit selection will now be dynamic.
    • Reproducibility Crisis - Turret lance unit selection will now be dynamic.

    Flashpoints[ | ]

    • Thunder Rift (Birth of a Legend FP) - Opposing Force lances changed to manual unit selection to prevent huge difficulty swings.
    • Disabled Necromo Nightmare Flashpoint again. It will return next halloween.
    • Fix for Solaris 7 championship not starting as intended.
    • Added wider unit selection for Solaris flashpoint contracts.

    Lances[ | ]

    • IndustrialMechs should no longer spawn in Lunar or Martian environments.
    • Kill Team units should no longer appear as normal lance units.
    • Unit selection for lances will now consider technology level, rarity and other traits, making more common units likelier to appear.

  • Fixes to the Superheavy Contract unlock events. Choosing to wait 180 days will now trigger the event exactly 180 days later.
  • The Epsilon MRB Authorization Upgrade Available' event to unlock Superheavy missions is now available after 100 missions and the Omega MRB Authorization Upgrade Available event to unlock Superheavy Hunt contracts event is available after 200 missions.
  • LetsTacoBoutThis - Adjust event spawn requirements and results to allow for more even distribution of chance for successful Jelly Roll Taco.
  • Isorla Bondsman - Rewritten opening events to disable gaining the bondsman pilot if there are not enough barracks spots available on the Argo.

    • Activatable Components - Improved clarity on many traits.
    • Battle Computers - Called shot bonus stacks up to six times, any more battle computers after that does not add to bonus. See new equipment below for alternatives.
    • Emergency Coolant Effects - Now display correct failure chances in combat.
    • Artillery Heavy Gyro (Unique) - Will now drop standard Gyro Artillery as salvage.
    • Basilisk EC - Renamed to Advanced Endo-Composite.
    • Basilisk FF - Renamed to Advanced Ferro-Fibrous.
    • C.A.S.E. II + - New armor modification. Reduces internal explosion damage by 3, covers all locations. Not salvagable, only found on the Hephaistos family of 'Mechs.
    • Cockpit Interface - Has been split to two items for technical reasons, mechs are updated to use the appropiate one.
      • Cockpit Interface - Only allowed in head, no longer provides headshot immunity or prevents ejection, still replaces gyro
      • Cockpit Interface (Torso Mounted) - Mounts in the torso, provides same stats as the old Cockpit Interface. No longer allows using Life Support slots.
    • Command Console + -> New equipment. +2 company initative, company sight +10%, company sensors +10%, company indirect accuracy +1, company scatter -10%/-20%, company resolve +1 per round, +2 pilot health, -1 enemy ECM, +5 sensor detection, multi track, breaching shot, company shared vision, -40% bleeding rate, +1 called shot accuracy. Takes 4 slots, weighs 6 ton. Salvagable, found on Templar III J.
    • Endo Steel EX Light QS - New Quicksell structure, -80% structure points, -80% weight, 8 reserved slots (1 per loc), 4 dynamic slots
    • Endo Steel Light QS - New Quicksell structure, -30% strcture points, -30% weight, 8 reserved slots (1 per loc)
    • Engine (Armored) - Fixed to actually take extra hit before component takes damage
    • Engine Core 265 - Weight changed from 16.5 to 17.
    • Engine XXL (C) (Armored) -> New equipment. Every level of critical damage needs two hits.
    • Gyro (Armored) - Fixed to actually take extra hit before component takes damage.
    • Headshotter 2000 - New pirate equipment. +23% Called shot bonus to weapons at same location. Weighs 2% of chassis total tonnage, 3 slots. 2% fail chance, reduced 0.1% per piloting skill. Always active. Failure causes injury and crits a component at the same location (can be itself).
    • High Precision Convergence System - New, +15% called shot bonus to weapons at the same location. Weighs 3% of chassis total tonnage, 2 slots. Available in relevant stores and on some 'Mechs.
    • N/C-FF Armor (C)' - New unique, not salvagable, -17% weight, CLPS, 2 slots each location except CT (1 slot), 7 dynamic slots, -80% stealth, -10% mimetic, +30% heat, +25 heat /turn, CASE, found on Wight WGT-4NC 'Dezgra.
    • PPC Capacitor - Generated heat decreased from +30 to +15. Explosion on destruction changed from 50 damage to 15 heat. Will no longer take damage on jamming.
    • Quad Mechanical JJ - New, created in various sizes. Standard mechanical no longer allowed on quads. 2 slots in all four legs. Added to FedSun and Solaris store, as well as reward from Solaris off-season
    • Reactive Plating (C) - New, -20% ballistic damage, TAC immune, 5 dynamic slots, salvagable, added to clan stores
    • Sensor Sentinel - Changed slot size from 2 to 1
    • Skinwalker Cockpit Interface - No longer provides headshot immunity nor prevent ejections, only allowed in head.
    • Stabilized UL Gyro (Omni) - New gyro, Omni version of the already existing Stabilized UL Gyro.

    Several heat sink kits have been updated due to being too strong.

    • Heat Sinks with bonus dissipation capacity no longer apply their bonus twice. This includes Engine Heat Sinks.
    • Heat Sink Kit (Prototype) + - Cost changed from 4,600,000 to 6,000,000.
    • DOOM KIT (P) - New radical pirate heatsink kit. Superior cooling stats, but may explode instead of activating.
    • Prototype HS Kit + - Weight increased from 2 ton to 3 ton.
    • Radical PDHS Kit (P) - Removed bonus flat heat sinking. Active heat sinking reduced from 30 to 25.
    • Royal Sink Kit (D)+ RTO - Heat generation bonus reduced from 20% to 16%. Flat heat sinking reduced from 16 to 12.
    • Widowmaker Kit (D) - Heat generation bonus reduced from 13% to 12%. Flat heat sinking reduced from 10 to 9.

    A major rebalance has been done on the Specialist gear in an attempt to make more of the items viable.

    • Advanced Optics MK1 - Removed Thermal Vision effect. Decreased accuracy bonus range from 540 to 150. Negates No Visuals penalty up to 100 meters. Added mine detection within 60 meter. Cost decreased from 900,000 to 100,000.
    • Advanced Optics MK2 - Removed Thermal Vision effect. Decreased accuracy bonus range from 810 to 270. Negates No Visuals penalty up to 180 meters. Added mine detection within 90 meter. Cost decreased from 1,200,000 to 300,000.
    • Advanced Optics MK3 - Removed Thermal Vision effect. Decreased accuracy bonus range from 1080 to 390. Negates No Visuals penalty up to 260 meters. Added mine detection within 120 meter. Cost decreased from 1,500,000 to 500,000.
    • Advanced Zoom MK1 - Increases vision range by 30 meters and +5%. Weight increased from 0.1 ton to 0.3 ton. Cost decreased from 300,000 to 100,000.
    • Advanced Zoom MK2 - Increases vision range by 45 meters and +10%. Weight increased from 0.2 ton to 0.7 ton. Cost decreased from 400,000 to 225,000.
    • Advanced Zoom MK3 - Increases vision range by 60 meters and +15%. Weight increased from 0.3 ton to 1 ton. Cost decreased from 500,000 to 350,000.
    • CoolShot (C) - Sensor signature penalty and visibility penalty reduced from 5% to 3%. Weight reduced to 40% from 50%.
    • CoolShot - Flat heat sinking increased from -6 to -8. Weight reduced to 40% from 50%.
    • Exchanger (C) - Removed flat heat sinking. Sensor signature penalty and visiblity penalty increased from 3% to 6%. Heat generated reduction increased from -10% to -14%. Decreased weight from 35% to 30%. Cost increased from 2,160,000 to 2,660,000.
    • Exchanger + + - Removed.
    • Exchanger + - Removed.
    • Exchanger - Removed flat heat sinking. Sensor signature penalty and visiblity penalty increased from 1% to 8%. Heat generated reduction increased from -5% to -17%. Increased weight from 20% to 40%. Cost increased from 1,080,000 to 1,720,000.
    • Heat Bank (C) - Flat heat sinking decreased from -7 to -6 per turn. Sensor signature penalty and visiblity penalty increased from 3% to 4%. Heat resistance decreased from 25% to 20%. Decreased weight from 35% to 20%. Cost decreased from 1,740,000 to 1,280,000.
    • Heat Bank + + - Removed.
    • Heat Bank + - Removed.
    • Heat Bank - Flat heat sinking increased from -4 to -10 per turn. Sensor signature penalty and visiblity penalty increased from 1% to 8%. Heat resistance increased from 10% to 30%. Increased weight from 20% to 40%. Cost increased from 320,000 to 766,000.
    • Jump Booster Pack 1 - Price decreased from 120,000 to 110,000.
    • Jump Booster Pack 2 - Price increased from 120,000 to 220,000.
    • Jump Booster Pack 3 - Price increased from 120,000 to 550,000.
    • Thermal Vision MK1 - Added nightvision capability. Target heat level division decreased from 70 to 30. Ranged decreased from 300 to 120.
    • Thermal Vision MK2 - Added nightvision capability. Target heat level division decreased from 50 to 20. Ranged decreased from 330 to 150. Weight increased from 0.2 ton to 0.3 ton.
    • Thermal Vision MK3 - Added nightvision capability. Target heat level division decreased from 30 to 20. Weight increased from 0.3 ton to 0.6 ton. Price increased from 175,000 to 375,000.

    • Wing-Mounted Ordnances - Drag standardized to -8% per ton. Signature standardized to +6% per ton.
    • AA Rocket 20 - New rocket weapon. One salvo of 20 shots. +3 acurracy against fliers, -8 against ground units. Does 5 standard damage and 2 through armor damage per shot. Up to 720 meter range.
    • Arrow IV (BRRT) - New direct-fire only weapon. Has x1 to x3 fire modes. Starts with 15 missiles. Not salvagable, found on Seth '3 by 5' (AA) and Seth '3 by 5'.
    • Arrow IV Missile [WM] - No longer able to fire indirect. Range changed from 3000 to 210/420/630/840.
    • B-Pod - Converted to be a standard component. Will now activate automatically against enemy Battle armor, but can still be activated manually.
    • Bolt On LAA Missile x2 - Fixed increased sensor signal and visibility to actually increase by 3% instead of making the unit invisible.
    • Bomb MOAB [WM] - AoE Stability damage reduced from 250 to 200.
    • Dual Saw - New Industrial Hand Held weapon. Salvageable, found on the Raider JL-1 and Raider Mk II JL-2.
    • ELRM-5 / 10 / 15 / 20
      • Minimum range increased from 210 to 300
      • Damage fall of starting distance increased from 210 to 300.
      • Restricted from using any speciality ammunition.
        • Note: Speciality ammunition can still be placed in the mechbay, but the weapon will not able to fire it in combat.
      • Artemis attachments no longer supported.
    • Fuel Tank - AoE damage increased from 20 to 25. Direct damage from 40 to 50+/-25, stability from 10 to 25, heat damage from 10 to 0
    • HH Chem Laser Rifle (C) - Internal ammo reduced from 32 to 16. Cost increased from 120,000 to 800,000, to fit a bespoke, advanced handheld system.
    • HH L ER Laser (C) - Weight reduced to 8T from 11T. Range changed from 240/450/600/810 to 210/420/630/840.
    • HH Sniper Rifle - Weight reduced to 6T from 10T.
    • HH Taser Rifle - No longer explodes on the first misfire.
    • Heavy Rifle - Can now only use ammunition boxes from the same location.
    • Heavy SB GR (C) - Renamed to SB Gauss (C), damage falloff over distance removed.
    • Hunter-Killer Missile - Renamed to Hunter-Killer Missile (OS).
    • Large Pulse Laser (QSC) - New quicsell weapon.
    • Light Rifle - Can now only use ammunition boxes from the same location.
    • MG Dual (QSC) - New Quicsell weapon.
    • Medium Rifle - Can now only use ammunition boxes from the same location.
    • Mine Dispenser 10 - Renamed to Mine Dispenser 10 (x5) to prevent confusion with the 1-shot Mine Dispenser 10.
    • Pepperbox Rifle - Recoil increased from 4 to 5. Projectiles per shot decreased from 5 to 4. Will now use per pellet damage calculation algorithm.
    • Periphery Rifle - Can now only use ammunition boxes from the same location.
    • Plasma Cannon - Renamed to Plasma Rifle to match Tabletop name.
    • Quicsell Double Autocannons - Slot size increased to match Clan UACs again, except for DAC20, which is increased from 4 slots to 6.
    • RISC Silver Bullet Gauss - Renamed to RISC Heavy SB Gauss to make it more clear it uses Heavy Gauss ammo.
    • Railgun (Light) - Damage reduced from 275 to 240. Damge falloff over distance reduce from 70% to 60%. Maximum penetratable Armor thickness reduced from 650 to 550.
    • SRM 6 (C) (I-OS) - New one-shot weapon. Available in stores.
    • SRM 6 (I-OS) - Price corrected from 8,000 to 64,000.
    • Shillelagh Rifle - Can now only use ammunition boxes from the same location.
    • Streak MML - Can no longer used with any other type of advanced missile guidance, including Targeting Computers, Streak, Artemis, Apollo or ArrowIV.
    • Streak SRM-2 (C) (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-2 (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-2 (OS) - New one-shot weapon. Available in stores.
    • Streak SRM-2 (Quad) - New unique weapon, not salvagable. Can fire in 2x, 4x, 6x or 8x modes. Mounted on the Rattler RT-L3R.
    • Streak SRM-4 (C) (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-4 (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-4 (OS) - New one-shot weapon. Available in stores.
    • Streak SRM-6 (C) (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-6 (I-OS) - New one-shot weapon. Available in stores.
    • Streak SRM-6 (OS) - New one-shot weapon. Available in stores.
    • Suspicious Cargo - AoE damage increased from 160 to 250, AoE stability from 80 to 125. Direct damage from 100 to 75+/-25, stability from 50 to 35
    • Thunderbolt 4-Pack - Renamed to Thunderbolt 10 x4.
    • Thunderbolt Missile - Renamed to Thunderbolt 10 (OS).


    • Ammo LRM Banana [Half] - Tooltip corrected for cost and stability damage done.
    • Ammo Yang Artillery - Aread of effect damage increased from 80 to 100. Shells per ammunition box reduced from 4 to 3. Cost per shot increased from 3,000 to 4,000.
    • EMP Ammo Yang Artillery - Target movement impairment reduced from -50% to -35%. Target accuracy impairment reduced from -4 to -3. Target heat generated reduced from +100% to +50%. Shells per ammunition box reduced from 4 to 3. Cost per shot increased from 6,000 to 8,000
    • Ammo AAA Missile [Bay] / Ammo AAA Missile x2 [Bay] - Removed evasion ignore and area of effect damage. Added 20 through armor damage. Changed bonus against fliers from +2 to +8. Changed accuracy against other targets from -20 to -8. Ranged changed from 3000 to 450/900/1350/1800.
    • Ammo Arrow IV Missile [Bay] / Ammo Arrow IV Missile x2 [Bay] - Area of Effect range increased from 90 to 120. No longer can fire indirect. Ranged changed from 3000 to 210/420/630/840.

    AI[ | ]

    • AI will now consider optimal firing mode and ammunition to use before firing.
      • Note: Some performance issues remain, if an AI unit has a lot of different types of weapons and each with many firing modes, the game can seemly freeze for periods of time. It should eventually resume however. This will be fixed post-release.
    • AI will now be aware of minefields and incoming artillery strikes.
    • Movement calculations for very fast AI units have been optimized.


    Combat[ | ]

    For some time (in some cases a very, very long time) certain modifiers have been configured incorrectly within RogueTech. This has now been corrected, meaning a lot of negative and positive effects will now apply in a different way than before this release. Due to this there might be future balancing changes if some effects are too powerful.

    The modifiers affected are:

    • Sensor Distance Modifiers
    • Visibility Distance Modifiers
    • Stealth
    • Mimetic Armor

    Stealth[ | ]

    In addition to fixing the modifiers for Stealth and Mimetic Armor some other changes were introduced.

    • Stealth systems have only had minor tweaks, mainly they will now follow their originally intended values.
    • Most Mimetic effects now decay faster, with the default decay beeing one level per 2 hexes moved.
    • To make Chameleon LPS more unique/stand out, it now provides one of the worst signature reductions, but instead has the largest To Hit defensive modifier (i.e. harder to hit the unit with Mimetic Armor).

    AI Pilots[ | ]

    AI Pilots have been tuned down slightly:
    
    • Reduced Brace to Fire reduction bonus by 50%
    • Removed several bonus effects for Difficulty 11 and 15 pilots as well as Superheavy pilots.
    • AI pilots now have a significantly lower chance to start combat with very powerful skills such as Air Strike and always Breaching Shot.

    Other Changes[ | ]

    • Squad Units (BA, Protomech and Ultralights) will now have their size difference modifier based on the individual member tonnage.
      • Minimum limit for modifier calculation is 20 tons, any unit below that still calculates at 20 ton.
    • VTOL units now have a different size modifier factor, meaning a VTOL unit calculates the size modifier as if it was 67% heavier.
    • Both TAG and Narc targetting painter effects will now properly expire with movement instead of lasting forever.
    • Heat damage to normal damage conversion for vehicles, turrets and buildings reduced from 2:1 ratio to 1:1 ratio.
    • Fixed inconsistency is hex size between mods, a hex is now always 25 meters in length.
    • Firing large weapons (Brace to Fire mechanic) no longer gives a direct chance of immediate knockdown unless braced. The weapons will instead apply instability damage to the firing unit, causing it to possibly go unsteady.
      • All weapons and equipment have been changed to list the instability they add.
      • See wiki page for further details: [Brace_to_Fire]
    • Anti Battle-Armor swarming attacks have been tweaked:
      • Roll
        • Base success chance reduced from 55% to 45%
        • Damage done to swarming unit reduced from 200 to 60
        • Initiative penalty increased from 11 to 15
      • Swat
        • Base success chance reduced from 33% to 25%
        • Max success chance limit reduced from 95% to 90%
        • Success chance bonus from Piloting skill increased from 5% to 6.5% per level
        • Damage done to swarming unit reduced from 100 to 50
        • Initiative penalty increased from 8 to 10

  • Project Terraform - Some Jump Point systems have had more biomes added to them beyond Lunar and Martian, allowing for more types of contracts and battle maps to appear on them.
  • Added Superheavy Industry tag to the following planets:
    • Fagerholm
    • Fletcher (CC)
    • Galax
    • Ishtar
    • Kuzuu
    • Mechdur
    • Syrma
    • Tallmadge
    • Tyrlon
    • Umka
    • Ward

  • Repairs[ | ]

    • Post-combat repairs will now repair broken components automatically.

    Affinity[ | ]

    • Left-handed Specialist - New affinity, +2 Left Arm Mounted Accuracy, +1 Piloting, + 1 Gunnery, haciwara and wulfen prefabs
    • Missile Defender - Changed from +1 AMS Damage, -10% Missile Damage Taken to +25% Increased AMS Accuracy, -10% Missile Damage Taken
    • Missile Defender II - New affinity after 110 missions, +1 AMS damage.
    • Smart Warheads - Reduced from +2 to +1 missile evasion ignore.

    Shops[ | ]

    • Superheavy Weapons and Equipment will now start appearing in shops after 3 in-game years.
    • Available Battle Armor units, weapons and ammunition have been tweaked following the changes with the new Squads 2.0 system.

    Quirks[ | ]

    • Advanced Missile TTS - Reduced from +2 to +1 missile evasion ignore.

    RU Localization[ | ]

    The russian localization has had several updates, as usual big thanks to ENOVA for this project.


    Unit Changes[ | ]

    As there have been over a thousand tweaks and fixes on units, not all can be listed here. This list should however cover most of the noticeable changes.

    Most mechs have had minor changes, far too many to detail. These include:

    • Hardpoint count or locations
    • Changed or removed Specialist gear due to the specialist rework
    • Changed cost
    • New icons or descriptions
    • Quirk changes

    Other General Changes are:

    • All lootable hand held equipment on BattleMechs have been turned into defaults. As a result, if it was at some point the item was replaced by another item, and then the new item is removed again, the original hand held item will be restored.
    • Quad and QuadVee mechs had the Quad quirk converted to a Chassis trait, making them able to recieve a proper quirk.
    • All Quicksell Customs mechs now have fixed engine type and core.
    • On The following mechs it was possible to replace on or more internal systems, despite being an OmniMech. This has now been corrected; Structure, Gyro, Engine Type, Engine Core are all fixed in place.
      • Alegea (All variants)
      • Arctic Wolf X
      • Arctic Wolf XR
      • Balius (All variants)
      • Boreas R 'Amirault'
      • Centurion CN11-PT
      • Inferno (All variants)
      • Master Summoner
      • Nuwisha (All variants)
      • Spirit Walker (All variants)
    • Albatross ALB-5W / Albatross ALB-5W 'Dantalion' - The variants were mixed up, they have been switched around.
    • Archer ARC-1A - Updated to official loadout.
    • Atlas AS7-D 'Black Beard' - Updated ammunition loadout.
    • Atlas III AS7-D3 - Updated to official loadout.
    • Axman AXM-6X - Switched to chassis affinity Storm Trooper: +1 Accuracy for HandHeld, BoltOn, Physical Weapon and Punch
    • Axman AXM-S7X - Switched to chassis affinity Storm Trooper: +1 Accuracy for HandHeld, BoltOn, Physical Weapon and Punch
    • BattleMaster BLR-1G 'Red Corsair' - Updated to official loadout.
    • Centurion CN9-D9 - Added missing artemis ammunition
    • Cougar LAM XR - Replaced HE Bomb x3 with HE Bomb x1.
    • Dervish DV-1S - Updated to official loadout.
    • Firefly FFL-4C - Added missing artemis ammunition
    • Firestarter FS9-MA - Added missing Artemis SRM ammo.
    • Firestarter FS9-MW - Added missing Artemis ammunition
    • Firestarter FS9-OF-P - Duplicate version was removed.
    • Gladiator GLD-1R - Updated to official loadout.
    • Hammer HMR-3G - Removed from the mod.
    • Hunchback HBK-4K - Updated loadout.
    • Huntsman F - Added missing artemis ammunition
    • Lupus Prime - Added missing artemis ammunition
    • Mad Cat III 'Eve' - Structure changed EndoComposite to EndoComposite (C).
    • Marauder II MAD-AL 'Alpha' - Updated to official loadout, removed duplicate.
    • Marauder IIC - Duplicate version was removed.
    • Night Gyr D - Added missing artemis ammunition
    • Owens (All variants) - Updated to official loadout.
    • Phoenix Hawk PXH-1K - Duplicate version was removed.
    • Rook - In-game model has been changed and resized.
    • Salamander PPR-7T - Updated ammunition loadout.
    • Sling SL-1GM - Removed from the mod.
    • Spider SDR-9K - Updated to official loadout.
    • Strider SR1-OBD - Duplicate version was removed.
    • Sunder SD1-OS - Duplicate version was removed.
    • Targe TRG-2N - Added missing artemis ammunition
    • Templar / Templar III (All) -> Updated to official loadout.
    • Thorn THE-N2 - Moved from Clan Invasion to Jihad era.
    • Trebuchet TBT-8K - Added missing artemis ammunition
    • Trebuchet TBT-8K - Updated to official loadout.
    • Valkyrie C - Updated to official loadout.
    • Valkyrie VLK-QA - Updated to official loadout.
    • Valkyrie VLK-QD6 - Updated to official loadout.
    • Valkyrie VLK-QS5 - Updated to official loadout.
    • Vulture Mk II 'Geier' - Changed from Skinwalker Interface to Assassin Interface.
    • Warwolf Prime - Updated to official loadout.
    • Wasp LAM Mk I WSP-100 - Removed wingmount weapons
    • Wight WGT-2LAW - Updated to official loadout.
    • Wight WGT-4NC 'Dezgra' - Updated to official loadout. Has new unique armor.
    • Wolverine WVR-3R - Updated to official loadout.
    • Wulfen - In-game model has been resized.

    From To
    Aegis Point Defense Suit Angerona 'Aegis Point Defense Suit'
    Aladdin VL-5ML 'Aladdin' Vulcan VL-5ML 'Aladdin'
    Arbalest ABT-2 Arbalest 2
    Arbalest ABT-3 Arbalest 3
    Arctic Wolf 'Storm Wolf' Arctic Wolf II 'Storm Wolf'
    Arctos ACT-1 Arctos 1
    Arctos ACT-2 Arctos 2
    Arctos ACT-3 Arctos 3
    Arctos ACT-4 Arctos 4
    Arctos ACT-5 Arctos 5
    Arctos ACT-PZ Arctos PZ
    Aswang CGX-A Aswang A
    Aswang CGX-B Aswang B
    Aswang CGX-C Aswang C
    Aswang CGX-D Aswang D
    Aswang CGX-E Aswang E
    Aswang CGX-Prime Aswang Prime
    BattleMaster BLR-1G Red Corsair BattleMaster BLR-1G 'Red Corsair'
    BattleMaster BLR-3M (Rogers)|BattleMaster BLR-3M 'Rogers'
    Bear Cub BC-1 Bear Cub 1
    Bear Cub BC-2 Bear Cub 2
    Bear Cub BC-3 Bear Cub 3
    Beekeeper FRB-P Firebee FRB-P 'Beekeeper'
    Bessie CTL-X CattleMaster CTL-X 'Bessie'
    Black Beard AS7-D-HBB Atlas AS7-D 'Black Beard'
    Black Knight BL-X-KNT 'Red Reaper' Black Knight 'Red Reaper'
    Black Queen LVT-BKQN Black Queen
    Blazing Inferno COM-2D-BI Commando COM-2D 'Blazing Inferno'
    Bright Python BP-P Bright Python
    Caerbannog Spider 'Caerbannog'
    Canis CAS-2 Canis 2
    Catapult 'Basilisk' Catapult CPLT-S7 'Basilisk'
    Catapult CPLT-K4 Catapult CPLT-K3X
    Catapult II 'C7R' Catapult II CPLT-C7R
    Cave Lion CL Cave Lion 1
    Cazador CZR-1 Cazador 1
    Centurion II CN9-YLW2 'Yen Lo Wang' Centurion CN9-YLW2 'Yen Lo Wang 2'
    Charybdis CHA-1 Charybdis 1
    Charybdis CHA-2 Charybdis 2
    Charybdis CHA-3 Charybdis 3
    Charybdis CHA-4 Charybdis 4
    Charybdis CHA-5 Charybdis 5
    Charybdis CHA-6 Charybdis 6
    Charybdis CHA-7 Charybdis 7
    Cho'Gall Ettin 'Cho'Gall'
    Chompie JR7-CHP Jenner 'Chompie'
    Cockroach UM-CR UrbanMech 'Cockroach'
    Corvis CRV-2 Corvis 2
    Crab 'Hardshell' Crab CRB-27 'Hardshell'
    Crossbow X CRX-Prime Crossbow X Prime
    Crosscut IIC Crosscut IIC 'SolahmaMech'
    Crusader CRD-10S-LAM Crusader LAM CRD-10S
    Crusader CRD-10T-LAM Crusader LAM CRD-10T
    Cyllaros Cyllaros 1
    Dark Crow DCW-1 Dark Crow 1
    Dark Crow DCW-2 Dark Crow 2
    Dark Crow DCW-3 Dark Crow 3
    Dark Crow DCW-4 Dark Crow 4
    Deputy Dawg UM-RK9A1 UrbanMech 'Deputy Dawg'
    Dervish IIC Dervish IIC I
    Dirge 'Emmentaler' Lament 'Emmentaler'
    Dragon Fire IIC Dragon Fire IIC Prime
    Dragon Fire Dragon Fire IIC
    Dragonfly VPR-P Viper 'Dragonfly'
    Dragoon 'Rattler' Dragoon AEM-01F 'Rattler'
    Drift Shag DFS-1 Drift Shag 1
    Epimetheus EPI-S7 Epimetheus S7
    Erebus ERE-P1 Erebus P1
    Erebus ERE-P2 Erebus P2
    Erebus ERE-P3 Erebus P3
    Erebus ERE-P4 Erebus P4
    Eyrie ER-1 Eyrie 1
    Fire Ant FLE-FA |Flea 'Fire Ant'
    Fire Scorpion FSCR-2 Fire Scorpion 2
    Fire Scorpion FSCR-3 Fire Scorpion 3
    Fire Stallion 2 Thunder Stallion 2 'Fire Stallion'
    Freeman COM-2DS Commando COM-2DS 'Freeman'
    Fujin RJN-301-F Raijin RJN-301-F 'Fujin'
    Ghost Prowler HND-GP Hellhound 'Ghost Prawler'
    Giftzwerg GFZ-2G Imp IMP-2G 'Giftzwerg'
    Grace COR-S7 Corsair COR-S7 'Grace
    Griffin GRF-6P Griffin GRF-6R
    Gyrfalcon GF-1 Gyrfalcon 1
    Gyrfalcon GF-2 Gyrfalcon 2
    Gyrfalcon GF-3 Gyrfalcon 3
    Gyrfalcon GF-4 Gyrfalcon 4
    Hades LOKI-II A Hades A
    Hades LOKI-II B Hades B
    Hades LOKI-II C Hades C
    Hades LOKI-II D Hades D
    Hades LOKI-II E Hades E
    Hades LOKI-II F Hades F
    Hades LOKI-II G Hades G
    Hades LOKI-II Prime Hades Prime
    Harpagos Harpagos 1
    Hoellenhund HND-P Hellhound 'Hoellenhund'
    Honey Badger TLS-HB Talos 'Honey Badger'
    Hunter CTL-3R2 CattleMaster CTL-3R2 'Hunter'
    Icarus II ICR-1X Icarus ICR-1X, new prefab icarus
    Ice Ferret IFR-W2 Ice Ferret W2
    JagerMech IIC JagerMech IIC 1
    JagerMech JM-P JagerMech JM6-P
    Keres C-PRT-O PX Preta C-PRO-O 'Keres'
    Kit Fox KF-P 'Uller' Kit Fox 'Uller'
    Kontio Kontio 1
    Koshi KS-1 Koshi 1
    Koshi KS-2 Koshi 2
    Koshi KS-3 Koshi 3
    Kugelblitz SNV-KB Supernova 'Kugelblitz'
    Lady Killer MCII-M Mad Cat II 'Lady Killer'
    Legend-Killer RFL-3N-LK Rifleman 'Legend Killer'
    Mad Cat II 'Lady Killer' Mad Cat Mk II 'Lady Killer'
    Mad Cat Mk II MCII-DS 'Deathstrike' Mad Cat Mk II 'Deathstrike'
    Marauder 'Yar' Mad Cat LAM 'Yar'
    Marauder II MAD-AL Marauder II MAD-AL 'Alpha'
    Marauder IIC MAD-IIC-3 Marauder IIC 3
    Marauder MAD-BH-R Marauder II MAD-BH-R
    Marauder MAD-PX Black Marauder
    Marauder MAD-ZOP Marauder II LAM MAD-ZOP, new prefab
    Marauder Mad Cat LAM 'Cheeselord'
    Matador TR-P Toro 'Matador'
    Matar DN-RSC Dreadnought DN-RSC
    Matar SHP-P Omega SHP-P
    Mauler MAL-4R Mauler MAL-4D
    Mite Mite MTE-12C
    Mongoose MON-C2 Mongoose C 2
    Mongoose MON-C Mongoose C
    No-Dachi NDA-2K0 No-Dachi NDA-2KO
    Nova Cat NCT-CC 'Cobra Cat' Nova Cat 'Fury'
    Omen OM-1 Omen 1
    Omen OM-2 Omen 2
    Onager OGR-1 Onager 1
    Onager OGR-2 Onager 2
    Osprey OSP-26L Osprey OSP-26 'Lawrence'
    Osteon J Osteon 'Jaguar'
    Pack Hunter II PHII-1 Pack Hunter II 1
    Pack Hunter II PHII-2 Pack Hunter II 2
    Pack Hunter II PHII-3 Pack Hunter II 3
    Pack Hunter PH1 Pack Hunter 1
    Pack Hunter PH2 Pack Hunter 2
    Pack Hunter PH3 Pack Hunter 3
    Pack Hunter PH4 Pack Hunter 4
    Pack Hunter PH5 Pack Hunter 5
    Pain Vortex COM-2D-PV Commando COM-2D 'Pain Vortex'
    Phoenix PHX-HK5 Phoenix LAM PX-HK5
    Piranha PRA-5 Piranha 5
    Polly RVN-7S Raven RVN-7S 'Polly'
    Pulverizer PUL-C Pulverizer C
    Puma ADR-P Adder 'Puma'
    Pyromaniac BNC-PM Banshee 'Pyromaniac'
    Rabid Coyote RB-1 Rabid Coyote 1
    Rabid Coyote RB-2 Rabid Coyote 2
    Rabid Coyote RB-3 Rabid Coyote 3
    Rabid Coyote RB-P Rabid Coyote P
    Rabid Coyote RB-XR Rabid Coyote XR
    Rabid Coyote RB-Z Rabid Coyote Z
    Raczilla II LVT-RACZII Leviathan 'Raczilla II'
    Raczilla LVT-RACZ Leviathan 'Raczilla'
    Rapier RVN-LR-P Raven 'Rapier'
    Raptor T Raptor RTX1-OT
    Rattlesnake JR7-31R Rattlesnake JR7-31R 'Gideon'
    Raven RVN-H 'Huginn' Raven 'Huginn'
    Raven RVN-M 'Muninn' Raven 'Muninn'
    Raven RVN-SR Raven RVN-SR 'Shattered Raven'
    Raven RVN-SS Raven RVN-SS 'Shattered Raven'
    Raven RVN-X3X Raven X RVN-3X
    Rifleman 'Wolfman' Wolfman WVR-RFL
    Rifleman RFL-1LK 'Legend-Killer' Rifleman 'Legend Killer'
    Rifleman RFL-3N-2-LK 'Legend-Killer' Rifleman II 'Legend Killer'
    Rifleman RFL-3N-2P Rifleman II RFL-3N-2P
    Rifleman RFL-3N-LK2 'Legend-Killer' Rifleman 'Legend Killer'
    Rifleman RFL-LK 'Legend-Killer' Rifleman 'Legend Killer'
    Roc ROC-5 Roc 5
    Ryoken II Ryo-II-GB Ryoken II 'Gunboat'
    Ryoken II Ryo-II-S Ryoken II S
    Ryoken II Ryo-II Ryoken II 1
    Scott CP-50-T Cyclops CP-50-T 'Scott'
    Screamer SCR-1X-LAM Screamer LAM SCR-1X-LAM
    Screamer SCR-2X-LAM Screamer LAM SCR-2X-LAM
    Seraph 'Lucifer' Seraph C-SRP-O 'Lucifer'
    Shadow Hawk Here's 'Caid Shadow Hawk 'Here's 'Caid'
    Sparky GRF-1E 'Sparky' Griffin GRF-1E 'Sparky'
    Spirit SPI-2 Spirit 2
    Stalker STK-M 'Misery' Stalker 'Misery'
    Stone Rhino STR-1 Stone Rhino 1
    Stone Rhino STR-2 Stone Rhino 2
    Stone Rhino STR-3 Stone Rhino 3
    Stone Rhino STR-4 Stone Rhino 4
    Stone Rhino STR-5 Stone Rhino 5
    Stone Rhino STR-6 Stone Rhino 6
    Stone Rhino STR-7 Stone Rhino 7
    Stone Rhino STR-8 Stone Rhino 8
    Stone Rhino STR-X Stone Rhino X
    Stone Rhino STRN-R Stone Rhino 'Rhinoceronte'
    Stone Rhino STRN Stone Rhino 'Nocturnis'
    Stormcrow SCR-LA 'Lacerator' Stormcrow 'Lacerator'
    Summoner I2 Summoner I
    Supernova SNV-A Supernova A
    Supernova SNV-C Supernova C
    Taranis TRS-1 Taranis 1
    Thor SMN-P Summoner 'Thor'
    Tiamat FNR-SH Fafnir FNR-SH 'Tiamat'
    Timber Wolf LAM TW-LAM Mad Cat LAM 'Timber Wolf'
    Trebuchet TBT-7MM Trebuchet TBT-7MM 'Merida'
    Trebutchet TBT-LG 'Loup de Guerre' Trebuchet TBT-LG 'Loup de Guerre'
    TsarBomba BZK-T2 Hollander BZK-T2 'TsarBomba'
    TsarBomba BZK-T3 Hollander BZK-T3 'TsarBomba II'
    UrbanMech UM-LAM UrbanMech LAM UM-LAM
    UrbanMech UM-R60-LAM-MKII UrbanMech LAM UM-R60-LAM-II
    UrbanMech UM-R60-LAM UrbanMech LAM UM-R60-LAM
    Urbanlord UBL-06 UrbanLord UBL-06
    Urbanlord UBL-20 UrbanLord UBL-20
    Urbanlord UBL-77 UrbanLord UBL-77
    Urbanlord UBL-RX UrbanLord UBL-RX
    Valkyrie II VLK-II-LAM Valkyrie II LAM
    Vision Quest VQ-1 Vision Quest 1
    Vision Quest VQ-2 Vision Quest 2
    Vohn Rohrs VON-4RH-5 Von Rohrs VON-4RH-5
    Vohn Rohrs VON-4RH-6 Von Rohrs VON-4RH-6
    Vulpes VLP-1DX Vulpes VLP-1DX 'Beast'
    Vulture MK II 'Geier' Vulture Mk II 'Geier'
    Vulture MK II MDD-MKIIA Vulture Mk II MDDII-OA
    Vulture MK II MDD-MKIIB Vulture Mk II MDDII-OB
    Vulture MK II MDD-MKIIC Vulture Mk II MDDII-OC
    Vulture MK II MDD-MKIID Vulture Mk II MDDII-OD
    Vulture MK II MDD-MKIIE Vulture Mk II MDDII-OE
    Vulture MK II MDD-MKIIF Vulture Mk II MDDII-OF
    Vulture MK II MDD-MKIIP Vulture Mk II MDDII-OP
    Vulture MK II MDD-MKII Vulture Mk II MDDII-O
    Warhammer DFN-3A Defiance DFN-3A
    Warhammer WHM-LAM-1A Warhammer LAM WHM-LAM-1A
    Warhammer WHM-LAM-1B Warhammer LAM WHM-LAM-1B
    Warhammer WHM-LAM-1C Warhammer LAM WHM-LAM-1C
    Warhammer WHM-LAM-QSK Warhammer LAM WHM-LAM-QSK
    Wasp 'Rhabdomyolysis' Wasp LAM 'Rhabdomyolysis'
    Wasp LAM WSP-100A Wasp LAM Mk I WSP-100A
    Wasp LAM WSP-100b Wasp LAM Mk I WSP-100b
    Wasp LAM WSP-100 Wasp LAM Mk I WSP-100
    Wedding Ball UM-WB UrbanMech 'Wedding Ball'
    Wight WGT-4NC Wight WGT-4NC 'Dezgra'
    Wolfman WVR-RFL Wolfman WVR-RFL2 (duplicate name)
    Wolfman WVR-RFL Wolfman WVR-RFL3
    Wolverine WVR-7H Wolverine II WVR-7H, new prefab id
    Yen Lo Wang III CN11-YLW3 Centurion 'Yen Lo Wang Omni'
    Zeus 'Shokomish' Zeus 'Skokomish'
    Zeus X ZEU-9WD 'Stacy' Zeus-X ZEU-9WD 'Stacy'
    Zeus X ZEU-9WD 'ZEUX0003' Zeus-X ZEU-9WD 'ZEUX0003'
    Zeus X ZEU-X-C Zeus-X ZEU-X-C
    Zeus X ZEU-X2 Zeus-X ZEU-X2
    Zeus X ZEU-X3 Zeus-X ZEU-X3
    Zeus X ZEU-X4 Zeus-X ZEU-X4
    Zeus X ZEU-XP Zeus-X ZEU-XP
    Zeus X ZEU-XR Zeus-X ZEU-XR

    The following BattleMechs have had their chassis prefab switched, meaning they now have separate chassis affinities from their previous prefab. Each row is a separate prefab.

    • Behemoth BHN-6H - was Matar previously.
    • Blackjack BJ2-O (All variants) - was Blackjack previously.
    • Crosscut IIC 'SolahmaMech' - was Crosscut previously.
    • Daboku DCMS-MX90-D - was Mauler previously.
    • Devil TZ-1 - was Howler previously.
    • Dreadnought DN-RSC - was Matar previously.
    • Grand Crusader II GRN-D-04 - was Grand Crusader previously.
    • Hachiwara (All variants) - was Gallant previously.
    • Icarus (All variants) - was Icarus II previously.
    • Kontio 1 - was Kodiak previously.
    • Linesman LMN-1PT5 - was Mauler previously.
    • Marauder II LAM MAD-ZOP - was Marauder II previously.
    • Matar SHP-P - Moved to separate prefab from Matar SAM-R2 due to tonnage difference.
    • Panther IIC - was Panther previously.
    • Quickdraw IIC - was Quickdraw previously.
    • UrbanMech LAM UM-LAM, UrbanMech LAM UM-LAM-A, UrbanMech LAM UM-R60-LAM, UrbanMech LAM UM-R60-LAM-II - - was UrbanMech previously.
    • Viking IIC - was Viking previously.
    • Wolverine II WVR-7H - was Wolverine previously.
    • Wolverine IIC - was Wolverine previously.

    Legend:

    • APOC - Variant from apocryphal sources. E.g. MechForce UK, Team Trueborn, etc.
    • MWO - MechWarrior Online variant.
    • MW4 - MechWarrior 4 variant.
    • MW5 - MechWarrior 5 variant.
    • RT - RT Custom variant.


    Clan Invasion

    New Variants

    • Adder E2APOC / FAPOC / GAPOC / WAPOC
    • Centurion CN9-YLW3 'Yen Lo Wang 3' (Unique)
    • Griffin GRF-1RGbAPOC
    • Kit Fox E2APOC / F2APOC / F3APOC / G2APOC / M1APOC / M2APOC / M3APOC / XPMWO / 'Purifier'MWO (Unique)
    • Mackie MSK-10EAPOC / MSK-5UAPOC / MSK-7A / MSK-9HKR 'Kill Roy's Little Buddy' (Unique)
    • Mauler MAL-1X-AFFC / MAL-1Y / MAL-2D / MAL-1PT5 (Unique) / MAL-1PT6 (Unique)
    • Men Shen MS1-OTAPOC
    • Nightstar NSR-9FC / NSR-9J 'Brubaker' (Unique)
    • No-Dachi NDA-2K / NDA-2UAPOC
    • Orion ON1-KRAPOC
    • Rattlesnake JR7-31BAPOC / JR7-31PXAPOC / JR7-31UAPOC
    • Salamander PPR-6UAPOC
    • Sasquatch SQS-TH-001 (Solaris 7) / SQS-TH-007APOC (Solaris 7)
    • Scorpion SCP-1WAPOC / SCP-1N 'Rubinsky'APOC (Unique)
    • Shadow Cat UAPOC / VAPOC / WAPOC / XAPOC
    • Shadow Hawk SHD-3H / SHD-3H2
    • Stealth STH-2UAPOC
    • Stiletto STO-3AAPOC / STO-3JAPOC / STO-3WAPOC
    • Strider SR1-OR
    • Talon TLN-3LAPOC / TLN-5VNO
    • Thanatos TNS-4MMWO / TNS-4PMWO / TNS-5PMWO / TNS-5SMWO / TNS-5TMWO
    • Thorn THE-F
    • Timber Wolf E2APOC / E3APOC / F2APOC / F3APOC / GAPOC / H2APOC / IAPOC / JAPOC / KAPOC / KHAPOC / KHCMAPOC / M/AAPOC / M/JAPOC / M/WAPOC / SGAPOC / WDR1APOC / WDR2APOC / WDR3APOC / 'Hydra'APOC (Unique) / 'Kerensky'APOC (Unique) / 'Warrant'MWO (Unique)
    • Titan TI-1ADAPOC / TI-1DAPOC / TI-2DAPOC
    • Trebuchet TBT-5KAPOC / TBT-5NRAPOC / TBT-5PMWO / TBT-7AAPOC / TBT-7KRAPOC / TBT-8KLAPOC
    • UrbanMech UM-K9MWO / UM-R60RAPOC / UM-R60 'Dennis Franken'APOC (Unique) / UM-SC 'Street Cleaner'MWO (Unique Solaris 7)
    • Venom SDR-10KAPOC / SDR-9KA / SDR-9KB
    • Victor VTR-9GAPOC / VTR-9PMW5 / VTR-9RCAPOC / VTR-9B 'Kataga' (Unique) / VTR-9B 'Rocky' (Unique) / VTR-BSK 'Basilisk'MW5 (Unique)
    • Vindicator VND-1PMW5 / VND-1R 'St. Ives Blue' (Unique)
    • Viper E2APOC / F2APOC
    • Yu Huang Y-H11FAPOC
    • Zeus ZEU-6SRAPOC / ZEU-P-XAPOC

    New Chassis

    • Icestorm 1 - 25 ton Clan
    • Masauwu 1 - 75 ton Clan
    • Morpheus MR-P1 (Solaris 7) - 65 ton
    • Naginata NG-C3A - 95 ton IS
    • Omni-Corvis A / B / Prime - 50 ton Clan Omni
    • Onslaught SA-OS (Solaris 7) / SA-OS-S7APOC (Solaris 7) - 75 ton
    • Paladin PAL-1 (Solaris 7) - 60 ton
    • Predator 1 - 60 ton Clan
    • Predator II 1APOC / 2APOC - 65 ton Clan
    • Reconquista 1 - 75 ton IS
    • Rhino RHN-10APOC - 60 ton IS Quad
    • Ronin SA-RN (Solaris 7) / SA-RNSAPOC (Solaris 7) - 50 ton
    • Rook RK-BU3APOC - 100 ton IS
    • Sarissa MN1-K - 50 ton IS
    • Scarabus SCB-9A / SCB-9BAPOC / SCB-9T - 30 ton IS
    • Shrike SHR-1KAPOC - 50 ton Clan Quad
    • Shugenja SJA-7D - 75 ton IS
    • Stooping Hawk A / B / C / D / E / Prime - 55 ton Clan Omni
    • Sun Bear A / B / Prime - 55 ton Clan Omni
    • Tai-sho TSH-7S - 85 ton IS
    • Tempest 1APOC / TMP-2XAPOC / TMP-3G / TMP-3M / TMP-3MA - 65 ton Clan
    • Templar CRD-1GAPOC / CRD-1RAPOC / CRD-6TAPOC - 65 ton IS
    • Tessen TSN-1C - 50 ton IS
    • Thantos THS-4AAPOC (Solaris 7) - 55 ton
    • ThunderBird TRB-1DAPOC - 55 ton IS
    • Ti Ts'ang TSG-9H / TSG-9J - 60 ton IS
    • Trebuchet IIC 1APOC / 2APOC / 3APOC / 4APOC - 50 ton Clan
    • Trooper AAPOC / BTM-1AAPOC / HAPOC / PrimeAPOC - 60 ton Clan Omni
    • Tsunami TSU-1NAPOC / TS-P1 (Solaris 7) - 40 ton
    • Viper VPR-3XAPOC - 35 ton IS
    • Warlord WAR-TT1APOC / WLD-1PAPOC - 100 ton IS
    • Werewolf WER-LF-004 (Solaris 7) / WER-LF-005 (Solaris 7) - 40 ton
    • Wildfire P1-WF / P7-WFAPOC - 65 ton IS
    • Wolf Trap WFT-1 'Daitama' (Unique) - 45 ton IS
    • Woodsman A / B / Prime - 75 ton Clan Omni
    • Woodsman II AAPOC / BAPOC / PrimeAPOC - 80 ton Clan Omni

    Civil War

    New Variants

    • Griffin GRF-6R
    • Mad Cat Mk II 'Moonwalker'APOC (Unique)
    • Nightstar NSR-9SS / NSR-9J 'Holt' (Unique)
    • No-Dachi NDA-2KC
    • Rakshasa MDG-2A
    • Raven RVN-1XRAPOC / RVN-5FAPOC / RVN-1XLAPOC (Solaris 7)
    • Sunder SD1-O 'Samual' (Unique)
    • Templar TLR1-O 'Grayson' (Unique) / TLR1-O 'Tancred' (Unique)
    • Thanatos TNS-XTMW4 / TNS-4S 'Felix' (Unique) / TNS-HA 'Hangover'MWO (Unique)
    • Valkyrie VLK-Q1APOC / VLK-QARAPOC / VLK-QD3 / VLK-QF / VLK-QKAPOC
    • Venom SDR-9KC
    • Yeoman YMN-7YAPOC
    • Zeus ZEU-13SAPOC

    New Chassis

    • Morpheus MRP-3S (Solaris 7) / MRP-3T (Solaris 7) - 65 ton
    • Naginata NG-C3B / NG-C3C - 95 ton IS
    • Ocelot 1 - 35 ton Clan
    • Onslaught SA-OS2 (Solaris 7) / SA-OS3 (Solaris 7) - 75 ton
    • Pinion 1 - 45 ton Clan
    • Porcupine PRC-1N (Solaris 7) / PRC-2N (Solaris 7) - 20 ton
    • Ronin SA-RN7 (Solaris 7) - 50 ton
    • Scorpion II SCR-4KAPOC / SCR-5KAPOC - 65 ton IS Quad
    • Silver Fox SVR-5X (Solaris 7) / SVR-5Y (Solaris 7) - 35 ton
    • Spatha SP1-X (Unique Solaris 7) - 60 ton
    • Spirit 1 - 35 ton Clan
    • Tempest TMP-3M2 'Storm ' - 65 ton IS
    • Tessen TSN-C3 - 50 ton IS
    • Ti Ts'ang 'China Doll' (Unique Solaris 7) / TSG-9H 'Jason' (Unique) - 60 ton
    • Tsunami TS-P1D (Solaris 7) - 40 ton
    • Verfolger VR5-R - 65 ton IS
    • Volkh VKH-1 (Unique Solaris 7) / VKH-7 (Unique Solaris 7) - 45 ton
    • War Dog WR-DG-03FC - 75 ton IS

    Jihad

    New Variants

    • Catapult CPLT-K4
    • Kit Fox U
    • Mauler MAL-3K / MAL-1KX (Unique)
    • Men Shen MS1-OU
    • No-Dachi NDA-3X (Unique)
    • Ryoken II 2 / 3
    • Septicemia C / C-Z
    • Stiletto STO-6X (Unique)
    • Templar TLR1-OU
    • Trebuchet TBT-8B
    • Uziel UZL-8S
    • Valiant V4-LNT-J3 / VLN-3T (Solaris 7)
    • Valkyrie VLK-QD2 / VLK-QW5
    • Wight WGT-1LAW/SC / WGT-1LAW/SC3 / WGT-2LAWC3 / WGT-2SC / WGT-3SC

    New Chassis

    • Black Hawk 1 - 50 ton Clan
    • Icestorm 2 - 25 ton Clan
    • Mangonel MNL-3L - 70 ton IS
    • Mjolnir MLR-B2 / MLR-BX - 25 ton IS
    • Mongoose II MON-266 / MON-267 / MON-268 - 40 ton IS
    • Naginata NG-C3Ar - 95 ton IS
    • Nyx NX-80 / NX-80C / NX-90 - 30 ton IS
    • Ocelot 2 / 3 - 35 ton Clan
    • Paladin PAL-2 (Solaris 7) / PAL-3 (Solaris 7) - 60 ton
    • Pandarus LFA-1X (Unique) - 75 ton IS
    • Pathfinder PFF-2 / PFF-2T - 25 ton IS
    • Patriot PKM-2C / PKM-2D / PKM-2E - 65 ton IS
    • Pinion 2 / 3 - 45 ton Clan
    • Predator 2 - 60 ton Clan
    • Revenant UBM-1A - 30 ton IS Quad
    • Rook NH-1A / NH-1B / NH-1X '-X' / NH-2 / NH-3X - 55 ton IS
    • Sarissa MN1-D - 50 ton IS
    • Shugenja SJA-8H - 75 ton IS
    • Slagmaiden SLG-X (Unique) - 55 ton IS
    • Spatha SP2-X 'Warlord' (Unique Solaris 7) - 60 ton
    • Sphinx 1 / 2 - 75 ton Clan
    • Spirit 2 - 35 ton Clan
    • Stooping Hawk F / G - 55 ton Clan Omni
    • Storm Raider STM-M3 - 35 ton IS
    • Sun Cobra 1 - 55 ton Clan
    • Tai-sho TSH-8S - 85 ton IS
    • Temax Cat Ninjabolt TMC-NB (Unique Solaris 7) - 65 ton
    • Tessen TSN-1Cr / TSN-C3M / TSN-X-4 - 50 ton IS
    • Thunder Fox TFT-A9 - 55 ton IS Quad
    • ThunderHawk 1APOC - 90 ton Clan
    • Ti Ts'ang TSG-9C / TSG-9DDC - 60 ton IS
    • Tundra Wolf 2 / 3 / 4 - 75 ton Clan
    • Ursus 1 / 2 / 3 / PR - 50 ton Clan
    • Ursus II - 50 ton Clan
    • Verfolger VR6-C - 65 ton IS
    • Wakazashi 1APOC - 85 ton Clan
    • War Dog WR-DG-02FC / WR-DG-03WDRAPOC - 75 ton Clan
    • Werewolf WER-LF-004PAPOC (Unique Solaris 7) - 40 ton
    • Wolf Trap WFT-1 / WFT-2 / WFT-2B / WFT-B / WFT-C / WFT-2X 'Bear Trap' (Unique) - 45 ton IS

    Republic

    New Variants

    • Gladiator GLD-7R
    • Hel C
    • Hunchback HBK-6K
    • Mad Cat III 2 / 3 / 4 / 5
    • Mad Cat Mk II 5
    • Marshal MHL-6FR
    • No-Dachi NDA-3S
    • Owens OW-1G
    • Pack Hunter II 4
    • Raven RVN-3AAPOC / RVN-3JAPOC / RVN-3WAPOC
    • Templar TLR1-OBLO
    • Templar III TLR2-OTAPOC / TLR2-J 'Arthur' (Unique)
    • Thanatos TNS-6S
    • Trebuchet TBT-K7R / TBT-XK7
    • UrbanMech UM-R27
    • Valiant VLT-3E
    • Valkyrie VLK-QD4 / VLK-QD8 / VLK-QT2
    • Venom SDR-9KE

    New Chassis

    • Black Hawk 2 / 3 - 50 ton Clan
    • Mandrill 1 - 30 ton Clan
    • Mangonel MNL-3W / MNL-4S - 70 ton IS
    • Mongrel MGL-T1 / MGL-T2 - 50 ton Clan
    • Morrigan 1 / 2 / 3 / 4 / 5 - 35 ton Clan
    • Night Wolf 1 - 90 ton Clan
    • Nyx NX-100 - 30 ton IS
    • Ocelot 4 - 35 ton Clan
    • Pandarus LFA-1A - 75 ton IS
    • Parash 1 / 2 / 3 - 35 ton Clan
    • Peacekeeper PKP-1A / PKP-1B / PKP-2K - 95 ton IS
    • Penthesilea PEN-2H / PEN-2MAF / PEN-3H - 75 ton IS
    • Prefect PRF-1R / PRF-2R / PRF-1R 'Veronica' (Unique) - 75 ton IS
    • Sarissa MN2-A SecurityMech - 50 ton IS
    • Shen Yi SHY-3B / SHY-5B - 65 ton IS
    • Shockwave SKW-2F / SKW-4G / SKW-6H - 50 ton IS
    • Sphinx 3 / 4 - 75 ton Clan
    • Spider IIC APOC - 30 ton Clan
    • Storm Raider STM-R1 / STM-R2 / STM-R3 / STM-R4 - 35 ton IS
    • Sun Cobra 2 - 55 ton Clan
    • Targe TRG-1N / TRG-2N / TRG-3M - 40 ton IS
    • Thunder Fox TFT-C3 / TFT-F11 / TFT-L8 - 55 ton IS Quad
    • Ti Ts'ang TSG-10L - 60 ton IS
    • Tian-zong TNZ-N1 / TNZ-N2 - 75 ton IS
    • Tundra Wolf 5 - 75 ton Clan
    • Ursa URA-2A / URA-2C - 65 ton Clan Quad
    • Verfolger VR6-T - 65 ton IS
    • Violator VT-U1 / VT-U3 - 45 ton IS
    • Yao Lien YOL-4C - 55 ton IS

    Dark Ages

    New Variants

    • Blood Reaper 3
    • Gladiator GLD-7R/SF / GLD-9SF
    • Gyrfalcon 5
    • Hatamoto-Chi HTM-30T
    • Hel D / E / F / T
    • Mad Cat Mk II 6
    • Mauler MAL-4RRT
    • Naga T
    • Night Gyr TTAPOC
    • Pack Hunter II 'Isis' (Unique)
    • Prey Seeker PY-SR20 / PY-SR30
    • Raptor RTX1-OTAPOC
    • Ryoken II 'Tassa' (Unique)
    • Spartan SPT-N4
    • Stormcrow TTAPOC / WAPOC / 'Kotare' (Unique)
    • Thunder Hawk TDK-7Z
    • Tomahawk TAPOC
    • Trebuchet TBT-9R
    • Warwolf A / B / C / H
    • Watchman WTC-4MB (Unique Solaris 7)
    • Yu Huang Y-H12GC / 'Carson' (Unique)

    New Chassis

    • Malice MAL-XP / MAL-XT / MAL-XV / MAL-YZ - 100 ton Clan
    • Night Stalker NSR-K1 / NSR-K3 / NSR-K4 / NSR-KC / NSR-K7 (Solaris 7) - 40 ton IS
    • Notos A / B / C / D / Prime - 60 ton Clan Omni QuadVee
    • Nyx NX-110 - 30 ton IS
    • Porcupine PRC-3N (Unique Solaris 7) - 20 ton
    • Prefect PRF-1C / PRF-3R - 75 ton IS
    • Raider JL-1 / JL-3A / JL-3B - 50 ton IS
    • Raider Mk II JL-2 / JL-3C - 50 ton IS
    • Rattler RT-L3RAPOC - 100 ton IS
    • Razor Jaw 1APOC - 55 ton Clan
    • Revenant UBM-2R / UBM-2R2 / UBM-2R3 / UBM-2R4 - 30 ton IS Quad
    • Rhino 1 - 50 ton IS Quad
    • Rokurokubi RK-4K / RK-4T / RK-4X - 35 ton IS
    • Shiro SH-1V / SH-2P - 75 ton IS
    • Shockwave SKW-8X - 50 ton IS
    • Surtur SUR-T1 - 55 ton IS
    • Tempest C / TMP-4M - 65 ton IS
    • Tessen TSN-X4R 'Rapunzel' (Unique Solaris 7) - 50 ton
    • Tian-zong TNZ-N3 / TNZ-N3 'Jasminda' (Unique) - 75 ton IS
    • Tolva 1 - 40 ton Clan Quad
    • Tundra Wolf 1 - 75 ton Clan
    • Uraeus UAE-7R - 75 ton IS
    • Vandal LI-O / LI-OA / LI-OB / LI-OTAPOC - 65 ton IS Omni
    • Volkh VKH-68 (Unique Solaris 7) - 45 ton
    • Wendigo AAPOC / BAPOC / CAPOC / PrimeAPOC - 50 ton Clan Omni
    • Wendigo-VP A / Prime - 50 ton Clan Omni
    • Woodsman C / D - 75 ton Clan Omni
    • Wulfen A / B / C / D / E / H / Prime - 30 ton Clan Omni

    Operation RevivalAPOC

    • Arctic Cheetah Prime-EWR
    • Ice Ferret C-EWR / Prime-EWR
    • Viper B-EWR / Prime-EWR

    PirateTechRT

    • Barghest BGS-P
    • Jaguar P
    • Revenant UBM-P
    • Stalking Spider P
    • Trebaruna TR-P
    • Ursa URA-P
    • Xanthos XNT-P

    Quicksell CustomsRT

    • Hunchback QSK
    • Incubus QSC / QSC-A / QSC-B / QSC-C / QSC-D
    • Locust LCT-QSC
    • Marauder MAD-QSK
    • Nova NVA-QSC / NVA-QSC-M / NVA-QSC-S
    • Piranha QSC
    • Shadow Cat QSC-C
    • Shadow Hawk SHD-QSC
    • Stormcrow SCR-QSC-A / SCR-QSC-B
    • Timber Cat TC-QSC-A / TC-QSC-B / TC-QSC-C/ TC-QSC-D
    • Wolfhound WLF-QSC

    Rogue ElitesRT

    • Black Watch 'Left-Right-Goodnight'
    • Buccaneer 'Bernard Desjean'
    • Chimera 'Krash Landing'
    • Deimos 'Air Superiority'
    • Gunsmith 'Honoré Blanc'
    • Hammer 'Nail'
    • Hermit Crab 'Imitation'
    • Hornet 'Murder'
    • Hunchback IIC Hunchback 'Impostor'
    • JagerMech 'Jaegermeister'
    • Jenner IIC 'Hayai'
    • Lu Wei Bing 'Tian Long'
    • Marauder II 'Missed Opportunity'
    • Marshal 'Jimmy'
    • Nightstar 'Number Three'
    • OstLord 'Teutonic Knight'
    • Roughneck 'Jarhead'
    • Thunder Stallion 'Dragoon'
    • Yeoman 'Ashigaru'

    New Chassis

    • Penthesilea 'Magister' - 75 ton IS
    • Volkh 'Lance-A-Lot' (Unique) - 45 ton IS

    UrbocalypseRT

    • UrbanMech UM-R25 (C-variant)

    • New Lore text / Description added for many units.
    • Several VTOLs, especially those with heavy wing-mounted loads, now have weaker variants with less external weaponry.
      • As a result many VTOLs were renamed, with the weaker variant taking their old name. The changes listed below might for this reason be a bit confusing.
    • 'Black Jacket' YJ-OwO - Removed both HE Bombs.
    • 'Black Jacket' YJ-420 - Removed one Inferno Bomb
    • Alacorn Mk.IX - Loadout updated.
    • Balac - Spotter - Replaced Guided Bomb x2 with Guided Bomb x1.
    • Balac - Striker - Removed a Guided Bomb x2.
    • Behemoth II BHT-2C -> Removed Artemis, added Medium ER Laser.
    • Demolisher (Sealed) - Loadout updated.
    • Donar Gunship - Removed an AA iATM pod.
    • Harris Hawk HH-V1 - Removed wingmounted HE Bomb.
    • Harris Hawk HH-V2 - Removed wingmounted Guided Bomb.
    • Hawk Moth (TBM) - Removed one Light AA pod.
    • Mockingbird 2 - Removed wingmounted HE Bomb.
    • Mosquito - Removed wingmounted Quad Missile.
    • Nidhogg IIC - Removed two wingmounted AA iATM pods.
    • Ripper (F) - Inferno Bomb x2 changed to Inferno Bomb x1
    • Scorpions (Most) - Loadout updated.
    • Sprint (ML) - Removed a wingmounted Rocket 15 pod.
    • Sprint (TAG) - Removed a wingmounted Quad Missile pod.

  • A-11 Lightning Bolt - Renamed to A-11 Lightning Bolt (WP).
  • Balac (RISC) - Renamed to Balac (RISC-M).
  • Cascatelle AR-RR - Renamed to Cascatelle AR-RR-RR.
  • Cascatelle HV-GS - Renamed to Cascatelle HV-GS-BM.
  • Cascatelle LR-MI - Renamed to Cascatelle LR-MI-PX.
  • Cascatelle PL-ML - Renamed to Cascatelle PL-ML-HL.
  • Cascatelle WT-FB - Renamed to Cascatelle WT-FB-RM.
  • Donar CAS - Renamed to Donar CAS (Bomber).
  • Fujin 0 - Renamed to Fujin 0 (Heavy).
  • Fujin 0A - Renamed to Fujin 0A (Heavy).
  • Fujin 0B - Renamed to Fujin 0B (Heavy).
  • Fujin 0C - Renamed to Fujin 0C (Heavy).
  • Fujin 0D - Renamed to Fujin 0D (Heavy).
  • Fujin 0E - Renamed to Fujin 0E (Heavy).
  • Fujin 0F - Renamed to Fujin 0F (Heavy).
  • Fujin 0G - Renamed to Fujin 0G (Heavy).
  • Igor (L-Gauss) - CASE version Renamed to Igor (CL-Gauss WP), other version renamed to Igor (L-Gauss WP).
  • Igor (LAC/5) - Renamed to Igor (LAC/5 WP).
  • Igor (LAC/5) - Renamed to Igor (LAC/5 WP), weapons shifted locations.
  • Lindwyrm (Bomber) - Renamed to Lindwyrm (Stealth Bomber).
  • Lindwyrm (LLC) - Renamed to Lindwyrm (LLC/P).
  • Lindwyrm (MRM) - Renamed to Lindwyrm (MRM/B).
  • Lindwyrm (SRM) - Renamed to Lindwyrm (SRM/B).
  • Nidhogg 'Nidcognito' - Renamed to Nidhogg 'Nidcognito' (MP).
  • Pirate Nidhogg - Renamed to Pirate Nidhogg (Bomber).
  • ROC-LRM/S - Renamed to ROC-SLRM.
  • Scorpion IIC - Renamed to Scorpion (C).
  • Scorpion M2 - Renamed to Scorpion (RAC).
  • Scorpion M2-X - Renamed to Scorpion Mk2.
  • Seth '3 by 5' - Renamed to Seth '3 by 5' (AA).
  • Seth 'Gunslinger'' - Renamed to Seth 'Holliday.
  • Seth 'Laserblast' - Renamed to Seth 'Laserblast' (WP).
  • Seth 'Longbow' - Renamed to Seth 'Longbow' (MP).
  • Seth 'Snubfighter'' - Renamed to Seth 'Snubbomber.
  • Seth Stealth Bomber - Renamed to Seth Heavy Bomber.
  • Skadi SK-FAV/10 - Renamed to Skadi SK-FAV/10B.
  • Skorpio Light Tank - Renamed to Scorpion (Rifle), armor tweaks.
  • Strix VTOL - Renamed to Strix (Bomber).
  • Telvache - Renamed to Telvache (Bomber).
  • Vespa - Renamed to Vespa MP.
  • Vespa MK.II - Renamed to Vespa MK.II MP.
  • Yellow Jacket YJ-59rR - Renamed to Yellow Jacket YJ-59RN.

  • Civil War

    • Cascatelle PL-ML - 60 tons, IS VTOL, No Wingmount hardpoints
    • Donar CAS - 21 tons, Clan VTOL, No Wingmount hardpoints
    • Nidhogg 'Nidcognito' - 45 tons, IS VTOL, No Wingmount hardpoints
    • Seth '3 by 5' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Seth 'Longbow' - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Vulture Gunship (LB/2X) - 30 tons, IS VTOL
    • Vulture Gunship (UAC/2) - 30 tons, IS VTOL

    Clan Invasion

    • Behemoth BHT-A1R - 100 tons, IS Tank
    • Cascatelle HV-GS - 60 tons, IS VTOL, No Wingmount hardpoints
    • Cascatelle LR-MI - 60 tons, IS VTOL, No Wingmount hardpoints
    • Cascatelle WT-FB - 60 tons, IS VTOL, No Wingmount hardpoints
    • Firewyrm (Scout) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Firewyrm LRM (Scout) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Firewyrm Streak (Scout) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Igor (L-Gauss) - 60 tons, IS VTOL, No Wingmount hardpoints
    • Lindwyrm (LLC) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Lindwyrm (MRM) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Lindwyrm (SRM) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • Lindwyrm (Stealth) - 45 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-HAG-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-INTB-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-LBX/20-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-MTR-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-SLRM-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • ROC-UAC/20-L - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Scorpion (Armor) - 25 tons, Clan Tank
    • Scorpion IIC - 25 tons, Clan Tank
    • Seth 'Gunslinger' - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Seth 'Laserblast' - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Seth Stealth Bomber - 55 tons, Clan VTOL, No Wingmount hardpoints
    • Telvache - 60 tons, Clan VTOL, No Wingmount hardpoints
    • Tenochca 'Aquila' - 24 tons, IS VTOL
    • Tenochca 'Carnifex' - 24 tons, IS VTOL
    • Tenochca 'Recurve' - 24 tons, IS VTOL
    • Tenochca - 24 tons, IS VTOL
    • Vespa MK.II - 15 tons, IS VTOL, No Wingmount hardpoints
    • Vespa - 15 tons, IS VTOL, No Wingmount hardpoints
    • Vulture Gunship (AC/2) - 30 tons, IS VTOL
    • Vulture Gunship (HVAC/2) - 30 tons, IS VTOL
    • Vulture Gunship (XL) - 30 tons, IS VTOL
    • Vulture Gunship - 30 tons, IS VTOL
    • Warrior H7B (Scout) - 21 tons, IS VTOL, No Wingmount hardpoints

    Jihad

    • A-11 Lightning Bolt - 30 tons, IS VTOL, No Wingmount hardpoints
    • Harasser (Armor) - 25 tons, IS Hover
    • Harasser (Speed) - 25 tons, IS Hover
    • Igor (CL-Gauss) - 60 tons, IS VTOL, No Wingmount hardpoints
    • Seth 'Cloudburst' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Seth 'Snubfighter' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Vulture Gunship (LAC/5) - 30 tons, IS VTOL

    Republic

    • Behemoth BHT-A2D - 100 tons, IS Tank
    • Harasser (LFE) - 25 tons, IS Hover
    • Harasser (Marian) - 25 tons, IS Hover
    • Harasser (iNARC) - 25 tons, IS Hover
    • Igor (LAC/5) - 60 tons, IS VTOL, No Wingmount hardpoints
    • Karnov (BAS) - 30 tons, IS VTOL
    • Scorpion (Hardened) - 25 tons, IS Tank
    • Scorpion (TBM) - 25 tons, IS Tank
    • Scorpion (UAC) - 25 tons, IS Tank
    • Skadi SK-FAV/10L - 30 tons, Clan VTOL, No Wingmount hardpoints
    • Strix VTOL - 30 tons, IS VTOL, No Wingmount hardpoints
    • Vulture Gunship (CUAC/2) - 30 tons, IS VTOL

    Dark Age

    • Behemoth BHT-A2L - 100 tons, IS Tank
    • Behemoth BHT-K2 - 100 tons, Clan Tank
    • Hunter HNT-4F - 35 tons, IS Tank
    • SM-1B Tank Destroyer - 50 tons, IS Hover

    Pirates

    • Cascatelle AR-RR - 60 tons, IS VTOL, No Wingmount hardpoints
    • Kamakirihameha 'Scout' - 55 tons, IS VTOL, No Wingmount hardpoints
    • Pirate Nidhogg - 45 tons, IS VTOL, No Wingmount hardpoints

    RISC

    • Balac (RISC) - 25 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0 - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0A - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0B - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0C - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0D - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0E - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0F - 30 tons, IS VTOL, No Wingmount hardpoints
    • Fujin 0G - 30 tons, IS VTOL, No Wingmount hardpoints
    • Yellow Jacket YJ-59R - 30 tons, IS VTOL, No Wingmount hardpoints

    {{#tag:tabber|General Information= Squads is the framework RogueTech already uses to represent Battle Armor, ProtoMechs and Ultralight 'Mech squads. The framework allows defining a unit in the game to consist of several members that share the same internal systems.

    The following key traits are consistent for all squad units:

    • All members of the squad share the same systems configuration. This include equipment such as armor, structure, engine, etc. Due to this the systems are always fixed.
    • Since systems are shared, they can not be critically hit or destroyed on an individual squad member. They will continue functioning for all still alive members of the squad until the whole unit is neutralized.
    • The Squad units are immune to heat and stability damage, and can never shutdown. They are instead considerably more vulnerable to Through Armor Damage.
    • All weapons are fixed for Mech Squads and ProtoMechs for balance reasons. Battle Armor allows changing weapons. All types allow switching ammunition and modifying armor amounts.

    In this release the Squads framework is being expanded to both allow better implementation of the units as well as making the capabilities of these types of units easier to understand for players.

    Some of the key features are:

    • Squad Units can now have proper quirks, armor and structure like standard 'Mech units already do. They are displayed just like for other units within the Mech Lab, but are not visible in combat due to technical limitations.
    • In combination with the feature above, special chassis traits such as Quad, WiGE or VTOL are now handled by a new item slot, thus freeing the Quirk slot.
    • A new display section in the mech lab on the top right side for displaying the shared internal systems of the units.
    • The introduction of Specialist equipment, to represent non-critical systems that each member of the squad would have but the benefits does not stack or have to be equal for all squad members. E.g. ECM, C3, MASC/Supercharger, Sensors and more.
      • Note: These are fixed and can not be changed for balance reasons.
    • Allowing customization by players of the ammunition loadouts for all squad unit types.
    • Weapons that use external ammunition boxes are only able to use boxes from the same location. This means that even if a some member has the correct ammunition, not all members of the unit can use it. No warnings about this fact appear in the Mechbay.

    With these changes it is now possible to implement more canon and apocryphal ultralight 'Mechs with the correct loadouts, allowing the increase of available Mech Squads in RogueTech up to a total of 39 as seen in the list below.

    A notable new unit that players can meet on the battlfield is the Celerity-series of Word of Blake. These Drone-like 'Mechs are fully remote controlled (for this reason not available to players yet), and some of them can even carry Battle Armor weapons.

    Note: The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.

    Available Mech Squads

    Clan Invasion

    • Ambassador MBSDR-I - 15 ton, IS, Unofficial, Custom model, 2 squad members
    • Apollon APN-1J - 15 ton, IS, Unofficial, 2 squad members
    • Bloedhond BLH-6D - 15 ton, IS, Unofficial, 2 squad members
    • Bloedhond BLH-7D - 15 ton, IS, Unofficial, 2 squad members
    • Celerity CLR-02-X-D - 15 ton, IS, 2 squad members
    • Celerity CLR-03-O - 15 ton, IS, 2 squad members
    • Celerity CLR-03OMM 'Rajah' - 15 ton, Solaris 7 Unique, 2 squad members
    • Cherub C-HRB-O 'Invictus' - 15 ton, IS, 2 squad members
    • Cherub C-HRB-OA 'Dominus' - 15 ton, IS, 2 squad members
    • Cherub C-HRB-OC 'Comminus' - 15 ton, IS, 2 squad members
    • Flea FLE-14 - 15 ton, IS, 2 squad members
    • Flea FLE-14B - 15 ton, IS, Unofficial, 2 squad members
    • Flea FLE-14N - 15 ton, IS, Unofficial, 2 squad members
    • Foxfire FXR-4R - 15 ton, IS, Unofficial, 2 squad members
    • Guardian GRD-1N - 15 ton, IS, Unofficial, 2 squad members
    • Guardian GRD-1NR - 15 ton, IS, Unofficial, 2 squad members
    • Hounddog HDG-5L - 15 ton, IS, Unofficial, 2 squad members
    • Junior JNR-7P - 10 ton, IS, Unofficial, 4 squad members
    • Mite MTE-12C - 10 ton, IS, Unofficial, 4 squad members
    • Mosquito MOS-1K - 15 ton, IS, Unofficial, 2 squad members
    • Roadrunner RD-1R - 15 ton, Clan, 2 squad members
    • Sheepdog SHE-1PD - 10 ton, IS, Unofficial, 4 squad members
    • Slowpoke SLP-2U - 10 ton, IS, Unofficial, 4 squad members
    • Stiletto STL-7D - 15 ton, IS, Unofficial, 2 squad members
    • Wisp WS-P2 - 10 ton, IS, Unofficial, 4 squad members

    Dark Ages

    • Celerity CLR-03-OA - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OB - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OC - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OD - 15 ton, IS, 2 squad members
    • Celerity CLR-03-OE - 15 ton, IS, 2 squad members
    • Celerity CLR-04-R - 15 ton, IS, 2 squad members
    • Celerity CLR-05-X - 15 ton, IS, 2 squad members
    • Prey Seeker PY-SR10 - 15 ton, IS, 2 squad members
    • Prey Seeker PY-SR20 - 15 ton, IS, 2 squad members
    • Prey Seeker PY-SR30 - 15 ton, IS, 2 squad members

    Quicksell Customs

    • Corgi CRG-CA - 10 ton, Clan, 4 squad members
    • Corgi CRG-CB - 10 ton, Clan, 4 squad members

    Heavier Mech Squads

    • UrbanMech UM-1UL - 30 ton, IS, 4 members
    • Gùn GN-SQD - 20 ton, IS, Elite, 4 members

    All Protomechs have been renamed to follow the Clan naming pattern of chassis followed by a single number, instead of including the chassis abbrevation (variant name).

    Available ProtoMechs

    Note: The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.

    Clan Invasion

    • Centaur 1 - 5 ton, IS
    • Gorgon 1 - 8 ton, IS
    • Harpy 1 - 2 ton, IS
    • Hobgoblin 1 - 10 ton, IS
    • Hobgoblin 2 - 10 ton, IS
    • Hydra 1 - 6 ton, IS
    • Minotaur 'MortarTaur' - 9 ton, IS
    • Minotaur 1 - 9 ton, IS
    • Minotaur P2 - 9 ton, IS
    • Minotaur Z - 9 ton, IS
    • Roc 1 - 7 ton, IS
    • Roc Z - 7 ton, IS
    • Satyr 1 - 4 ton, IS
    • Siren 1 - 3 ton, IS
    • Siren 2 - 3 ton, IS

    Civil War

    • Basilisk 1 - 7 ton, IS
    • Basilisk 2 - 7 ton, IS
    • Cecerops 1 - 3 ton, IS
    • Cecerops 2 - 3 ton, IS
    • Cecerops 5 - 3 ton, IS
    • Centaur 2 - 5 ton, IS
    • Centaur 3 - 5 ton, IS
    • Chrysaor 1 - 6 ton, IS
    • Chrysaor 2 - 6 ton, IS
    • Delphyne 1 - 9 ton, IS
    • Delphyne 2 - 9 ton, IS
    • Erinyes 1 - 2 ton, IS
    • Erinyes 2 - 2 ton, IS
    • Gorgon 2 - 8 ton, IS
    • Gorgon 3 - 8 ton, IS
    • Harpy 2 - 2 ton, IS
    • Harpy 3 - 2 ton, IS
    • Hydra 2 - 6 ton, IS
    • Hydra 3 - 6 ton, IS
    • Minotaur 2 - 9 ton, IS
    • Minotaur 3 - 9 ton, IS
    • Orc 1 - 4 ton, IS
    • Orc 2 - 4 ton, IS
    • Procyon 1 - 5 ton, IS
    • Procyon 2 - 5 ton, IS
    • Procyon Z - 5 ton, IS
    • Roc 2 - 7 ton, IS
    • Roc 3 - 7 ton, IS
    • Satyr 2 - 4 ton, IS
    • Satyr 3 - 4 ton, IS
    • Siren 3 - 3 ton, IS
    • Triton 1 - 8 ton, IS
    • Triton 2 - 8 ton, IS

    Jihad

    • Basilisk 3 - 7 ton, IS
    • Basilisk Quad - 7 ton, IS Quad
    • Basilisk Quad B - 7 ton, IS Quad
    • Boggart 1 - 13 ton, IS Quad
    • Boggart 2 - 13 ton, IS Quad
    • Cecerops 3 - 3 ton, IS
    • Cecerops 4 - 3 ton, IS
    • Centaur 4 - 5 ton, IS
    • Centaur Z - 5 ton, IS
    • Delphyne 3 - 9 ton, IS
    • Erinyes 3 - 2 ton, IS
    • Gorgon 4 - 8 ton, IS
    • Harpy 4 - 2 ton, IS
    • Hydra 4 - 6 ton, IS
    • Minotaur 4 - 9 ton, IS
    • Minotaur XP - 9 ton, IS
    • Orc 3 - 4 ton, IS
    • Orc 4 - 4 ton, IS
    • Procyon 3 - 5 ton, IS
    • Procyon 4 - 5 ton, IS
    • Procyon 5 - 5 ton, IS
    • Roc 4 - 7 ton, IS
    • Satyr 4 - 4 ton, IS
    • Satyr XP - 4 ton, IS
    • Siren 4 - 3 ton, IS
    • Siren 5 - 3 ton, IS
    • Sprite 'Pixel' - 15 ton, IS
    • Sprite 1 - 15 ton, IS
    • Sprite 2 - 15 ton, IS
    • Sprite 3 - 15 ton, IS
    • Triton 3 - 8 ton, IS
    • Triton 4 - 8 ton, IS

    Republic

    • Gorgon 5 - 8 ton, IS
    • Gorgon 6 - 8 ton, IS
    • Hippogriff 1 - 8 ton, IS
    • Hippogriff 2 - 8 ton, IS, RT Custom
    • Procyon Quad 1 - 6 ton, IS Quad
    • Roc 5 - 7 ton, IS
    • Svartalfa 1 - 14 ton, IS WiGE
    • Svartalfa 2 - 14 ton, IS WiGE
    • Svartalfa 3 - 14 ton, IS WiGE

    PirateTech

    • Slayer - 15 ton, IS

    Battle Armor have had a larger rework than Protomechs did, allowing us to add many more variants and profiles.

    As before, many variants of Battle Armor will have multiple squad sizes to match the in-lore of Inner Sphere (4), Clan (5) and ComStar/Word of Blake (6) lance sizes.

    Some of the more interesting additions is the Sylph, which has VTOL functionality allowing it to transform into a flying state, or the Centaur Battle Armor which brings BA Tube Artillery. Worth noting is also the new weapon attachment Detachable Weapon Pack, which lowers the weight of the attached weapon by 25% in exchange for 10% reduced movement speed.

    Important: Due to the large flexibility of Battle Armor in the Battletech rules system, an implementation choice was made that most internal systems will have no visible weight or cost in the Mech Lab. This is due to the fact the game is not able to handle dynamic gear weights and costs based on each squad member's max weight. As a result of this the Movement information displayed in the Mech Lab and Mech bay will not be correct, instead check the internal systems' tooltips for this information. All weapon and ammunition boxes will however have a listed weight, allowing customization of them.

    Available Battle Armor

    Note: The tonnage given in the list below is per member, to get the total tonnage of the unit multiply the specified tonnage with the amount of squad members.

    Clan Invasion

    • Achileus (WoB) (6) - 0.75 ton
    • Achileus [David] (4) - 0.75 ton
    • Achileus [FL] (4) / 6 - 0.75 ton
    • Achileus [GSS] (6) - 0.75 ton
    • Achileus [L] (4) / (6) - 0.75 ton
    • Achileus [MG] (4) / (6) - 0.75 ton
    • Achileus [TAG] (4) / (6) - 0.75 ton
    • Cavalier II [FL] (4) - 1 ton
    • Cavalier II [MRR] (4) - 1 ton
    • Cavalier II [PPC] (4) - 1 ton
    • Cavalier II [SRM] (4) - 1 ton
    • Cavalier [FL] (4) / (5) - 1 ton
    • Cavalier [L] (4) / (5) - 1 ton
    • Cavalier [MG] (4) / (5) - 1 ton
    • Cavalier [SRM] (4) / (5) - 1 ton
    • Corona [STD] (5) - 1.5 ton
    • Djinn 'Terrorizer' [FL] (4) / (6) - 0.75 ton
    • Djinn 'Terrorizer' [MG] (4) / (6) - 0.75 ton
    • Djinn 'Terrorizer' [SL] (4) / (6) - 0.75 ton
    • Djinn (Stealth) (6) - 0.75 ton
    • Djinn [STD] (6) - 0.75 ton
    • Dragoon Battle Armor [ADV] (5) - 1 ton
    • Dragoon Battle Armor [STD] (4) / (5) - 1 ton
    • Elemental (Headhunter) (5) - 1 ton
    • Elemental [FL] (5) - 1 ton
    • Elemental [HMG] (5) - 1 ton
    • Elemental [L] (5) - 1 ton
    • Elemental [MG] (5) - 1 ton
    • Elemental [MPL] (5) - 1 ton
    • Fenrir [ERML] (4) - 2 ton Quad
    • Fenrir [MG] (4) - 2 ton Quad
    • Fenrir [MPL] (4) - 2 ton Quad
    • Fenrir [MTR] (4) - 2 ton Quad
    • Fenrir [SL] (4) - 2 ton Quad
    • Fenrir [SPL] (4) - 2 ton Quad
    • Fenrir [SRM] (4) - 2 ton Quad
    • Fusilier [STD] (4) - 2 ton
    • Fusilier [UPG] (4) - 2 ton
    • Gnome [LRM] (5) - 1.5 ton
    • Gnome [STD] (5) - 1.5 ton
    • Gray Death 'Surat' Solahma (5) - 1 ton
    • Gray Death Infiltrator [Firedrake] (4) - 1 ton
    • Gray Death Infiltrator [IS] (4) - 1 ton
    • Gray Death Infiltrator [MD] (4) - 1 ton
    • Gray Death Infiltrator [RSD] (4) - 1 ton
    • Gray Death Infiltrator [TAG] (4) - 1 ton
    • Gray Death Scout (Reaper) (4) - 0.75 ton Unique
    • Gray Death Scout (The Willow Wisps) (4) - 0.75 ton Unique
    • Gray Death Scout [STD] (4) - 0.75 ton
    • Gray Death Standard [FL] (4) - 1 ton
    • Gray Death Standard [LRR] (4) - 1 ton
    • Gray Death Standard [L] (4) - 1 ton
    • Gray Death Standard [MG] (4) - 1 ton
    • Gray Death Standard [SRM] (4) - 1 ton
    • Grenadier (Hunter-Killer) [SRM/GSS] (4) - 2 ton
    • Grenadier (Hunter-Killer) [SRM/Narc] (4) - 2 ton
    • Grenadier [C3/HRR] (4) - 2 ton
    • Grenadier [HFL] (4) - 2 ton
    • Grenadier [SRM/FL] (4) - 2 ton
    • Grenadier [SRM/GSS] (4) - 2 ton
    • Grenadier [SRM/LRR] (4) - 2 ton
    • Grenadier [SRM/SL] (4) - 2 ton
    • Grenadier [SRM/TAG] (4) - 2 ton
    • Grenadier [VSP/GSS] (4) - 2 ton
    • Hauberk (Commando) (4) - 2 ton
    • Hauberk II [STD] (4) - 2 ton
    • Hauberk U15 (4) - 2 ton Unique
    • Hauberk [STD] (4) - 2 ton
    • Infiltrator Mk I [STD] (4) - 0.75 ton
    • Infiltrator Mk II [M] (4) - 1 ton
    • Infiltrator Mk II [STD] (4) - 1 ton
    • Inner Sphere Standard 'The Hive' (4) - 1 ton Unique
    • Inner Sphere Standard [FL] (4) - 1 ton
    • Inner Sphere Standard [GSS] (4) / (6) - 1 ton, RT Custom
    • Inner Sphere Standard [LRR] (4) - 1 ton
    • Inner Sphere Standard [L] (4) - 1 ton
    • Inner Sphere Standard [MG] (4) - 1 ton
    • Inner Sphere Standard [MTR] (4) - 1 ton, RT Custom
    • Inner Sphere Standard [Magnetic] (4) - 1 ton
    • Inner Sphere Standard [SRM] (4) - 1 ton
    • Inner Sphere Standard [TAG] (4) - 1 ton, RT Custom
    • Kage (DEST) (4) - 0.75 ton
    • Kage (Space) (4) - 0.75 ton
    • Kage (Tsunami) (4) - 0.75 ton
    • Kage C (4) - 0.75 ton
    • Kage [ECM] (4) - 0.75 ton
    • Kage [FL] (4) - 0.75 ton
    • Kage [L] (4) - 0.75 ton
    • Kage [MG] (4) - 0.75 ton
    • Kage [TAG] (4) - 0.75 ton
    • Kanazuchi 'Cyclops' (4) - 2 ton Unique
    • Kanazuchi (Upgrade) [PPC] (4) - 2 ton
    • Kanazuchi [STD] (4) - 2 ton
    • Kanazuchi [Support] (4) - 2 ton
    • Kopis 'The Dark Alley' (4) - 2 ton
    • Kopis (Anti-Infantry Mk II) (4) - 2 ton
    • Kopis (Anti-Infantry Mk IIr) (4) - 2 ton
    • Kopis (Anti-Infantry) (4) - 2 ton
    • Kopis [MTR] (4) - 2 ton
    • Longinus 'Hacked' [GSS] (4) - 1 ton Unique
    • Longinus 'Hacked' [MG] (4) - 1 ton Unique
    • Longinus [FL] (4) / (6) - 1 ton
    • Longinus [GSS] (4) / (6) - 1 ton
    • Longinus [L] (4) / (6) - 1 ton
    • Longinus [MG] (4) / (6) - 1 ton
    • Nighthawk Mk. XXI (4) / (5) / (6) - 0.4 ton
    • Nighthawk Mk. XXII (4) / (5) / (6) - 0.4 ton
    • Nighthawk Mk. XXX (4) / (5) / (6) - 0.4 ton
    • Raiden (Anti-Infantry) (4) - 1 ton
    • Raiden II [FL] (4) - 1 ton
    • Raiden II [HMG] (4) - 1 ton
    • Raiden [FL] (4) - 1 ton
    • Raiden [L] (4) - 1 ton
    • Raiden [MG] (4) - 1 ton
    • Raiden [MRM] (4) - 1 ton
    • Raiden [STD] (4) - 1 ton
    • Raiden [Tsunami] (4) - 1 ton
    • Rhino Battle Armor (5) - 1.5 ton
    • Rogue Bear (Hybrid) (5) - 1.5 ton
    • Rogue Bear (Upgrade) (5) - 1.5 ton
    • Rogue Bear [HR] (5) - 1.5 ton
    • Rogue Bear [STD] (5) - 1.5 ton
    • Salamander (Anti-Infantry) (5) - 1 ton
    • Salamander [L] (5) - 1 ton
    • Salamander [STD] (3) / (4) / (5) - 1 ton
    • Sloth (Standard) (4) - 1.5 ton Quad
    • Tornado G12 (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [FL] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [GL] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [GSS] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [L] (4) / (5) / (6) - 0.4 ton
    • Tornado G13 [MG] (4) / (5) / (6) - 0.4 ton
    • Tornado G17 (6) - 0.4 ton
    • Tornado P12 (6) - 0.4 ton
    • Tornado P17 'Hurricane' (6) - 0.4 ton
    • Tunnel Rat IV [GL] (4) - 0.4 ton
    • Tunnel Rat IV [LMG] (4) - 0.4 ton
    • Tunnel Rat (4) - 0.4 ton
    • Undine 'Sebastian' (4) - 1 ton, Solaris 7 Unique
    • Undine [STD] (4) / (5) - 1 ton
    • Undine [UPG] (5) - 1 ton
    • Xiphos A (4) / (5) - 2 ton
    • Xiphos B (4) / (5) - 2 ton
    • Xiphos C (4) / (5) - 2 ton

    Civil War

    • Afreet (Interdictor) (5) - 1 ton
    • Afreet [HH] (5) - 1 ton
    • Afreet [JF] (5) - 1 ton
    • Afreet [STD] (5) - 1 ton
    • Asura [AI] (6) - 1 ton
    • Asura [SRM] (6) - 1 ton
    • Asura [STD] (6) - 1 ton
    • Callisto A [BH] (5) - 1 ton
    • Callisto A [ERML] (5) - 1 ton
    • Callisto A [HMG] (5) - 1 ton
    • Callisto B [MRR] (5) - 1 ton
    • Callisto B [SRM] (5) - 1 ton
    • Clan Battle Armor 'Bär' (5) - 1 ton
    • Clan Battle Armor 'Rabid' (4) / (5) - 1 ton
    • Clan Battle Armor 'Rache' (5) - 1 ton
    • Clan Battle Armor 'Volkh' (5) - 1 ton
    • Fa Shih [FL] (4) - 1 ton
    • Fa Shih [LRR] (4) - 1 ton
    • Fa Shih [L] (4) - 1 ton
    • Fa Shih [MG] (4) - 1 ton
    • Fa Shih [TAG] (4) - 1 ton
    • Infiltrator Mk II [S] (4) - 1 ton
    • Inner Sphere Standard [FL] (6) - 1 ton
    • Inner Sphere Standard [LRR] (6) - 1 ton
    • Inner Sphere Standard [L] (6) - 1 ton
    • Inner Sphere Standard [MG] (6) - 1 ton
    • Inner Sphere Standard [MTR] (6) - 1 ton
    • Inner Sphere Standard [SRM] (6) - 1 ton
    • Inner Sphere Standard [STL] (4) - 1 ton, RT Custom
    • Inner Sphere Standard [STL] (6) - 1 ton, RT Custom
    • Inner Sphere Standard [TAG] (6) - 1 ton, RT Custom
    • Leonidas [FD] (4) / (5) - 1 ton
    • Leonidas [GSS] (4) - 1 ton
    • Leonidas [IS] (4) / (5) - 1 ton
    • Leonidas [MG] (4) / (5) - 1 ton
    • Leonidas [TAG] (4) / (5) - 1 ton
    • Phalanx A (4) / (6) - 1.5 ton
    • Phalanx B (4) / (6) - 1.5 ton
    • Phalanx C (4) / (6) - 1.5 ton
    • Purifier Adaptive [Laser] (4) / (5) / (6) - 1 ton
    • Purifier Adaptive [NARC] (4) / (5) / (6) - 1 ton
    • Purifier Adaptive [PPC] (4) / (5) / (6) - 1 ton
    • Purifier Adaptive [TAG] (4) / (5) / (6) - 1 ton
    • Purifier Terra [ERSL] (4) / (5) / (6) - 1 ton
    • Purifier Terra [Gauss] (4) / (5) / (6) - 1 ton
    • Purifier Terra [MRR] (4) / (5) / (6) - 1 ton
    • Purifier Terra [SPL] (4) / (5) / (6) - 1 ton
    • Rottweiler [STD] (4) - 1 ton Quad
    • Se'irim (Anti-Infantry) (6) - 1 ton
    • Se'irim (Capture Team) (6) - 1 ton
    • Se'irim [STD] (6) - 1 ton
    • Tengu [C3i] (6) - 1.5 ton
    • Tengu [LRR] (6) - 1.5 ton
    • Tengu [ML] (6) - 1.5 ton
    • Tengu [RL] (6) - 1.5 ton
    • Tengu [STD] (6) - 1.5 ton
    • Tengu [VSP] (6) - 1.5 ton
    • TinStar [ORIG] (4) - 1 ton
    • TinStar [STD] (4) - 1 ton
    • Trinity (Asterion Upgrade) [MRR] (4) - 1 ton, RT Custom
    • Trinity (Asterion Upgrade) [PPC] (4) - 1 ton, RT Custom
    • Trinity (Asterion) [MRR] (4) / (5) - 1 ton
    • Trinity (Theseus) 'Killshot' (4) - 1 ton, RT Custom
    • Trinity (Theseus) [MRR] (4) - 1 ton
    • Trinity (Theseus) [RL] (4) - 1 ton, RT Custom
    • Trinity (Ying Long) [BC3] (4) - 1 ton Unique
    • Trinity (Ying Long) [P] (4) - 1 ton
    • Void 'Caltrop' (4) - 1 ton Unique
    • Void [STD] (4) - 1 ton

    Jihad

    • Constable [ECM] (4) / (5) - 0.75 ton
    • Constable [IS] (4) / (5) - 0.75 ton
    • Constable [LMG] (4) / (5) - 0.75 ton
    • Constable [SRM] (4) / (5) - 0.75 ton
    • Constable [TAG] (4) / (5) - 0.75 ton
    • Corona [SRM] (5) - 1.5 ton
    • Elemental (Fire) [AP] (5) - 1 ton
    • Elemental (Fire) [FL] (5) - 1 ton
    • Elemental (Fire) [MPL] (5) - 1 ton
    • Elemental [AP] (5) - 1 ton
    • Elemental [ML] (5) - 1 ton
    • Enhanced Sylph (5) - 0.75 ton
    • Fa Shih (Support) [KD] (4) - 1 ton
    • Fa Shih (Support) [Plasma] (4) - 1 ton
    • Fa Shih 2 [MG] (4) - 1 ton Unique
    • Fenrir (Longshot) (4) - 2 ton Quad
    • Fenrir [VSP] (4) - 2 ton Quad
    • Gnome 'Dwarf' (4) - 1.5 ton, Solaris 7 Unique
    • Gnome [MG] (5) - 1.5 ton
    • Gnome [MPL] (5) - 1.5 ton
    • Gnome [MRR] (5) - 1.5 ton
    • Gray Death Heavy [STD] (4) - 1.5 ton
    • Gray Death Strike (Prototype) (4) - 1 ton
    • Gray Death Strike [HarJel] (4) - 1 ton
    • Gray Death Strike [STD] (4) - 1 ton
    • Infiltrator Mk II 'Coral Intent' (4) - 1 ton Unique
    • Kishi [STD] (4) - 0.75 ton
    • Kobold IIC (5) - 0.75 ton VTOL
    • Kobold X-C3 (6) - 0.75 ton
    • Kobold [GL/FL] (4) / (6) - 0.75 ton
    • Kobold [GL/SPL] (4) / (6) - 0.75 ton
    • Kobold [GL/TAG] (4) / (6) - 0.75 ton
    • Kobold [MG/SPL] (4) / (6) - 0.75 ton
    • Kobold [SL/FL] (4) / (6) - 0.75 ton
    • Kobold [SL/TAG] (4) / (6) - 0.75 ton
    • Longinus C [MRR] (5) - 1 ton
    • Longinus C [PPC] (5) - 1 ton
    • Longinus [MAG] (4) / (5) - 1 ton
    • Nephilim (Capture Team) [HMG] (6) - 2 ton
    • Nephilim (Gauss) [GSS] (6) - 2 ton
    • Nephilim (Narc) [NARC] (6) - 2 ton
    • Nephilim (Seeker) [MG] (6) - 2 ton
    • Nephilim (Standard) [STD] (6) - 2 ton
    • Nephilim (Support) [SL] (6) - 2 ton
    • Rottweiler [CC] (4) - 1 ton Quad
    • Rottweiler [FD] (4) - 1 ton Quad
    • Rottweiler [GSS] (4) - 1 ton Quad
    • Sea Fox [STD] (4) / (5) - 0.75 ton
    • Shedu (Capture Team) (6) - 2 ton Quad
    • Shedu (Recon) (6) - 2 ton Quad
    • Shedu [PPC] (6) - 2 ton Quad
    • Shedu [STD] (6) - 2 ton Quad
    • Shedu [SUP] (6) - 2 ton Quad
    • Sloth 'Interdictor' (4) - 1.5 ton Quad
    • Sniper PAB-28 (4) - 0.4 ton
    • Spectre [STD] (4) / (5) - 0.75 ton
    • Sylph 'Tinkerbelle' (4) - 1 ton Unique VTOL
    • Sylph (Upgrade) (5) - 0.75 ton VTOL
    • Sylph XR (5) - 0.75 ton
    • Sylph [STD] (5) - 0.75 ton VTOL
    • Void [DCA] (4) - 1 ton
    • Void [NC] (5) - 1 ton

    Republic

    • Amazon [MRR] (4) - 1 ton
    • Amazon [PPC] (4) - 1 ton
    • Angerona Scout Suit (Recon) (4) - 1 ton
    • Angerona Scout Suit (Standard) (4) - 1 ton
    • Black Wolf [ERSPL] (5) - 1.5 ton
    • Black Wolf [HFL] (5) - 1.5 ton
    • Black Wolf [LBX] (5) - 1.5 ton
    • Black Wolf [MTR] (5) - 1.5 ton
    • Black Wolf [P] (5) - 1.5 ton
    • Buraq (Hunter-Killer) (5) - 1 ton Quad
    • Buraq (Support) (5) - 1 ton Quad
    • Buraq [STD] (5) - 1 ton Quad
    • Cuchulainn [STD] (4) / (5) - 1.5 ton
    • Elemental II (X) (5) - 1.5 ton
    • Elemental II (5) - 1 ton
    • Elemental III [FL] (5) - 1 ton
    • Elemental III [MPL] (5) - 1 ton
    • Elemental III [STD] (5) - 1 ton
    • Fenrir II [AI] (4) - 2 ton Quad
    • Fenrir II [LRM] (4) - 2 ton Quad
    • Fenrir II [ML] (4) - 2 ton Quad
    • Fenrir II [MRR] (4) - 2 ton Quad
    • Fenrir II [SRM] (4) - 2 ton Quad
    • Golem (Fast Assault) (5) - 2 ton
    • Golem (Upgrade) (5) - 2 ton
    • Golem [STD] (5) - 2 ton
    • Ironhold (Anti-Tank) (5) - 2 ton
    • Ironhold (Fire) (5) - 2 ton
    • Ironhold [STD] (5) - 2 ton
    • Marauder Battle Armor (4) / (5) - 1.5 ton
    • Ogre (Interdictor) (4) - 1.5 ton
    • Ogre [STD] (4) - 1.5 ton
    • Oni [BH] (4) - 1 ton
    • Oni [MRR] (4) - 1 ton
    • Oni [Narc] (4) - 1 ton
    • Oni [PPC] (4) - 1 ton
    • Quirinus [GL] (4) / (5) - 1 ton
    • Quirinus [GSS] (4) / (5) - 1 ton
    • Quirinus [MG] (4) / (5) - 1 ton
    • Ravager [LRM] (5) - 2 ton
    • Ravager [STD] (4) / (5) - 2 ton
    • Rock Golem (5) - 2 ton
    • Shen Long [David] (4) - 1.5 ton Quad
    • Shen Long [Interdictor] (4) - 1.5 ton Quad
    • Shen Long [MG] (4) - 1.5 ton Quad
    • Shen Long [MRM] (4) - 1.5 ton Quad
    • Shen Long [PM] (4) - 1.5 ton Quad
    • Shen Long [SRM] (4) - 1.5 ton Quad
    • Simian [FL] (4) / (5) - 1 ton
    • Simian [HMG] (4) / (5) - 1 ton
    • Simian [LRR] (4) / (5) - 1 ton
    • Simian [SL] (4) / (5) - 1 ton
    • Sloth 'Huntsman' (4) - 1.5 ton Quad
    • Stormbird [JF] (5) - 1.5 ton
    • Stormbird [STD] (5) - 1.5 ton
    • Taranis Battle Armor (4) - 1.5 ton
    • Taranis [STD] (5) - 1.5 ton
    • Thunderbird (Upgrade) [LBX] (4) / (5) - 1.5 ton
    • Thunderbird (Upgrade) [SL] (4) / (5) - 1.5 ton
    • Thunderbird (Upgrade) [SPL] (4) / (5) - 1.5 ton
    • Thunderbird II [STD] (4) / (5) - 1.5 ton
    • Thunderbird [GSS] (4) / (5) - 1.5 ton
    • Thunderbird [SL] (4) / (5) - 1.5 ton
    • Thunderbird [SPL] (4) / (5) - 1.5 ton
    • Tortoise II [ASRM] (4) / (5) - 2 ton Quad
    • Tortoise II [C3] (4) / (5) - 2 ton Quad
    • Tortoise II [LMG] (4) / (5) - 2 ton Quad
    • Tortoise II [LRM] (4) / (5) - 2 ton Quad
    • Tortoise II [SRM] (4) / (5) - 2 ton Quad
    • Warg (Reactive) (5) - 2 ton
    • Warg [STD] (5) - 2 ton
    • Wraith [AI] (4) / (5) - 1 ton
    • Wraith [STD] (4) / (5) - 1 ton
    • Zou [C3] (4) - 1.5 ton
    • Zou [STD] (4) - 1.5 ton

    Dark Ages

    • Centaur Battle Armor (4) / (5) - 1.5 ton
    • Grenadier II A (4) - 1.5 ton
    • Grenadier II B (4) - 1.5 ton
    • Grenadier II C (4) - 1.5 ton
    • Grenadier II D (4) - 1.5 ton
    • Inner Sphere Standard (Baka) [LRR] (4) - 1 ton
    • Inner Sphere Standard (Baka) [SL] (4) - 1 ton
    • Inner Sphere Standard (Fa Sure) [Gauss] (4) - 1 ton
    • Inner Sphere Standard (Fa Sure) [MG] (4) - 1 ton
    • Phalanx D (4) - 1.5 ton

    Other

    • Angerona 'Aegis Point Defense Suit' (4) - 1 ton
    • C Rider 'Devastator' (6) - 2 ton
    • C Rider 'Speedster' (6) - 1 ton
    • Inner Sphere Standard [P] (4) - 1 ton
    • Inner Sphere Standard RX (5) - 1 ton
    • Plasma Beak LBD (5) - 1 ton
    • Space Marine (5) - 1 ton
    • Xeno Swarm (5) - 1 ton

    UAV

    • Gremlin UAV - New 0.5 ton UAV, armed with a BA Light TAG and a droppable Thumper shell.
    • UAV Compartment - Default UAV's quirk changed from Improved Comms to Missile Jammer as intended.
    • UAV informative text improved to clarify that Beacons don't need to be equipped.
    • Updated UAV traits to make them easier to understand (hopefully).

    Turrets
    The following Turrets will no longer have their ammunition switched to other types pre-battle (Shell Shuffler):

    * Clan Mortar
    * Mine Turrets
    
    * Pirate Rotary Chem




    Older Releases[ | ]

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

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