Okay, this I can do and not look like an opinionated ****** at the same time.
Ammunition:Armor-Piercing Explosive Rounds
I had some fan-based stuff that had the munitions (the acronym starting with an L) carry a timer from the original impact/explosion, remarking that they used heavier, denser propellant for the rounds and a secondary explosion to attempt to deal critical damage, or to damage inside of already-existing armor. The card says it can "defeat" other armors and deals damage to anything in base contact (i. e. infantry) so it's probably a very heavy round that, like normal AP rounds, halves the level of ammo to keep the damage the same and to add a larger explosion. Note that it's RISC gear, meaning it always has a chance to fail when used.
Concussion Ammo
A optional rounds that appears to still do damage, concussion ammo affects non-mech units, giving them an "Order token"- denoting that it's "shocking" or "stunning" tank crews, armor, and infantry. Probably just another standard autocannon munition.
Extended-Range Ammo
Another standard AC munition. This one increases doubles your overall range (out to a maximum of 16 inches) but takes away 2 from your overall base damage (or base attacking/targeting value, I can't really tell which).
Fire Shot
Another RISC gear, that if fails the target gains two "clicks" of heat. When it strikes a target, you have to measure from the center dot 6 inches around, and you give 1 point of heat to any 'mech that is within those 6 inches.
Haywire Missiles
Optional gear. When it hit an opponent, it does no damage, only disrupting their electronic gear (i. e. C3, ECM, electronic camo...) Basically iNARC Haywire pods.
Heat-Seeking Ammo
Exactly what it says on the tin, this gets a +1 to it's attack rolls (or a -1 to us) for each click on the enemies heat dial. Probably missile ammo- I think BT has this somewhere...
Homing Beacons
NARC, basically. Of note, Clan wolf begins to use this a lot in the Wolf Strike expansion.
Queen Bee Ammo
RISC gear that (surprisingly) doesn't fall off. Basically acts like NARC, but it acts for just the ballistic type, leaving it up for interpretation. Note that the wording of the card
Potentially denotes that opponents firing at the attacker gain the same benefits too.
Viscid Incindiary Fluid
A Fluid gun firing inferno rounds. Nothing new here.
Armor:Ablative Armor
This is the only type of armor that can resist Armor-Piercing ammo in AoD, undoubtedly giving it some enhanced anti-ballistic properties. I presume that it's something along the lines of a "Refined" Hardened armor, like someone tried to keep the anti armor piercing/critical hit nature of the heavy stuff without the hit to speed, piloting, or weight.
Heat-Dissipating Armor
Probably an outgrowth of the Fire-Resistant battle armor-scaled plate. It subtracts heat for being attacked, not heat that it builds, so like it's armored cousins it would probably be immune to fires and flamers, and would really take the bite out of plasma weapons.
Heavy Armor
"Grey" armor in-game, it always subtracts 1 damage from an attack to a minimum of 0. Could potentially be from a patchwork of armor including Hardened, or it could be from a new armor type or the actual build of the machine.
Impact Armor
Reduces damage from physical attacks and "Special" attacks (i. e. charges, punching/stomping) to 2 damage. Since it also ignores the agility gear, I'd call it an offshoot of Hardened armor.
Reinforced Armor
Decreases damage from ballistic attacks by 2 and has the chance of defeating armor-piercing ammo. Like Heavy/Grey armor, I see it as either being a Hardened armor offshoot, or something that caomes about from the actual construction of the 'mech.
Defense Systems:Advanced Anti-Missile Systems
Advanced AMS, or "purple" for armor, is an AMS system that engages further out from the unit that not only lowers damage done to itself by ballistics, but also lowers damage to other units in base contact with it. The Lyran
Padilla Anti-Missile Tank (yeah, you heard me) uses it and it's somewhat long range to form formations of anti-missile and point defense.
Advanced Point Defense
Another bout of RISC gear (meaning it can destroy itself if used) APD allows a unit in base contact with the 'mech carrying the RISC gear to use the 'mechs defense value instead of their own, and also allows it to be modified by their pilot and camouflage- basically beefing up anything close by with a (potentially) much higher defense as a "bunker" tactic. I have NO idea what a BT analogue would be.
Close In Weapons Systems
Infantry who move into base contact with a 'mech carrying this gear (if in front of the 'mech) take one click of ballistic damage. Probably just a fancier way of saying "Machine gun".
Viral Decoy Jammers
RISC gear that allows all friendly units to ignore a gear called "Decoy", which forces you to roll a second time against their defense (meaning that you could miss on a second attempt and miss completely). Like most RISC gear, can destroy itself.
Viral Homing-Beacon Jammers
Weird RISC gear. Only activates when declared at the beginning at your opponents turn, it forces your opponents 'mechs to ignore any effects from their Homing Beacon/NARC equipment.
Heating & Cooling:Emergency Coolant Systems
Only activates when shutdown on the dial (Showing three radioactive symbols), the unit looses 2 heat, doesn't shut down, ignores heat effects and gains an order token. It is also RISC gear, and if a roll fails for it's use it may do 2 damage (pushing, which cannot be lessened by anything) to the unit mounting it. Probably an offshoot of the coolant pods.
Heat Sink Override Kits
RISC gear that allows a Mech to fire both their primary and secondary attacks at one target in the same turn, provided they are in range. the RISC roll is made before the second attack, and if it fails the unit is dealt one pushing damage. No real analogue in CBT, however it could be a tool that allows you to fire a wepaon more than once i na turn at the expense of it failing.
Radical Heat Sinks
Adds 1 to your overall vent rating but has a chance of "falling off" each time a vent order is issued (where the 'mech just sits and vents built-up heat). Probably something akin to the old 3039 "Freezers" that used corrosive coolants.
That's all for now. I have a life you know!