Redeemer is hacked else Skaarj won't be able to use it, and for sure I want a Skaarj to be a Skaarj and nothing else. Even it shows 0 you can fire it and then it goes updated. Redeemer has a default problem anyway which is coming from Epic. XCGE also does a "GetWeapon" replacement and for this case I think we have a tiny glitch in display because XCGE was adding new errors even to the Chaos mod and that's why I've done those configurable packages, exactly for being disabled if things goes evil.
I'm not sure if MH-Frigate_R14 is there but you can find it somewhere and check what I mean.
Else maybe I have to setup a test map with Skaarj holding redeemers and then you can figure what they do.
Edit after getting images:
You can take a look at ammo used by Redeemer - I mean default properties... because I was almost to forget this... detail.
![For_knowledge.PNG](./download/file.php?id=69&sid=7c06b1d68ea96fc35bc159e7ff3d70bb)
- For_knowledge.PNG (10.43 KiB) Viewed 14400 times
As conclusion I think server and mod are working properly and they are showing the reality. Ammo used by redeemer has 0 (zero) at default load. It do works as a surprise, else it should not be supposed to fire with that 0 load. You can save this image in your folder with default borks as a reminder...