@massif/lancer-data 3.1.1 → 3.1.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.github/workflows/deploy-npm.yml +14 -0
- package/.github/workflows/lcp-version-bump.yml +22 -0
- package/README.md +1 -1
- package/lib/actions.json +463 -463
- package/lib/frames.json +1844 -1844
- package/lib/glossary.json +157 -157
- package/lib/mods.json +8 -8
- package/lib/skills.json +155 -155
- package/lib/statuses.json +110 -110
- package/lib/systems.json +104 -104
- package/lib/weapons.json +56 -56
- package/package.json +3 -2
- package/scripts/test.js +19 -0
package/lib/glossary.json
CHANGED
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@@ -1,158 +1,158 @@
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[
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{
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"name": "Armor",
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"description": "A mech’s ARMOR reduces all incoming damage by that amount, excluding some special types of damage. ARMOR mostly depends on your mech’s FRAME, and never goes above four."
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{
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"name": "System Points",
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"description": "Mech FRAMES also have a set number of SYSTEM POINTS (SP). SP can be spent to add extra systems to your mech, and some heavier weapons require both mounts and SP. You cannot add systems to your mech that would cause you to exceed your available SP. Your pilot’s GRIT, equal to half their LL, is added to your total SP, and you gain an additional SP for every two points of SYSTEMS."
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{
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"name": "Bonus Damage",
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"description": "Extra damage – kinetic, energy or explosive– that is added onto melee or ranged attacks. Attacks that target more than one character only deal half bonus damage."
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},
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{
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"name": "Character",
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"description": "A player character (PC), non-player character, (NPC), or any other entity capable of acting (or reacting) independently, such as DRONES."
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},
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{
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"name": "Damage",
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"description": "Damage taken is subtracted from HP, and is either kinetic, explosive, energy, or burn."
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},
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{
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"name": "E-Defense",
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"description": "E-DEFENSE is how hard it is for electronic and guided weapons and systems to hit you."
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},
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{
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"name": "Evasion",
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"description": "EVASION is how hard it is for ranged and melee attacks to hit you."
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},
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{
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"name": "GRIT",
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"description": "Half of a character’s LL (rounded up), representing their experience in combat. GRIT provides bonuses to some rolls and traits."
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},
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{
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"name": "Heat",
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"description": "Heat taken by a target represents harm to internal systems and reactor shielding. It fills in HEAT CAP. Heat ignores ARMOR, and doesn't count as damage."
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},
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{
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"name": "Heat Capacity",
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"description": "Your mech can take heat from tech attacks and some of its own systems. If it takes more heat than its HEAT CAP, it overheats. Mechs also have STRESS, which is similar to STRUCTURE – when they exceed their HEAT CAP, they take 1 STRESS and clear all heat. When they lose STRESS like this, mechs have to make a special stress damage check and receive a consequence based on the roll. Most mechs have 4 STRESS, and are destroyed when they reach 0 STRESS.<br><br>If a character without a HEAT CAP would take heat, they instead take an equivalent amount of energy damage."
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},
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{
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"name": "HP",
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"description": "The amount of damage a pilot can receive before going DOWN AND OUT, and the amount of damage a mech can receive before it takes structure damage. When Mechs reach 0 HP, they take 1 structure damage and their HP resets. When they lose STRUCTURE like this, mechs have to make a special structure damage check and receive a consequence based on the roll. Most mechs have 4 STRUCTURE and are destroyed when they reach 0 STRUCTURE."
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},
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{
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"name": "Immunity",
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"description": "Characters with IMMUNITY ignore all damage and effects from whatever they are immune to."
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},
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{
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"name": "Range",
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"description": "The maximum range at which a weapon can be used for ranged attacks, measured from the attacking character."
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},
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{
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"name": "Repair Capacity",
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"description": "REPAIRS are a kind of currency that you can use to heal and repair your mech. If your mech runs out of REPAIRS, you can no longer regain HP or fix damaged systems in the field."
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},
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{
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"name": "Resistance",
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"description": "Characters with RESISTANCE reduce damage, heat, or a type of damage, by half, after ARMOR has been applied. RESISTANCE to the same type of damage does not stack."
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},
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{
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"name": "Save Target",
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"description": "When you force another character to make a save, they must match or beat your mech’s SAVE TARGET or take consequences."
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},
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{
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"name": "Stress",
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"description": "All PC mechs (and some NPCs) have a certain amount of STRESS – generally 4 STRESS for PCs. This is the amount of stress damage they can take before they suffer a reactor meltdown. When mechs exceed their HEAT CAP, they take 1 stress damage and make an overheating check."
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{
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"name": "Structure",
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"description": "All PC mechs (and some NPCs) have a certain amount of STRUCTURE – generally 4 STRUCTURE for PCs. This is the amount of structure damage they can take before they are destroyed. When mechs reach 0 HP, they take 1 structure damage and make a structure check."
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},
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{
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"name": "Sensors",
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"description": "Your mech’s SENSORS is the maximum distance (in spaces) over which a mech can detect enemies, use tech systems, and make tech attacks. If a character is within your SENSORS and isn’t hiding, you know they’re there – even if you can’t directly see them."
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},
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{
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"name": "Size",
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"description": "All mechs, characters, and objects on the battlefield have a SIZE that describes how large they are, in grid spaces, on each side (rounded up to 1 if smaller, so a SIZE 1/2 and SIZE 1 character occupy the same space). SIZE is an abstract measurement – it doesn’t describe a precise height and width in feet, but the space a character controls around them. Humans and the smallest mechs are SIZE 1/2. Most mechs are SIZE 1, but some are as large as SIZE 3."
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},
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{
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"name": "Speed",
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"description": "Your mech’s SPEED determines how far you can move on your turn, in spaces, when you make a standard move or BOOST."
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{
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"name": "Tech Attack",
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"description": "You add your mech’s TECH ATTACK as a bonus instead of GRIT when you conduct electronic warfare"
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{
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"name": "Threat",
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"description": "The maximum range at which melee and overwatch attacks can be made with certain weapons, measured from the attacking character. All weapons have THREAT 1 unless specified otherwise."
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{
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"name": "Line",
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"description": "Equipment with a LINE attack pattern affects all targets within a straight line, X spaces long. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and BLAST attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Line 5 and Range 10 would affect a LINE 5 area starting from any point within RANGE 10."
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"name": "Cone",
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"description": "Equipment with a CONE attack pattern affects characters within a cone X spaces long and X spaces wide at its furthest point. The cone begins at one space wide. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and BLAST attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Cone 3 and Range 10 would affect a CONE 3 area starting from any point within RANGE 10. "
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"name": "Blast",
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"description": "Equipment with a BLAST attack pattern affects characters within a radius of X spaces, drawn from a point within RANGE and line of sight. Cover and line of sight for the attacks are calculated based on the center of the blast, rather than the position of the attacker. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and BLAST attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Blast 3 and Range 10 would affect a BLAST 3 area starting from any point within RANGE 10."
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"name": "Burst",
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"description": "Equipment with a BURST attack pattern affects characters within a radius of X spaces, centered on and including the space occupied by the user (or target). If the Burst is an attack, the user or target is not affected by the attack unless specified. Cover and line of sight are calculated from the character. If a BURST effect is ongoing, it moves with the character at its center. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and Blast attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Burst 2 and Range 10 would affect a BURST 2 area starting from any point within RANGE 10."
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"name": "Involuntary Movement",
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"description": "When characters are pushed, pulled, or knocked in certain directions, it is called involuntary movement. Involuntary movement forces the affected character to move in a straight line, in a specified direction. When moving involuntarily, mechs do not provoke reactions or engagement unless specified otherwise but are still blocked by obstructions."
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"name": "Difficult Terrain",
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"description": "All movement through difficult terrain is at half speed – each space of difficult terrain they move into is equivalent to two spaces of movement."
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"name": "Dangerous Terrain",
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"description": "When characters end their turn in dangerous terrain or move into it for the first time in a round, they must make an ENGINEERING check. On a failure, they take 5 damage – kinetic, energy, explosive, or burn, depending on the hazard. Each character only needs to make one such check per round."
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{
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"name": "Lifting
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"description": "Mechs can drag characters or objects up to twice their SIZE but are SLOWED while doing so. They can also lift characters or objects of equal or lesser SIZE overhead but are IMMOBILIZED while doing so. While dragging or lifting, characters can’t take reactions. The same rules apply to pilots and other characters on foot, but they can’t drag or lift anything above SIZE 1/2.<br><br>While flying, mechs cannot carry characters or objects with a total SIZE larger than SIZE 1/2 -- there's just not enough thrust."
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"name": "Jumping
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"description": "Characters with legs can jump instead of their standard move. They may jump horizontally, moving half their speed in a straight line and ignoring obstructions at ground level that they could jump over (such as pits or gaps), or they may can jump vertically, moving 1 space adjacent and moving up by spaces equivalent to their SIZE. For example, a SIZE 1 mech could jump up to 1 space high, and 1 space over. Characters that jump and end the jump mid air automatically fall at the end of the move (see below).<br><br>Like moving through difficult terrain, characters climb at half their usual SPEED – each space moved is equivalent to moving 2 spaces normally. A successful HULL or AGILITY check might be required to climb particularly difficult surfaces without falling."
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"name": "Falling/Fall Damage",
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"description": "Unless specified otherwise, characters start to fall at the end of the current turn, and fall at the end of each of their turns thereafter. They take 3 AP kinetic damage for every three spaces fallen, to a maximum of 9. Falling counts as involuntary movement."
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"name": "Zero Gravity",
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"description": "Mechs operating underwater, in zero-g, or in space are SLOWED unless they have a propulsion or flight system; however, they can’t fall and can fly when moving regardless of whether they have a flight system."
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{
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"name": "Flight/Hover",
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"description": "Flying characters can move vertically and horizontally up to their SPEED. For example, a mech with a flight system and 6 SPEED could end its movement anywhere within six spaces of its starting location, up to a maximum of 6 spaces high. When flying, characters must move at least 1 space on their turn or begin falling. Flight movement must follow a straight line; however, if a character takes additional movement actions, such as BOOST, these can be used to move in a different direction. <br><br>Flying characters have IMMUNITY to PRONE. Flying characters begin falling if they become IMMOBILIZED, STUNNED, or otherwise can’t move. Flying characters that take structure damage or stress must succeed on an AGILITY save or begin falling. <br><br>Some advanced mechs can HOVER. HOVER is an advanced form of FLIGHT. Hovering characters do not need to fly in a straight line, and can remain stationary while airborne without falling."
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"name": "Teleport",
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"description": "Characters must start and end a teleport on a surface they can normally move on; for example, a character that can’t fly can’t teleport mid-air. Teleportation ignores obstructions, does not require line of sight, ignores engagement, and does not provoke reactions; however, it still counts as movement and so is affected by conditions like IMMOBILIZED. A teleporting character counts as moving 1 space, no matter how far they travel. Characters can attempt to teleport to spaces they can’t see, but if a space is already occupied, the teleport fails."
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"name": "Critical Hits",
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"description": "A 20+ on a melee or ranged attack causes a critical hit. On a critical hit, all damage dice are rolled twice (including bonus damage) and the highest result from each source of damage is used. For example, if a player got a critical hit on an attack that would normally deal 2d6 damage, they would instead roll 4d6 and pick the two highest results."
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"name": "Harm/Calculating Damage",
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"description": "Damage is calculated in this order:<br>1) Attacker rolls damage and applies any relevant reductions or increases (e.g. Exposed, half-damage from Heavy Gunner)<br>2)Target's armor is subtracted from the total damage<br>3)Any other deductions from the defender are subtracted from the remaining damage; this includes reductions from Resistance, systems, talents, etc."
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"name": "Burn",
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"description": "When characters take BURN, it has two effects: first, they immediately take BURN damage, ignoring ARMOR, and then the character marks the burn they just took. At the end of their turn, characters with burn marked must roll an ENGINEERING check. On a success, they clear all burn currently marked; otherwise, they take BURN damage equal to the amount of burn currently marked.<br><br>Failing the ENGINEERING check does not increase how much burn is marked, it just prevents the currently marked burn from being cleared. Also, if a character is hit by multiple sources of BURN, the character still only makes one ENGINEERING check."
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}
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"name": "Armor",
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"description": "A mech’s ARMOR reduces all incoming damage by that amount, excluding some special types of damage. ARMOR mostly depends on your mech’s FRAME, and never goes above four."
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"name": "System Points",
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"description": "Mech FRAMES also have a set number of SYSTEM POINTS (SP). SP can be spent to add extra systems to your mech, and some heavier weapons require both mounts and SP. You cannot add systems to your mech that would cause you to exceed your available SP. Your pilot’s GRIT, equal to half their LL, is added to your total SP, and you gain an additional SP for every two points of SYSTEMS."
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"name": "Bonus Damage",
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"description": "Extra damage – kinetic, energy or explosive– that is added onto melee or ranged attacks. Attacks that target more than one character only deal half bonus damage."
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"name": "Character",
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"description": "A player character (PC), non-player character, (NPC), or any other entity capable of acting (or reacting) independently, such as DRONES."
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"name": "Damage",
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"description": "Damage taken is subtracted from HP, and is either kinetic, explosive, energy, or burn."
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{
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"name": "E-Defense",
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"description": "E-DEFENSE is how hard it is for electronic and guided weapons and systems to hit you."
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"name": "Evasion",
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"description": "EVASION is how hard it is for ranged and melee attacks to hit you."
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{
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"name": "GRIT",
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"description": "Half of a character’s LL (rounded up), representing their experience in combat. GRIT provides bonuses to some rolls and traits."
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{
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"name": "Heat",
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"description": "Heat taken by a target represents harm to internal systems and reactor shielding. It fills in HEAT CAP. Heat ignores ARMOR, and doesn't count as damage."
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{
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"name": "Heat Capacity",
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"description": "Your mech can take heat from tech attacks and some of its own systems. If it takes more heat than its HEAT CAP, it overheats. Mechs also have STRESS, which is similar to STRUCTURE – when they exceed their HEAT CAP, they take 1 STRESS and clear all heat. When they lose STRESS like this, mechs have to make a special stress damage check and receive a consequence based on the roll. Most mechs have 4 STRESS, and are destroyed when they reach 0 STRESS.<br><br>If a character without a HEAT CAP would take heat, they instead take an equivalent amount of energy damage."
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},
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{
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"name": "HP",
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"description": "The amount of damage a pilot can receive before going DOWN AND OUT, and the amount of damage a mech can receive before it takes structure damage. When Mechs reach 0 HP, they take 1 structure damage and their HP resets. When they lose STRUCTURE like this, mechs have to make a special structure damage check and receive a consequence based on the roll. Most mechs have 4 STRUCTURE and are destroyed when they reach 0 STRUCTURE."
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{
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"name": "Immunity",
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"description": "Characters with IMMUNITY ignore all damage and effects from whatever they are immune to."
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{
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"name": "Range",
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"description": "The maximum range at which a weapon can be used for ranged attacks, measured from the attacking character."
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},
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{
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|
55
|
+
"name": "Repair Capacity",
|
|
56
|
+
"description": "REPAIRS are a kind of currency that you can use to heal and repair your mech. If your mech runs out of REPAIRS, you can no longer regain HP or fix damaged systems in the field."
|
|
57
|
+
},
|
|
58
|
+
{
|
|
59
|
+
"name": "Resistance",
|
|
60
|
+
"description": "Characters with RESISTANCE reduce damage, heat, or a type of damage, by half, after ARMOR has been applied. RESISTANCE to the same type of damage does not stack."
|
|
61
|
+
},
|
|
62
|
+
{
|
|
63
|
+
"name": "Save Target",
|
|
64
|
+
"description": "When you force another character to make a save, they must match or beat your mech’s SAVE TARGET or take consequences."
|
|
65
|
+
},
|
|
66
|
+
{
|
|
67
|
+
"name": "Stress",
|
|
68
|
+
"description": "All PC mechs (and some NPCs) have a certain amount of STRESS – generally 4 STRESS for PCs. This is the amount of stress damage they can take before they suffer a reactor meltdown. When mechs exceed their HEAT CAP, they take 1 stress damage and make an overheating check."
|
|
69
|
+
},
|
|
70
|
+
{
|
|
71
|
+
"name": "Structure",
|
|
72
|
+
"description": "All PC mechs (and some NPCs) have a certain amount of STRUCTURE – generally 4 STRUCTURE for PCs. This is the amount of structure damage they can take before they are destroyed. When mechs reach 0 HP, they take 1 structure damage and make a structure check."
|
|
73
|
+
},
|
|
74
|
+
{
|
|
75
|
+
"name": "Sensors",
|
|
76
|
+
"description": "Your mech’s SENSORS is the maximum distance (in spaces) over which a mech can detect enemies, use tech systems, and make tech attacks. If a character is within your SENSORS and isn’t hiding, you know they’re there – even if you can’t directly see them."
|
|
77
|
+
},
|
|
78
|
+
{
|
|
79
|
+
"name": "Size",
|
|
80
|
+
"description": "All mechs, characters, and objects on the battlefield have a SIZE that describes how large they are, in grid spaces, on each side (rounded up to 1 if smaller, so a SIZE 1/2 and SIZE 1 character occupy the same space). SIZE is an abstract measurement – it doesn’t describe a precise height and width in feet, but the space a character controls around them. Humans and the smallest mechs are SIZE 1/2. Most mechs are SIZE 1, but some are as large as SIZE 3."
|
|
81
|
+
},
|
|
82
|
+
{
|
|
83
|
+
"name": "Speed",
|
|
84
|
+
"description": "Your mech’s SPEED determines how far you can move on your turn, in spaces, when you make a standard move or BOOST."
|
|
85
|
+
},
|
|
86
|
+
{
|
|
87
|
+
"name": "Tech Attack",
|
|
88
|
+
"description": "You add your mech’s TECH ATTACK as a bonus instead of GRIT when you conduct electronic warfare"
|
|
89
|
+
},
|
|
90
|
+
{
|
|
91
|
+
"name": "Threat",
|
|
92
|
+
"description": "The maximum range at which melee and overwatch attacks can be made with certain weapons, measured from the attacking character. All weapons have THREAT 1 unless specified otherwise."
|
|
93
|
+
},
|
|
94
|
+
{
|
|
95
|
+
"name": "Line",
|
|
96
|
+
"description": "Equipment with a LINE attack pattern affects all targets within a straight line, X spaces long. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and BLAST attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Line 5 and Range 10 would affect a LINE 5 area starting from any point within RANGE 10."
|
|
97
|
+
},
|
|
98
|
+
{
|
|
99
|
+
"name": "Cone",
|
|
100
|
+
"description": "Equipment with a CONE attack pattern affects characters within a cone X spaces long and X spaces wide at its furthest point. The cone begins at one space wide. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and BLAST attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Cone 3 and Range 10 would affect a CONE 3 area starting from any point within RANGE 10. "
|
|
101
|
+
},
|
|
102
|
+
{
|
|
103
|
+
"name": "Blast",
|
|
104
|
+
"description": "Equipment with a BLAST attack pattern affects characters within a radius of X spaces, drawn from a point within RANGE and line of sight. Cover and line of sight for the attacks are calculated based on the center of the blast, rather than the position of the attacker. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and BLAST attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Blast 3 and Range 10 would affect a BLAST 3 area starting from any point within RANGE 10."
|
|
105
|
+
},
|
|
106
|
+
{
|
|
107
|
+
"name": "Burst",
|
|
108
|
+
"description": "Equipment with a BURST attack pattern affects characters within a radius of X spaces, centered on and including the space occupied by the user (or target). If the Burst is an attack, the user or target is not affected by the attack unless specified. Cover and line of sight are calculated from the character. If a BURST effect is ongoing, it moves with the character at its center. A separate attack roll is made for each target, but damage is only rolled once and bonus damage is halved if there are multiple characters affected. For any ability or effect calling for you to choose a target or targets within RANGE, this equipment can choose any target that could be hit by its pattern.<br><br>Additionally, some LINE, CONE, BURST, and Blast attacks list a RANGE. In these cases, the attack’s origin point can be drawn from a point within the range specified and line of sight. For example, an attack with Burst 2 and Range 10 would affect a BURST 2 area starting from any point within RANGE 10."
|
|
109
|
+
},
|
|
110
|
+
{
|
|
111
|
+
"name": "Involuntary Movement",
|
|
112
|
+
"description": "When characters are pushed, pulled, or knocked in certain directions, it is called involuntary movement. Involuntary movement forces the affected character to move in a straight line, in a specified direction. When moving involuntarily, mechs do not provoke reactions or engagement unless specified otherwise but are still blocked by obstructions."
|
|
113
|
+
},
|
|
114
|
+
{
|
|
115
|
+
"name": "Difficult Terrain",
|
|
116
|
+
"description": "All movement through difficult terrain is at half speed – each space of difficult terrain they move into is equivalent to two spaces of movement."
|
|
117
|
+
},
|
|
118
|
+
{
|
|
119
|
+
"name": "Dangerous Terrain",
|
|
120
|
+
"description": "When characters end their turn in dangerous terrain or move into it for the first time in a round, they must make an ENGINEERING check. On a failure, they take 5 damage – kinetic, energy, explosive, or burn, depending on the hazard. Each character only needs to make one such check per round."
|
|
121
|
+
},
|
|
122
|
+
{
|
|
123
|
+
"name": "Lifting and Dragging",
|
|
124
|
+
"description": "Mechs can drag characters or objects up to twice their SIZE but are SLOWED while doing so. They can also lift characters or objects of equal or lesser SIZE overhead but are IMMOBILIZED while doing so. While dragging or lifting, characters can’t take reactions. The same rules apply to pilots and other characters on foot, but they can’t drag or lift anything above SIZE 1/2.<br><br>While flying, mechs cannot carry characters or objects with a total SIZE larger than SIZE 1/2 -- there's just not enough thrust."
|
|
125
|
+
},
|
|
126
|
+
{
|
|
127
|
+
"name": "Jumping and Climbing",
|
|
128
|
+
"description": "Characters with legs can jump instead of their standard move. They may jump horizontally, moving half their speed in a straight line and ignoring obstructions at ground level that they could jump over (such as pits or gaps), or they may can jump vertically, moving 1 space adjacent and moving up by spaces equivalent to their SIZE. For example, a SIZE 1 mech could jump up to 1 space high, and 1 space over. Characters that jump and end the jump mid air automatically fall at the end of the move (see below).<br><br>Like moving through difficult terrain, characters climb at half their usual SPEED – each space moved is equivalent to moving 2 spaces normally. A successful HULL or AGILITY check might be required to climb particularly difficult surfaces without falling."
|
|
129
|
+
},
|
|
130
|
+
{
|
|
131
|
+
"name": "Falling/Fall Damage",
|
|
132
|
+
"description": "Unless specified otherwise, characters start to fall at the end of the current turn, and fall at the end of each of their turns thereafter. They take 3 AP kinetic damage for every three spaces fallen, to a maximum of 9. Falling counts as involuntary movement."
|
|
133
|
+
},
|
|
134
|
+
{
|
|
135
|
+
"name": "Zero Gravity",
|
|
136
|
+
"description": "Mechs operating underwater, in zero-g, or in space are SLOWED unless they have a propulsion or flight system; however, they can’t fall and can fly when moving regardless of whether they have a flight system."
|
|
137
|
+
},
|
|
138
|
+
{
|
|
139
|
+
"name": "Flight/Hover",
|
|
140
|
+
"description": "Flying characters can move vertically and horizontally up to their SPEED. For example, a mech with a flight system and 6 SPEED could end its movement anywhere within six spaces of its starting location, up to a maximum of 6 spaces high. When flying, characters must move at least 1 space on their turn or begin falling. Flight movement must follow a straight line; however, if a character takes additional movement actions, such as BOOST, these can be used to move in a different direction. <br><br>Flying characters have IMMUNITY to PRONE. Flying characters begin falling if they become IMMOBILIZED, STUNNED, or otherwise can’t move. Flying characters that take structure damage or stress must succeed on an AGILITY save or begin falling. <br><br>Some advanced mechs can HOVER. HOVER is an advanced form of FLIGHT. Hovering characters do not need to fly in a straight line, and can remain stationary while airborne without falling."
|
|
141
|
+
},
|
|
142
|
+
{
|
|
143
|
+
"name": "Teleport",
|
|
144
|
+
"description": "Characters must start and end a teleport on a surface they can normally move on; for example, a character that can’t fly can’t teleport mid-air. Teleportation ignores obstructions, does not require line of sight, ignores engagement, and does not provoke reactions; however, it still counts as movement and so is affected by conditions like IMMOBILIZED. A teleporting character counts as moving 1 space, no matter how far they travel. Characters can attempt to teleport to spaces they can’t see, but if a space is already occupied, the teleport fails."
|
|
145
|
+
},
|
|
146
|
+
{
|
|
147
|
+
"name": "Critical Hits",
|
|
148
|
+
"description": "A 20+ on a melee or ranged attack causes a critical hit. On a critical hit, all damage dice are rolled twice (including bonus damage) and the highest result from each source of damage is used. For example, if a player got a critical hit on an attack that would normally deal 2d6 damage, they would instead roll 4d6 and pick the two highest results."
|
|
149
|
+
},
|
|
150
|
+
{
|
|
151
|
+
"name": "Harm/Calculating Damage",
|
|
152
|
+
"description": "Damage is calculated in this order:<br>1) Attacker rolls damage and applies any relevant reductions or increases (e.g. Exposed, half-damage from Heavy Gunner)<br>2)Target's armor is subtracted from the total damage<br>3)Any other deductions from the defender are subtracted from the remaining damage; this includes reductions from Resistance, systems, talents, etc."
|
|
153
|
+
},
|
|
154
|
+
{
|
|
155
|
+
"name": "Burn",
|
|
156
|
+
"description": "When characters take BURN, it has two effects: first, they immediately take BURN damage, ignoring ARMOR, and then the character marks the burn they just took. At the end of their turn, characters with burn marked must roll an ENGINEERING check. On a success, they clear all burn currently marked; otherwise, they take BURN damage equal to the amount of burn currently marked.<br><br>Failing the ENGINEERING check does not increase how much burn is marked, it just prevents the currently marked burn from being cleared. Also, if a character is hit by multiple sources of BURN, the character still only makes one ENGINEERING check."
|
|
157
|
+
}
|
|
158
158
|
]
|
package/lib/mods.json
CHANGED
|
@@ -18,7 +18,7 @@
|
|
|
18
18
|
"sp": 2,
|
|
19
19
|
"allowed_types": ["Melee"],
|
|
20
20
|
"source": "IPS-N",
|
|
21
|
-
"license": "
|
|
21
|
+
"license": "Nelson",
|
|
22
22
|
"license_level": 2,
|
|
23
23
|
"effect": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
|
|
24
24
|
"description": "One popular modification to the classic war pike involves replacing the long, armor-piercing pike head with a disposable, impact-triggered explosive charge. On penetration, the pike’s head is severed from the shaft – moments later, the embedded pike head detonates in a conical explosion from the point forward. Spare thermal charges are stable, and transported in external tube magazines.<br>IPS-N also makes thermal charges compatible with GMS’s range of blades, hammers, and picks.",
|
|
@@ -45,7 +45,7 @@
|
|
|
45
45
|
"sp": 3,
|
|
46
46
|
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
|
|
47
47
|
"source": "IPS-N",
|
|
48
|
-
"license": "
|
|
48
|
+
"license": "Raleigh",
|
|
49
49
|
"license_level": 3,
|
|
50
50
|
"effect": "Your UNCLE-class COMP/CON has control of the weapon this mod is applied to and its associated systems.<br>1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn.<br>UNCLE isn’t a full NHP, so cannot enter cascade.",
|
|
51
51
|
"description": "IPS-N’s UNCLE COMP/CON system is the result of the DARKSTAR-2 program, a temporary project that sought to develop more advanced smart weapons. Early prototypes were hampered by a combination of high power-draw, unstable conditioning, and frustrating single-task orientation that eventually saw the project shuttered.<br>While IPS-N is no longer developing new iterations of UNCLE, they still have a stock of QA-approved legacy systems accessible to qualified pilots.<br>Pilots lucky enough to field test models swear by UNCLE’s task efficiency and parallel-track reasoning, though the outdated COMP/CONs are known for their somewhat unstable personalities.",
|
|
@@ -69,7 +69,7 @@
|
|
|
69
69
|
"sp": 2,
|
|
70
70
|
"allowed_types": ["CQB", "Cannon", "Rifle"],
|
|
71
71
|
"source": "IPS-N",
|
|
72
|
-
"license": "
|
|
72
|
+
"license": "Tortuga",
|
|
73
73
|
"license_level": 3,
|
|
74
74
|
"effect": "When you attack with the weapon this mod is applied to, you may fire a throughbolt round instead of attacking normally. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
|
|
75
75
|
"description": "Throughbolt rounds are a proprietary IPS-N anti-armor invention. When fired, the rounds ignite and project a superheated cone of plasma before them, creating an effect like a miniature lance that easily penetrates multiple targets – even through hard surfaces.",
|
|
@@ -86,7 +86,7 @@
|
|
|
86
86
|
"sp": 2,
|
|
87
87
|
"allowed_types": ["Melee"],
|
|
88
88
|
"source": "SSC",
|
|
89
|
-
"license": "
|
|
89
|
+
"license": "Metalmark",
|
|
90
90
|
"license_level": 3,
|
|
91
91
|
"effect": "In addition to its usual damage, 1/round you may activate the wreath as a quick action when you hit a character with the weapon this mod is applied to to cause it to take 1d6 burn. If it already is suffering from burn, it can additionally only draw line of sight to adjacent spaces until the end of its next turn.",
|
|
92
92
|
"actions": [
|
|
@@ -110,7 +110,7 @@
|
|
|
110
110
|
"sp": 2,
|
|
111
111
|
"allowed_types": ["Launcher", "Cannon"],
|
|
112
112
|
"source": "SSC",
|
|
113
|
-
"license": "
|
|
113
|
+
"license": "Monarch",
|
|
114
114
|
"license_level": 2,
|
|
115
115
|
"effect": "the weapon this mod is applied to gains +5 range and the Ordnance tag.",
|
|
116
116
|
"description": "Stabilizer mods enhance physical mounts and targeting software, ensuring weapons remain level, steady, and at an appropriate angle regardless of terrain or pilot maneuvers.",
|
|
@@ -133,7 +133,7 @@
|
|
|
133
133
|
"sp": 2,
|
|
134
134
|
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
|
|
135
135
|
"source": "HORUS",
|
|
136
|
-
"license": "
|
|
136
|
+
"license": "Balor",
|
|
137
137
|
"license_level": 2,
|
|
138
138
|
"effect": "the weapon this mod is applied to gains Smart and Seeking.",
|
|
139
139
|
"description": "Nanocomposite weapons take aggressive drone swarms and condense them into individual rounds, a coherent beam, or the edge of a blade.<br>Adapted projectile weapons fire shaped CONSUME/HIVE rounds that shatter on impact, releasing their payload of autonomous nanite maniples. Once freed, the maniples begin eating away at surrounding tissue or superstructure. They proceed until burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and make slight adjustments to the trajectory of their round, ensuring positive impact.<br>Coherent beam weapons transport maniples directly, while conventional melee weapons are replaced by analogs composed entirely of nanobots.",
|
|
@@ -153,7 +153,7 @@
|
|
|
153
153
|
"sp": 2,
|
|
154
154
|
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
|
|
155
155
|
"source": "HA",
|
|
156
|
-
"license": "
|
|
156
|
+
"license": "Napoleon",
|
|
157
157
|
"license_level": 2,
|
|
158
158
|
"effect": "As long as you know the rough location of your target, the weapon this mod is applied to can attack through solid walls and obstructions, doesn’t require line of sight, and ignores all cover, but targets attacked this way count as Invisible.",
|
|
159
159
|
"description": "As it was named following its first use during the civil hostilities on Luna de Oro, phase-ready ammunition is the “devil’s bullets”. Each round contains a nanoprocessor suite networked with its weapon of origin that calculates and translates the specific nature of that round’s superpositional relation with a projected future doppelgänger that manifests in the space immediately before its intended target. To put it simply, phase-ready rounds, when fired, exist in two places at once: exiting the barrel of the weapon they were fired from, and directly in front of the target, prior to impact. The prime round may never hit its target, but given it already exists at the moment of impact, the doppelgänger round will reliably reach its mark.",
|
|
@@ -165,7 +165,7 @@
|
|
|
165
165
|
"sp": 4,
|
|
166
166
|
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
|
|
167
167
|
"source": "HA",
|
|
168
|
-
"license": "
|
|
168
|
+
"license": "Saladin",
|
|
169
169
|
"license_level": 3,
|
|
170
170
|
"effect": "This weapon gains Overkill, and its damage can’t be reduced in any way, including by other effects and systems (such as Resistance, Armor, etc).",
|
|
171
171
|
"description": "Paracausal weapons are a headache for military planners; their precise A–Z function is often obscured, though they consistently produce the same “Z” output per “A” input.<br>The first reports of unregulated paracausal weaponry occurred during the civil engagements on Tian Shen. System-local forces received sealed magazines with directions to be loaded and fired as normal, although inspection of the magazines’ contents was prohibited on grounds that it would “damage the payload”. Helmet and gun cam footage do not betray the anomalous effects of this ordnance, though after-action reports uncovered a seemingly minor, though incredibly odd fact: every single trooper outfitted with this paracausal ammunition scored a 100% positive impact rate.<br>Union has scheduled all unregulated paracausal weapons and ammunition for retrieval, and the bureau is currently investigating Harrison Armory for its role in the development of the technology. Despite this, paracausal ammunition is still in use, as shipments and codes continue to leak to interested parties.",
|