@massif/lancer-data 3.1.7 → 4.0.0-beta.10

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/lib/mods.json CHANGED
@@ -1,17 +1,4 @@
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  [
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- {
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- "id": "missing_weaponmod",
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- "name": "ERR: DATA NOT FOUND",
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- "sp": 1,
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- "allowed_types": ["Melee"],
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- "source": "GMS",
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- "license": "GMS",
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- "license_level": 1,
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- "effect": "COMP/CON is unable to retrieve the data necessary to furnish this System. This is likely the result of a missing or outdated content pack.",
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this System. This is likely the result of a missing or outdated content pack.",
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- "tags": [],
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- "license_id": ""
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- },
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  {
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  "id": "wm_thermal_charge",
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  "name": "Thermal Charge",
@@ -21,6 +8,12 @@
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  "license": "Nelson",
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  "license_level": 2,
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  "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.",
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+ "on_hit": {
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+ "detail": "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.",
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+ "damage": [{ "val": "1d6", "type": "Explosive" }],
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+ "activation": "Free"
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+ },
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+ "cost": 1,
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  "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.",
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  "tags": [
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  {
@@ -31,12 +24,6 @@
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  "id": "tg_unique"
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  }
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  ],
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- "added_damage": [
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- {
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- "type": "Explosive",
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- "val": "1d6"
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- }
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- ],
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  "license_id": "mf_nelson"
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  },
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  {
@@ -48,6 +35,14 @@
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  "license": "Raleigh",
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  "license_level": 3,
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  "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.",
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+ "actions": [
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+ {
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+ "name": "UNCLE",
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+ "activation": "Free",
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+ "frequency": "1/turn",
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+ "detail": "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."
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+ }
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+ ],
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  "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.",
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  "tags": [
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  {
@@ -72,6 +67,20 @@
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  "license": "Tortuga",
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  "license_level": 3,
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  "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.",
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+ "actions": [
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+ {
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+ "name": "Fire Throughbolt Round",
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+ "detail": "Instead of this weapon's normal attack, fire a Throughbolt Round. 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.",
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+ "damage": [
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+ {
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+ "type": "Kinetic",
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+ "val": "2",
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+ "ap": true,
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+ "aoe": true
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+ }
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+ ]
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+ }
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+ ],
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  "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.",
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  "tags": [
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  {
@@ -89,13 +98,15 @@
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  "license": "Metalmark",
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  "license_level": 3,
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  "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.",
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- "actions": [
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- {
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- "name": "Activate Shock Wreath",
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- "activation": "Quick",
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- "detail": "1/round you may activate your equipped Shock Wreath as a quick action when you hit a character with the weapon it 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."
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- }
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- ],
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+ "on_hit": {
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+ "activation": "Quick",
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+ "damage": [
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+ {
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+ "type": "Burn",
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+ "val": "1d6"
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+ }
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+ ]
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+ },
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  "description": "A post-fab modification popular among melee combat specialists, Shock Wreathes integrate a bundle of conductive filaments within the blade, point, tip, or surface of a close combat weapon. Paired with a power source – typically in the hilt or lower half of a weapon, but sometimes external – Shock Wreathes give kinetic weapons a thermal edge and a distinctive visual marker: fine lines of white-hot light like filigree, shrouding the modified weapon in shimmering heat.",
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  "tags": [
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  {
@@ -172,6 +183,9 @@
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  "added_tags": [
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  {
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  "id": "tg_overkill"
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+ },
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+ {
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+ "id": "tg_irreducible"
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  }
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  ],
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  "license_id": "mf_saladin"
@@ -1,17 +1,4 @@
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  [
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- {
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- "id": "missing_pilotweapon",
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- "name": "ERR: DATA NOT FOUND",
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- "type": "Weapon",
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this Pilot Gear. This is likely the result of a missing or outdated content pack.",
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- "tags": [
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- {
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- "id": "tg_pilot_weapon"
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- }
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- ],
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- "range": [],
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- "damage": []
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- },
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  {
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  "id": "pg_archaic_melee",
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  "name": "Archaic Melee",
@@ -33,7 +20,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 1
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  }
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  ]
@@ -59,7 +46,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 1
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  }
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  ]
@@ -85,7 +72,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 1
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  }
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  ]
@@ -134,7 +121,7 @@
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  ],
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  "damage": [
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  {
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- "type": "kinetic",
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+ "type": "Kinetic",
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  "val": 3
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  }
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  ]
@@ -229,17 +216,6 @@
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  ],
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  "effect": "When a signature weapon is acquired, choose its damage type – Explosive, Energy, or Kinetic."
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  },
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- {
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- "id": "missing_pilotarmor",
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- "name": "ERR: DATA NOT FOUND",
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- "type": "Armor",
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this Pilot Gear. This is likely the result of a missing or outdated content pack.",
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- "tags": [
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- {
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- "id": "tg_personal_armor"
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- }
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- ]
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- },
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  {
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  "id": "pg_light_hardsuit",
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  "name": "Light Hardsuit",
@@ -403,19 +379,7 @@
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  {
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  "name": "Activate Stealth Hardsuit",
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  "activation": "Quick",
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- "detail": "Become Invisible. You will cease to be Invisible if you take any damage.",
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- "pilot": true
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- }
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- ]
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- },
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- {
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- "id": "missing_pilotgear",
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- "name": "ERR: DATA NOT FOUND",
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- "type": "Gear",
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this Pilot Gear. This is likely the result of a missing or outdated content pack.",
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- "tags": [
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- {
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- "id": "tg_gear"
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+ "detail": "Become Invisible. You will cease to be Invisible if you take any damage."
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  }
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  ]
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  },
@@ -429,8 +393,7 @@
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  {
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  "name": "Use Corrective",
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  "activation": "Full",
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- "detail": "Expend a charge to apply correctives to Down and Out pilots, immediately bringing them back to consciousness at 1 HP",
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- "pilot": true
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+ "detail": "Expend a charge to apply correctives to Down and Out pilots, immediately bringing them back to consciousness at 1 HP"
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  }
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  ],
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  "tags": [
@@ -468,8 +431,7 @@
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  "val": 2
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  }
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  ],
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- "detail": "Throw a grenade within Range 5. Affected characters within a Blast 1 must succeed on an Agility save or take 2 Explosive damage.",
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- "pilot": true
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+ "detail": "Throw a grenade within Range 5. Affected characters within a Blast 1 must succeed on an Agility save or take 2 Explosive damage."
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  }
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  ],
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  "tags": [
@@ -495,8 +457,7 @@
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  {
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  "name": "Use Patch",
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  "activation": "Full",
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- "detail": "Expend a charge to apply a patch to either yourself or an adjacent pilot, restoring half their maximum HP. Patches have no effect on Down and Out pilots.",
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- "pilot": true
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+ "detail": "Expend a charge to apply a patch to either yourself or an adjacent pilot, restoring half their maximum HP. Patches have no effect on Down and Out pilots."
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  }
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  ],
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  "tags": [
@@ -519,8 +480,7 @@
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  {
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  "name": "Use Stim",
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  "activation": "Quick",
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- "detail": "Expend a charge for one of the following effects:<ul><li><b>Kick:</b> Keeps a pilot awake and alert for up to 30 hours.</li><li><b>Freeze:</b> Keeps a pilot calm and emotionally stable; deadens fear and other strong reactions.</li><li><b>Juice:</b> Heighten senses and alertness, reduce fatigue, and shorten reaction times. Juice occasionally provokes rage in some users.</li></ul>",
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- "pilot": true
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+ "detail": "Expend a charge for one of the following effects:<ul><li><b>Kick:</b> Keeps a pilot awake and alert for up to 30 hours.</li><li><b>Freeze:</b> Keeps a pilot calm and emotionally stable; deadens fear and other strong reactions.</li><li><b>Juice:</b> Heighten senses and alertness, reduce fatigue, and shorten reaction times. Juice occasionally provokes rage in some users.</li></ul>"
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  }
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  ],
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  "tags": [
@@ -543,13 +503,31 @@
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  "name": "Thermite Charge",
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  "type": "Mine",
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  "detail": "This charge must be remotely detonated as a quick action. Affected characters must succeed on an Engineering save or take 3 Energy AP. Thermal charges automatically hit objects, dealing 10 Energy AP.",
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- "pilot": true,
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  "actions": [
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  {
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  "name": "Detonate",
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  "activation": "Quick",
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- "detail": "Affected characters must succeed on an Engineering save or take 3 Energy AP. Thermal charges automatically hit objects, dealing 10 Energy AP.",
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- "pilot": true
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+ "detail": "Affected characters must succeed on an Engineering save or take 3 Energy AP.",
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+ "damage": [
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+ {
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+ "type": "Energy",
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+ "val": 3,
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+ "ap": true,
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+ "save": "eng"
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+ }
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+ ]
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+ },
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+ {
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+ "name": "Detonate (vs. Object)",
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+ "activation": "Quick",
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+ "detail": "Thermal charges automatically hit objects, dealing 10 Energy AP.",
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+ "damage": [
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+ {
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+ "type": "Energy",
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+ "val": 10,
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+ "ap": true
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+ }
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+ ]
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  }
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  ]
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  }
@@ -774,4 +752,4 @@
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  }
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  ]
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  }
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- ]
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+ ]
package/lib/reserves.json CHANGED
@@ -170,7 +170,7 @@
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  "bonuses": [
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  {
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  "id": "core_power",
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- "val": 2
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+ "val": 1
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  }
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  ]
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  },
@@ -211,10 +211,67 @@
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  "description": "+1 ACCURACY to skill checks made with one skill – HULL, AGILITY, SYSTEMS or ENGINEERING.",
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  "synergies": [
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  {
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- "locations": ["hase"],
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+ "locations": ["stats"],
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  "detail": "+1 ACCURACY to skill checks made with one skill – HULL, AGILITY, SYSTEMS or ENGINEERING."
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  }
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- ]
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+ ],
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+ "deprecated": true
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+ },
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+ {
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+ "id": "reserve_systems_reinforcement_hull",
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+ "name": "Systems reinforcement (HULL)",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "+1 ACCURACY to HULL skill checks.",
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+ "bonuses": [
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+ {
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+ "id": "hull",
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+ "accuracy": 1
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+ }
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+ ],
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+ "deprecated": true
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+ },
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+ {
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+ "id": "reserve_systems_reinforcement_agility",
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+ "name": "Systems reinforcement (AGILITY)",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "+1 ACCURACY to AGILITY skill checks.",
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+ "bonuses": [
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+ {
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+ "id": "agility",
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+ "accuracy": 1
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+ }
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+ ],
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+ "deprecated": true
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+ },
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+ {
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+ "id": "reserve_systems_reinforcement_systems",
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+ "name": "Systems reinforcement (SYSTEMS)",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "+1 ACCURACY to SYSTEMS skill checks.",
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+ "bonuses": [
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+ {
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+ "id": "systems",
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+ "accuracy": 1
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+ }
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+ ],
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+ "deprecated": true
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+ },
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+ {
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+ "id": "reserve_systems_reinforcement_engineering",
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+ "name": "Systems reinforcement (ENGINEERING)",
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+ "type": "Mech",
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+ "label": "Resource",
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+ "description": "+1 ACCURACY to ENGINEERING skill checks.",
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+ "bonuses": [
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+ {
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+ "id": "engineering",
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+ "accuracy": 1
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+ }
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+ ],
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+ "deprecated": true
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  },
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  {
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  "id": "reserve_smart_ammo",
@@ -222,10 +279,10 @@
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  "type": "Mech",
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  "label": "Ammo",
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  "description": "All weapons of your choice can be fired as if they are SMART.",
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- "synergies": [
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+ "active_effects": [
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  {
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- "locations": ["weapon"],
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- "detail": "All weapons of your choice can be fired as if they are SMART"
284
+ "name": "Smart Ammo",
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+ "detail": "All weapons of your choice can be fired as if they are SMART."
229
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  }
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  ]
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  },
@@ -235,10 +292,9 @@
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  "type": "Mech",
236
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  "label": "Resource",
237
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  "description": "IMMUNITY to the SLOWED condition.",
238
- "synergies": [
295
+ "add_resist": [
239
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  {
240
- "locations": ["move"],
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- "detail": "Your mech has IMMUNITY to the SLOWED condition."
297
+ "immunity": "slowed"
242
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  }
243
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  ]
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  },
@@ -248,6 +304,12 @@
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  "type": "Mech",
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  "label": "Resource",
250
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  "description": "During this mission your mech can FLY when moving, but must end movement on land.",
307
+ "active_effects": [
308
+ {
309
+ "name": "Jump Jets",
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+ "detail": "Your mech can FLY when moving, but must end movement on land."
311
+ }
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+ ],
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  "synergies": [
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  {
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  "locations": ["move"],
@@ -289,9 +351,15 @@
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  "type": "Tactical",
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  "label": "Skill/Action",
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  "description": "Training or enhancement that provides +1 ACCURACY to a particular mech skill or action for the duration of this mission.",
354
+ "active_effects": [
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+ {
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+ "name": "Accuracy",
357
+ "detail": "+1 ACCURACY to a particular mech skill or action for the duration of this mission."
358
+ }
359
+ ],
292
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  "synergies": [
293
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  {
294
- "locations": ["other"],
362
+ "locations": ["stats"],
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  "detail": "+1 ACCURACY to a particular mech skill or action for the duration of this mission."
296
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  }
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  ]
@@ -320,7 +388,8 @@
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  "damage": [
321
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  {
322
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  "type": "Explosive",
323
- "val": "3d6"
391
+ "val": "3d6",
392
+ "aoe": true
324
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  }
325
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  ]
326
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  }
package/lib/rules.json CHANGED
@@ -1,53 +1,53 @@
1
- {
2
- "base_structure": 4,
3
- "base_stress": 4,
4
- "base_grapple": 0,
5
- "base_ram": 0,
6
- "base_pilot_hp": 6,
7
- "base_pilot_evasion": 10,
8
- "base_pilot_edef": 10,
9
- "base_pilot_speed": 4,
10
- "base_pilot_sensors": 5,
11
- "base_pilot_save_target": 10,
12
- "minimum_pilot_skills": 4,
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- "minimum_mech_skills": 2,
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- "minimum_pilot_talents": 3,
15
- "trigger_bonus_per_rank": 2,
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- "max_trigger_rank": 3,
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- "max_pilot_level": 12,
18
- "max_pilot_weapons": 2,
19
- "max_pilot_armor": 1,
20
- "max_pilot_gear": 3,
21
- "max_frame_size": 3,
22
- "max_mech_armor": 4,
23
- "max_hase": 6,
24
- "mount_fittings": {
25
- "Auxiliary": ["Auxiliary"],
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- "Main": ["Main", "Auxiliary"],
27
- "Flex": ["Main", "Auxiliary"],
28
- "Heavy": ["Superheavy", "Heavy", "Main", "Auxiliary"]
29
- },
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- "overcharge": ["1", "1d3", "1d6", "1d6+4"],
31
- "skill_headers": [
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- {
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- "attr": "str",
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- "description": "use, resist, and apply direct force, physical or otherwise"
35
- },
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- {
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- "attr": "dex",
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- "description": "perform skillfully and accurately under pressure"
39
- },
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- {
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- "attr": "int",
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- "description": "notice details, think creatively, and prepare"
43
- },
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- {
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- "attr": "cha",
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- "description": "talk, lead, change minds, make connections, and requisition resources"
47
- },
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- {
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- "attr": "Custom",
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- "description": "Custom Skill Triggers"
51
- }
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- ]
53
- }
1
+ {
2
+ "base_structure": 4,
3
+ "base_stress": 4,
4
+ "base_grapple": 0,
5
+ "base_ram": 0,
6
+ "base_pilot_hp": 6,
7
+ "base_pilot_evasion": 10,
8
+ "base_pilot_edef": 10,
9
+ "base_pilot_speed": 4,
10
+ "base_pilot_sensors": 5,
11
+ "base_pilot_save_target": 10,
12
+ "minimum_pilot_skills": 4,
13
+ "minimum_mech_skills": 2,
14
+ "minimum_pilot_talents": 3,
15
+ "trigger_bonus_per_rank": 2,
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+ "max_trigger_rank": 3,
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+ "max_pilot_level": 12,
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+ "max_pilot_weapons": 2,
19
+ "max_pilot_armor": 1,
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+ "max_pilot_gear": 3,
21
+ "max_frame_size": 3,
22
+ "max_mech_armor": 4,
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+ "max_hase": 6,
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+ "mount_fittings": {
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+ "Auxiliary": ["Auxiliary"],
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+ "Main": ["Main", "Auxiliary"],
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+ "Flex": ["Main", "Auxiliary"],
28
+ "Heavy": ["Superheavy", "Heavy", "Main", "Auxiliary"]
29
+ },
30
+ "overcharge": ["1", "1d3", "1d6", "1d6+4"],
31
+ "skill_headers": [
32
+ {
33
+ "attr": "str",
34
+ "description": "use, resist, and apply direct force, physical or otherwise"
35
+ },
36
+ {
37
+ "attr": "dex",
38
+ "description": "perform skillfully and accurately under pressure"
39
+ },
40
+ {
41
+ "attr": "int",
42
+ "description": "notice details, think creatively, and prepare"
43
+ },
44
+ {
45
+ "attr": "cha",
46
+ "description": "talk, lead, change minds, make connections, and requisition resources"
47
+ },
48
+ {
49
+ "attr": "Custom",
50
+ "description": "Custom Skill Triggers"
51
+ }
52
+ ]
53
+ }