@massif/lancer-data 3.1.7 → 4.0.0-beta.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/lib/frames.json CHANGED
@@ -1,1844 +1,1844 @@
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- [
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- {
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- "id": "missing_frame",
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- "license_level": 0,
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- "source": "GMS",
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- "name": "ERR: DATA NOT FOUND",
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- "mechtype": ["Balanced"],
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- "y_pos": 0,
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- "description": "COMP/CON is unable to retrieve the data necessary to furnish this Frame. This is likely the result of a missing or outdated content pack.",
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- "mounts": [],
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- "stats": {
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- "size": 1,
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- "structure": 4,
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- "stress": 4,
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- "armor": 0,
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- "hp": 10,
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- "evasion": 8,
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- "edef": 8,
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- "heatcap": 6,
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- "repcap": 5,
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- "sensor_range": 10,
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- "tech_attack": 0,
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- "save": 10,
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- "speed": 4,
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- "sp": 6
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- },
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- "traits": [],
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- "core_system": {
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- "name": "ERR: MISSING DATA",
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- "active_name": "",
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- "active_effect": "",
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- "use": "Next Round",
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- "activation": "Free"
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- },
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- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/missing_frame.png",
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- "license_id": "missing_frame"
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- },
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- {
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- "id": "mf_standard_pattern_i_everest",
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- "license_level": 0,
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- "source": "GMS",
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- "name": "Everest",
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- "mechtype": ["Balanced"],
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- "y_pos": 25,
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- "description": "Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet, without water, earth, and air, there would be nowhere for humanity to make a home.<br>Just the same, the GMS-SP1 “Everest” is often taken for granted, its importance dismissed in favor of other, more specialized frames. A plain and unpretentious mech, defined by simple lines, functional grace, universal compatibility, and sturdy bulk, the Everest is as fundamental to the modern mechanized chassis as the natural world is to human life. The Everest isn’t the most specialized mech, but it is the backbone of our expansion imperative. From its shoulders, humanity steps.<br>Prior to GMS’s official adoption of the name, “Everest” was a use-name given to the frame by its pilots. Mount Everest – or Sagarmatha, or Chomolungma, as it has been called in older human tongues – is the tallest mountain on Cradle, though not the most prominent peak in known space, nor even the greatest in Cradle’s star system, yet pilots across the galaxy call their SP1s by that ancient name. Why?<br>The sentimental answer is that the name is a reminder of what was once the limit of human endurance – once the height of human achievement. To reach Everest’s summit was to defy death and stand atop the world – the culmination of months, even years, of training, investment, and hard work. Reaching the peak was also a triumph of the people, systems, and institutions behind the individual – a triumph too often left unacknowledged, or deliberately erased.<br>Sagarmatha. Chomolungma.<br>Even before the Fall, when the Massif vaults were built, some names – some stories – were given priority over others.<br>The real story behind the Everest’s name is likely much less deliberate. Somewhere along the line, a newly graduated pilot, frustrated by GMS’s plain naming conventions, painted “EVEREST” across the flank of their SP1. Maybe it was a callsign, or maybe it represented the pride they felt at success. Either way, the name stuck: others adopted the name, and over five centuries it grew to become the officially unofficial designation of the SP1 chassis.<br>Veteran pilots may never return to the Everest after moving on, but they’ll always remember reaching that first summit – the mountaintop where they proved they could plant their own flag at the peak of the world.<br>Sagarmatha. Chomolungma.<br>Everest – you’ll never forget it.",
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- "mounts": ["Main", "Flex", "Heavy"],
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- "stats": {
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- "size": 1,
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- "structure": 4,
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- "stress": 4,
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- "armor": 0,
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- "hp": 10,
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- "evasion": 8,
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- "edef": 8,
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- "heatcap": 6,
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- "repcap": 5,
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- "sensor_range": 10,
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- "tech_attack": 0,
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- "save": 10,
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- "speed": 4,
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- "sp": 6
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- },
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- "traits": [
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- {
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- "name": "Initiative",
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- "description": "1/scene the Everest may take any quick action as a free action.",
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- "use": "Encounter"
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- },
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- {
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- "name": "Replaceable parts",
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- "description": "While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.",
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- "bonuses": [
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- {
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- "id": "cheap_struct",
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- "val": 1
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- }
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- ],
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- "synergies": [
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- {
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- "locations": ["rest"],
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- "detail": "The Everest can be repaired at a rate of 1 Repair per 1 structure damage."
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- }
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- ]
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- }
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- ],
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- "core_system": {
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- "name": "Hyperspec Fuel Injector",
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- "active_name": "Power Up",
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- "active_effect": "For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.",
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- "use": "Encounter",
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- "activation": "Protocol",
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- "active_synergies": [
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- {
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- "locations": ["active_effects", "boost"],
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- "detail": "1/turn, you can Boost as a free action."
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- },
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- {
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- "locations": ["hull", "agility", "systems", "engineering"],
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- "detail": "Gain +1 Accuracy on all attacks, checks, and saves."
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- }
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- ]
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- },
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- "other_art": [
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- {
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- "tag": "mech",
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- "src": "pre_assault_pixel.png"
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- },
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- {
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- "tag": "mech",
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- "src": "pre_hacker_pixel.png"
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- },
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- {
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- "tag": "mech",
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- "src": "pre_sniper_pixel.png"
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- },
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- {
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- "tag": "mech",
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- "src": "pre_support_pixel.png"
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- },
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- {
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- "tag": "mech",
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- "src": "pre_vanguard_pixel.png"
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- }
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- ],
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- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_standard_pattern_i_everest.png",
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- "license_id": "mf_standard_pattern_i_everest"
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- },
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- {
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- "id": "mf_blackbeard",
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- "license_level": 2,
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- "source": "IPS-N",
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- "name": "Blackbeard",
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- "mechtype": ["Striker"],
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- "y_pos": 23,
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- "description": "The Blackbeard is IPS-N’s aggressive solution to piracy: a front-facing, first-striking mech designed for environments in which combustible kinetic weapons are useless, dangerous, or likely to cause unnecessary collateral damage. With its distinctly slim frame, the Blackbeard doesn’t just look fast – it also has a reduced radar profile. This mech is hard to track and harder still to hit.<br>The Blackbeard range comprises two lines: the standard IPS-N/BB-L production line model, and the IPS-N/BB-Sk, a limited-release prototype purpose-built to house IPS-N’s SEKHMET-class NHPs.",
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- "mounts": ["Flex", "Main", "Heavy"],
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- "stats": {
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- "size": 1,
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- "structure": 4,
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- "stress": 4,
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- "armor": 1,
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- "hp": 12,
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- "evasion": 8,
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- "edef": 6,
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- "heatcap": 4,
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- "repcap": 5,
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- "sensor_range": 5,
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- "tech_attack": -2,
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- "save": 10,
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- "speed": 5,
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- "sp": 5
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- },
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- "traits": [
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- {
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- "name": "Grapple cable",
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- "description": "The Blackbeard can Grapple targets within Range 5. If the Grapple is successful, the Blackbeard is immediately pulled adjacent to the target by the most direct path. If there are no suitable spaces, the grapple breaks and the Blackbeard does not move.",
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- "synergies": [
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- {
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- "locations": ["grapple"],
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- "detail": "The Blackbeard can Grapple targets within Range 5. If the Grapple is successful, the Blackbeard is immediately pulled adjacent to the target by the most direct path. If there are no suitable spaces, the grapple breaks and the Blackbeard does not move."
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- }
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- ]
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- },
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- {
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- "name": "Lock/Kill Subsystem",
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- "description": "While grappling, the Blackbeard can Boost and take reactions.",
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- "synergies": [
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- {
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- "locations": ["grapple", "boost"],
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- "detail": "While grappling, the Blackbeard can Boost and take reactions."
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- }
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- ]
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- },
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- {
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- "name": "Exposed Reactor",
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- "description": "The Blackbeard receives +1 Difficulty on ENGINEERING checks and saves.",
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- "synergies": [
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- {
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- "locations": ["engineering", "skill_check"],
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- "detail": "The Blackbeard gains +1 Difficulty on ENGINEERING checks and saves."
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- }
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- ]
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- }
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- ],
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- "core_system": {
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- "name": "Assault Grapples",
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- "description": "The IPS-N-branded Assault Grappling System is a class-leading technology rated for hauling, supporting, and securing chassis of sizes up to Schedule 4. Grapple heads are interchangeable and can be swapped for engagement with soft or hard targets – either electrified or loaded with codespike systems for long-distance incapacitation.",
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- "active_name": "Omni-harpoon",
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- "active_effect": "This system fires grappling harpoons at any number of targets within Range 5 and line of sight. Affected characters must succeed on a Hull save or take 2d6 Kinetic damage and be knocked Prone, then pulled adjacent to you, or as close as possible. They become Immobilized until the end of their next turn. On a success, they take half damage and are otherwise unaffected.",
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- "activation": "Quick"
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- },
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- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_blackbeard.png",
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- "license_id": "mf_blackbeard"
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- },
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- {
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- "id": "mf_drake",
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- "license_level": 2,
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- "source": "IPS-N",
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- "name": "Drake",
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- "mechtype": ["Defender"],
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- "y_pos": 12,
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- "description": "The Drake, IPS-N’s first foray into military-grade mech design, is the backbone of any proactive trade-security or anti-piracy force. Its massive, simian frame is built around a single-cast bulkhead, sloped and reinforced to handle sustained fire and the vagaries of vessel-proximal hardvac travel. The Drake is an imposing chassis, its frame evoking the might of ancient armored infantry from a time when greater numbers guaranteed victory.<br>The standard fleet license for the IPS-N Drake outfits each chassis with IPS-N’s high-velocity, high–projectile fragment assault cannon for suppressing and overwhelming targets, and a heavy kinetic–ablative shield for defense. Advanced models feature upgraded weapons and armor including the formidable Leviathan Heavy Assault Cannon, a high-rpm anti-materiel weapon.",
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- "mounts": ["Main", "Main", "Heavy"],
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- "stats": {
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- "size": 2,
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- "structure": 4,
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- "stress": 4,
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- "armor": 3,
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- "hp": 8,
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- "evasion": 6,
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- "edef": 6,
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- "heatcap": 5,
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- "repcap": 5,
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- "sensor_range": 10,
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- "tech_attack": 0,
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- "save": 10,
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- "speed": 3,
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- "sp": 5
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- },
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- "traits": [
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- {
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- "name": "Heavy Frame",
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- "description": "The Drake can’t be pushed, pulled, knocked Prone, or knocked back by smaller characters."
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- },
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- {
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- "name": "Blast Plating",
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- "description": "The Drake has Resistance to damage, burn and heat from blast, burst, line, and cone attacks."
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- },
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- {
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- "name": "Slow",
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- "description": "The Drake receives +1 difficulty on Agility checks and saves.",
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- "synergies": [
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- {
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- "locations": ["agility", "skill_check"],
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- "detail": "The Drake receives +1 difficulty on Agility checks and saves."
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- }
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- ]
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- },
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- {
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- "name": "Guardian",
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- "description": "Adjacent allied characters can use the Drake for hard cover."
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- }
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- ],
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- "core_system": {
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- "name": "Fortress",
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- "active_name": "Fortress Protocol",
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- "active_effect": "You deploy heavy stabilizers and your mech becomes more like a fortified emplacement than a vehicle. When activated, two sections of hard cover (line 2, Size 1) unfold from your mech, drawn in any direction. These cover sections have Immunity to all damage.<br>Additionally, the following effects apply while active:<ul><li>You become Immobilized.</li><li>You benefit from hard cover, even in the open, and gain Immunity to Knockback, Prone, and all involuntary movement.</li><li>When you Brace, you may take a full action on your next turn instead of just a quick action.</li><li>Any character that gains hard cover from you or your cover sections gains Immunity to Knockback, Prone, and all involuntary movement, and gains the benefits of Blast Plating.</li></ul>This system can be deactivated as a protocol. Otherwise, it lasts until the end of the current scene.",
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- "use": "Encounter",
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- "deactivation": "Protocol",
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- "activation": "Protocol"
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- },
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- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_drake.png",
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- "license_id": "mf_drake"
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- },
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- {
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- "id": "mf_lancaster",
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- "license_level": 2,
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- "source": "IPS-N",
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- "name": "Lancaster",
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- "mechtype": ["Support"],
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- "y_pos": 16,
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- "description": "The IPS-N Lancaster is a mil-spec variant of an older IPS-N civilian terrestrial, inter/outer-hull transport and maintenance chassis, streamlined for use in any theater. The Lancaster features multiple redundant systems and sophisticated interaction projectors to ensure pinpoint accuracy when engaging with delicate systems, whether damaged or intact.<br>Lancaster pilots often adopt roles as sappers and engineers in frontline support. Sometimes ridiculed for piloting the old-fashioned frame by newer, untested pilots, veteran Lancaster jockeys know the truth: the Lancaster is one of the most reliable and well-made mechs out there, indispensable on any serious long-range mission. Not every mission is won with bullets, lasers, and bombs: without the engineers and their Lannies, few of those hotshots would come home alive.",
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- "mounts": ["Main/Aux"],
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- "stats": {
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- "size": 2,
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- "structure": 4,
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- "stress": 4,
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- "armor": 1,
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- "hp": 6,
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- "evasion": 8,
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- "edef": 8,
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- "heatcap": 6,
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- "repcap": 10,
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- "sensor_range": 8,
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- "tech_attack": 1,
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- "save": 10,
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- "speed": 6,
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- "sp": 8
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- },
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- "traits": [
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- {
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- "name": "Insulated",
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- "description": "The Lancaster has Immunity to burn."
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- },
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- {
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- "name": "Combat Repair",
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- "description": "In combat, the Lancaster can use 4 Repairs to repair a destroyed mech as a full action, returning it to 1 Structure, 1 Stress, and 1 HP.",
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- "actions": [
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- {
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- "name": "Combat Repair",
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- "activation": "Full",
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- "detail": "Use 4 Repairs to repair a destroyed mech as a full action, returning it to 1 Structure, 1 Stress, and 1 HP."
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- }
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- ]
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- },
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- {
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- "name": "Redundant Systems",
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- "description": "At your discretion, other characters adjacent to the Lancaster can spend its Repairs as their own."
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- }
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- ],
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- "core_system": {
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- "name": "Latch Drone",
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- "description": "Known colloquially as a “Wingman”, latch drones are companion drones carried by and deployed from a chassis. Pilots are recommended not to develop emotional attachments to these drones due to their high casualty rate.",
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- "active_name": "Supercharger",
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- "active_effect": "Your Latch Drone clamps onto an allied mech within its Range. For the rest of the scene you take 1 heat at the start of each of your turns, but your target gains +1 accuracy on all attacks, checks, and saves, and Immunity to the Impaired, Jammed, Slowed, Shredded, and Immobilized conditions from characters other than itself. This effect ends if either character becomes Stunned.<br>While this system is active, you cannot use the Latch Drone for any other purpose.",
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- "activation": "Quick",
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- "integrated": ["mw_lancaster_integrated"]
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- },
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- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_lancaster.png",
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- "license_id": "mf_lancaster"
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- },
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- {
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- "id": "mf_nelson",
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- "license_level": 2,
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- "source": "IPS-N",
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- "name": "Nelson",
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- "mechtype": ["Striker"],
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- "y_pos": 35,
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- "description": "The IPS-N Nelson is the purest embodiment of the close-quarters doctrine espoused by its manufacturer. It is built to brawl, thriving when ordnance has been exhausted or when the environment is too volatile for firearms. With its functional size, the Nelson can strike fast and remain a difficult target to track. Layers of fractal-fold Armor-Lock plating with ceramic-analogous carbon flaking properties effectively nullify the impact of incoming ballistics by dispersing kinetic energy across a rounded hull. This null-k defense protects the pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.<br>The Nelson is an iconic IPS-N chassis, known across the galaxy as the favored frame of the Albatross, the nomadic order of Cosmopolitan peacekeepers. The Albatross’ distinctive white, gold, and red livery, mastery of the war pike, and apparent agelessness due to time dilation has won both them and the Nelson a venerated place in Diasporan lore – and secured an endorsement contract with IPS-N in perpetuity.",
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- "mounts": ["Flex", "Main/Aux"],
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- "stats": {
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- "size": 1,
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- "structure": 4,
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- "stress": 4,
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- "armor": 0,
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- "hp": 8,
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- "evasion": 11,
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- "edef": 7,
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- "heatcap": 6,
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- "repcap": 5,
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- "sensor_range": 5,
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- "tech_attack": 0,
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- "save": 10,
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- "speed": 5,
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- "sp": 6
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- },
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- "traits": [
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- {
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- "name": "Momentum",
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- "description": "1/round, after you Boost, the Nelson’s next melee attack deals +1d6 bonus damage on hit.",
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- "synergies": [
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- {
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- "locations": ["boost"],
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- "detail": "1/round, after you Boost, the Nelson’s next melee attack deals +1d6 bonus damage on hit."
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- }
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- ]
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- },
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- {
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- "name": "Skirmisher",
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- "description": "After attacking, the Nelson can immediately move 1 space in any direction as long as it isn’t Immobilize or Slowed. This movement ignores engagement and doesn’t provoke reactions."
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- }
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- ],
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- "core_system": {
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- "name": "Perpetual Momentum Drive",
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- "description": "IPS-N’s Perpetual Momentum Drive exploits fighter-tier nearlight spooling to capture and sustain a passive .000001 ls charge, able to be dumped into boost systems upon command. Chassis equipped with this drive require heavy reinforcement, including strengthened joints and limbs, and installation of a k-comp crash couch to protect the pilot from sudden g-force and shear.",
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- "active_name": "Engage Drive",
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- "active_effect": "For the rest of the scene, Skirmisher allows you to move 4 spaces at a time instead of 1 space.",
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- "use": "Encounter",
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- "activation": "Protocol"
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- },
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- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_nelson.png",
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- "license_id": "mf_nelson"
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- },
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- {
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- "id": "mf_raleigh",
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- "license_level": 2,
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- "source": "IPS-N",
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- "name": "Raleigh",
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- "mechtype": ["Striker"],
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- "y_pos": 12.5,
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- "description": "Seeing GMS and Harrison Armory’s push to secure whole-fleet line contracts with Union member states, IPS-N launched a brief foray into design and production of their own main battle line frame. Enter the Raleigh, a stylistic and design oddity for IPS-N. Designed not as a specialist, but as a purpose-built, close-range mech, the Raleigh failed to stun potential clients in trials.<br>Though a favorite of test pilots due to its unique styling and agility, the Raleigh saw few fleet orders and, after a brief run as IPS-N’s flagship, was quietly rolled back and replaced with the Tortuga. No longer offered as a fleet contract, the Raleigh enjoys a quiet popularity among pilots seeking a well-balanced, if close-ranged, line mech.",
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- "mounts": ["Aux/Aux", "Flex", "Heavy"],
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- "stats": {
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- "size": 1,
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- "structure": 4,
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- "stress": 4,
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- "armor": 1,
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- "hp": 10,
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- "evasion": 8,
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- "edef": 7,
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- "heatcap": 5,
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- "repcap": 5,
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- "sensor_range": 10,
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- "tech_attack": -1,
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- "save": 10,
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- "speed": 4,
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- "sp": 5
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- },
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- "traits": [
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- {
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- "name": "Full Metal Jacket",
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- "description": "At the end of its turn, if the Raleigh hasn’t made any attacks or forced any saves, it can reload all Loading weapons as a free action."
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- },
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- {
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- "name": "Shielded Magazines",
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- "description": "The Raleigh can make ranged attacks when Jammed."
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- }
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- ],
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- "core_system": {
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- "name": "M35 Mjolnir Cannon",
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- "description": "IPS-N’s M35 Mjolnir cannon is a carryover from Northstar’s Watchman line of defensive weapons, reworked for frontline combat. The Mjolnir is a hard-mounted, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It’s an impulse weapon, tied to the pilot’s second-tier neural processes with mediation from a COMP/CON or NHP; even in death, a pilot’s Mjolnir will continue to identify and attack hostile targets until reaching total systemic failure. For this reason, the Mjolnir is often referred to as a deadgun – one of many such weapons to be found among CQB-oriented pilots.",
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- "active_name": "Thunder God",
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- "active_effect": "You start to spin your M35 Mjolnir up, beginning with no chambered rounds. For the rest of the scene, you load two rounds into chambers at the end of any of your turns in which you haven’t fired the M35 Mjolnir . It can hold a maximum of six rounds.<br>When you fire the M35 Mjolnir, all chambers fire simultaneously, dealing 4 kinetic damage per loaded round. If you fire four or more rounds at once, the attack gains AP and, on a hit, your target becomes Shredded until the end of their next turn.",
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- "activation": "Protocol",
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- "use": "Encounter",
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- "integrated": ["mw_raleigh_integrated"]
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- },
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- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_raleigh.png",
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- "license_id": "mf_raleigh"
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- },
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- {
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- "id": "mf_tortuga",
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- "license_level": 2,
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- "source": "IPS-N",
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- "name": "Tortuga",
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- "mechtype": ["Defender", "Striker"],
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- "y_pos": 20,
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- "description": "The Tortuga is IPS-N’s short-to-medium range line of mechs. Conceived, tested, and perfected in the void of deep space, the Tortuga was made to breach and clear carrier decks, hostile station environments, and the spinal columns of capital ships. It excels at occupying space and filling hallways with its angular bulk, often acting as a walking battering ram by boarding parties and marines. But the Tortuga defends just as effectively as it attacks, using its broad plates of brachial armor to shield itself and any advancing allies.",
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- "mounts": ["Main", "Heavy"],
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- "stats": {
421
- "size": 2,
422
- "structure": 4,
423
- "stress": 4,
424
- "armor": 2,
425
- "hp": 8,
426
- "evasion": 6,
427
- "edef": 10,
428
- "heatcap": 6,
429
- "repcap": 6,
430
- "sensor_range": 15,
431
- "tech_attack": 1,
432
- "save": 10,
433
- "speed": 3,
434
- "sp": 6
435
- },
436
- "traits": [
437
- {
438
- "name": "Sentinel",
439
- "description": "The Tortuga gains +1 accuracy on all attacks made as reactions (e.g. Overwatch)."
440
- },
441
- {
442
- "name": "Guardian",
443
- "description": "Adjacent allied characters can use the Tortuga for hard cover."
444
- }
445
- ],
446
- "core_system": {
447
- "name": "WATCHDOG Co-Pilot",
448
- "description": "IPS-N security teams are no strangers to the dangers of ship-to-ship or ship-to-station boarding actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the potential dual threat of both organic and inorganic opposition make boarding actions some of the most statistically deadly engagement – according to IPS-N’s internal metrics, even the winning side should expect at least 30% casualties. Hoping to lessen the cognitive burden on pilots and any NHPs or COMP/CONs installed in their chassis, IPS-N developed the WATCHDOG co-pilot. The WATCHDOG is a simple subsentient partition: a flash-homunculus of aggregated intelligence generated from thousands of after-action reports from boarding actions, debriefings, and volunteer donors. Not an NHP, nor even a COMP/CON, the WATCHDOG is a robust tactical program similar to a smart weapon. That said, its ability to operate without cycling presents certain advantages: namely, these co-pilots have some capacity to learn and make best-guess predictions based on analysis of their pilots. WATCHDOGs tend to have plain personalities – to whatever extend they can be said to have one – and are a favorite of pilots looking for a no-nonsense attitude and crisp, efficient counsel.<br>The WATCHDOG system is currently under review by a joint USB/UDoJ-HR commission, but there has been no formal stay on production yet issued.",
449
- "active_name": "Hyper-Reflex Mode",
450
- "active_effect": "For the rest of this scene:<ul><li>If you have less than threat 3 with a ranged weapon, it increases to 3.</li><li>1/round, you may take an additional Overwatch reaction.</li><li>Any character you hit with Overwatch becomes Immobilized until the end of their next turn.</li></ul>",
451
- "use": "Encounter",
452
- "activation": "Protocol"
453
- },
454
- "other_art": [
455
- {
456
- "tag": "mech",
457
- "src": "alt_hortuga.png"
458
- }
459
- ],
460
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_tortuga.png",
461
- "license_id": "mf_tortuga"
462
- },
463
- {
464
- "id": "mf_vlad",
465
- "license_level": 2,
466
- "source": "IPS-N",
467
- "name": "Vlad",
468
- "mechtype": ["Controller", "Striker"],
469
- "y_pos": 12.5,
470
- "description": "The Vlad is the second iteration of IPS-N’s legacy Yi-Sun-Shin model, first made famous by Albatross pilots in the Celestine campaign during the fall of the Second Committee. With the wealth and quality of data generated by the Albatross in that conflict, IPS-N produced the Vlad, a power plant- and frame-upgraded spiritual successor to the Yi-Sun-Shin and deserving of a new line designation.<br>The Vlad, as the Sun did before it, shares much of its design philosophy and ancestry with IPS-N’s early asteroid-mining frames. Many of its standard armaments take inspiration from the early efforts of resourceful miners to convert tools into improvised anti-piracy weapons; likewise, its frame emphasizes redundancy, toughness, and component universality, allowing it to operate with outstanding self-sufficiency for long and/or dangerous deployments.<br>Heavily armored, the Vlad suits a frontline role where it can absorb fire from dangerous targets while lining up the perfect shot.",
471
- "mounts": ["Flex", "Main", "Heavy"],
472
- "stats": {
473
- "size": 1,
474
- "structure": 4,
475
- "stress": 4,
476
- "armor": 2,
477
- "hp": 8,
478
- "evasion": 8,
479
- "edef": 8,
480
- "heatcap": 6,
481
- "repcap": 4,
482
- "sensor_range": 5,
483
- "tech_attack": -2,
484
- "save": 11,
485
- "speed": 4,
486
- "sp": 5
487
- },
488
- "traits": [
489
- {
490
- "name": "Dismemberment",
491
- "description": "When the Vlad inflicts Immobilize on another character, the target also becomes Shredded for the same duration."
492
- },
493
- {
494
- "name": "Shrike Armor",
495
- "description": "When a character within range 3 attacks the Vlad, the attacker first takes 1 AP kinetic damage."
496
- }
497
- ],
498
- "core_system": {
499
- "name": "Shrike Armor",
500
- "description": "Primarily a defensive modification, Shrike armor bristles with hardened chromium-tungsten spikes – a nod to the Vlad’s historical namesake. Shrike tips are strategically placed in areas with a high likelihood of kinetic encounters: gauntlets, manipulator joints, shoulder plating, and so on. Shrike armor is uncommon among pilots from the Core and is considered a mark of underdeveloped – if terrifying – tactics.",
501
- "active_name": "Tormentor Spines",
502
- "active_effect": "For the rest of this scene, you gain Resistance to all damage originating within range 3, and Shrike Armor deals 3 AP kinetic damage instead of 1.",
503
- "use": "Encounter",
504
- "activation": "Protocol"
505
- },
506
- "data_type": "frame",
507
- "other_art": [
508
- {
509
- "tag": "mech",
510
- "src": "alt_agonist.png"
511
- }
512
- ],
513
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_vlad.png",
514
- "license_id": "mf_vlad"
515
- },
516
- {
517
- "id": "mf_black_witch",
518
- "license_level": 2,
519
- "source": "SSC",
520
- "name": "Black Witch",
521
- "mechtype": ["Controller", "Support"],
522
- "y_pos": 12.5,
523
- "description": "The Black Witch is the flagship model of SSC’s LUX-Iconic line of frames, on paper meant to compete with Harrison Armory’s dominance in the field of cutting-edge gravity and electromagnetic manipulation. Utilizing the newest technologies developed by SSC’s Exotic Materials Group, the Black Witch is a fearsome area-control platform, often fielded in support of heavier mechs engaged in direct combat.<br>With a slim profile and strong defensive systems, the Black Witch is especially popular among the wealthier houses of the Karrakin Trade Baronies, who often place multiple orders to outfit their personal guards and house company officers. Next to internally produced Baronic frames, the Black Witch (alongside other SSC LUX-Iconic models) is the most popular SSC chassis throughout noble Karrakin space.",
524
- "mounts": ["Main/Aux"],
525
- "stats": {
526
- "size": 1,
527
- "structure": 4,
528
- "stress": 4,
529
- "armor": 1,
530
- "hp": 6,
531
- "evasion": 10,
532
- "edef": 12,
533
- "heatcap": 6,
534
- "repcap": 3,
535
- "sensor_range": 15,
536
- "tech_attack": 0,
537
- "save": 11,
538
- "speed": 5,
539
- "sp": 8
540
- },
541
- "traits": [
542
- {
543
- "name": "Repulsor Field",
544
- "description": "The Black Witch has Resistance to Kinetic Damage."
545
- },
546
- {
547
- "name": "Mag Parry",
548
- "description": "1/round, as a reaction, you may attempt to parry an attack that would deal Kinetic Damage to you or an adjacent allied character. Roll 1d6: on 5+, the attack misses. This effect does not stack with Invisible.",
549
- "actions": [
550
- {
551
- "name": "Mag Parry",
552
- "activation": "Reaction",
553
- "frequency": "1/round",
554
- "trigger": "An incoming attack will deal Kinetic Damage to you or an adjacent allied character",
555
- "detail": "Roll 1d6: on 5+, the attack misses. This effect does not stack with Invisible."
556
- }
557
- ]
558
- }
559
- ],
560
- "core_system": {
561
- "name": "Magnetic Field Projector",
562
- "description": "Magnetic field generators are a portable and field-deployable variation on typical magnetic defense technologies. When activated, they create a magnetic bubble that traps all incoming ferrous projectiles. The strength of the field is so great that it can even draw mechs to its center. When the field is dispersed or its solid-state battery burns out – a feature, not a flaw – the field undergoes a sudden catastrophic implosion, drawing all captured projectiles to a point at the center of the bubble.",
563
- "active_name": "Mag Field",
564
- "active_effect": "This system projects a blast 3 magnetic field with at least one space adjacent to you, causing the following effects until the end of your next turn:<ul><li>The affected area is difficult terrain.</li><li>Ranged attacks that deal kinetic or explosive can’t enter or leave the affected area – projectiles stop at the edge, doing no damage. Record each attack stopped this way.</li><li>Mechs and other characters made at least partly of metal that start their turn in the affected area or enter it for the first time in a round must succeed on a Hull save or be pulled as close to the center as possible and become Immobilized.</li></ul>When the effect ends, any ranged attacks that were stopped resume their trajectory – toward the center of the affected area. The GM rolls attacks against each character within, gaining +1 per blocked attack (to a maximum of +6). On hit, these attacks deal 1d6 kinetic damage per blocked attack (to a maximum of 6d6 kinetic damage).",
565
- "activation": "Full",
566
- "use": "Next Turn"
567
- },
568
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_black_witch.png",
569
- "license_id": "mf_black_witch"
570
- },
571
- {
572
- "id": "mf_deaths_head",
573
- "license_level": 2,
574
- "source": "SSC",
575
- "name": "Death’s Head",
576
- "mechtype": ["Artillery"],
577
- "y_pos": 40,
578
- "description": "The Death’s Head is Smith-Shimano’s answer to the need for a chassis solution to long-range, low-splash strike actions. Sacrificing raw hull strength for peerless stability and alacrity, the Death’s Head is a maneuverable fire-support platform able to avoid incoming fire while maintaining a near-perfect lock on its targets. Its unique hexapedal form allows for rapid, low-profile movement in all directions.<br>As an aggressive and line-focused chassis, the Death’s Head is one of the most popular models for Union Navy and Union Department of Justice and Human Rights officers. It is a combat chassis through and through; as the Death’s Head is a chassis produced under SSC’s BELLA CIAO line, there is no civilian analog.",
579
- "mounts": ["Main/Aux", "Heavy"],
580
- "stats": {
581
- "size": 1,
582
- "structure": 4,
583
- "stress": 4,
584
- "armor": 0,
585
- "hp": 8,
586
- "evasion": 10,
587
- "edef": 8,
588
- "heatcap": 6,
589
- "repcap": 2,
590
- "sensor_range": 20,
591
- "tech_attack": 0,
592
- "save": 10,
593
- "speed": 5,
594
- "sp": 6
595
- },
596
- "traits": [
597
- {
598
- "name": "Neurolink",
599
- "description": "The Death’s Head may reroll its first ranged attack each round, but must keep the second result."
600
- },
601
- {
602
- "name": "Perfected Targeting",
603
- "description": "The Death’s Head gains an additional +1 to all ranged attack rolls.",
604
- "synergies": [
605
- {
606
- "locations": ["weapon"],
607
- "weapon_types": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus"],
608
- "weapon_sizes": ["any"],
609
- "detail": "The Death’s Head gains an additional +1 to all ranged attack rolls."
610
- }
611
- ]
612
- }
613
- ],
614
- "core_system": {
615
- "name": "Precognitive Targeting",
616
- "description": "Precognition is the next step in human/AI interaction. Using a neural bridge, SSC’s precognitive targeting system allows pilots to learn constantly and unconsciously from data gathered in the field, equipping them to read situations before they develop. Precognition is highly experimental and the precise mechanisms unknown even to the designers, so SSC recommends limited, monitored use of this system.",
617
- "active_name": "Neural Shunt",
618
- "active_effect": "For the rest of this scene, you gain the Mark for Death action.",
619
- "active_actions": [
620
- {
621
- "name": "Mark for Death",
622
- "activation": "Full",
623
- "detail": "Choose a character within range 30 but further than range 5 to focus on; while focusing, you become Immobilized and can’t take reactions, but you deal bonus damage based on weapon size (aux: 1d6, main: 2d6, heavy or larger: 3d6) on ranged critical hits against them, as long as they aren’t in cover or within range 5.<br>You may only focus on one character at a time. As a protocol, you may cease focusing on a target."
624
- },
625
- {
626
- "name": "Cease Focus",
627
- "activation": "Protocol",
628
- "detail": "End your focus on a <b>Mark for Death</b> target."
629
- }
630
- ],
631
- "use": "Encounter",
632
- "activation": "Protocol"
633
- },
634
- "data_type": "frame",
635
- "other_art": [
636
- {
637
- "tag": "mech",
638
- "src": "alt_hercules.png"
639
- }
640
- ],
641
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_deaths_head.png",
642
- "license_id": "mf_deaths_head"
643
- },
644
- {
645
- "id": "mf_dusk_wing",
646
- "license_level": 2,
647
- "source": "SSC",
648
- "name": "Dusk Wing",
649
- "mechtype": ["Controller", "Support"],
650
- "y_pos": 35,
651
- "description": "The Dusk Wing originated as a legacy-inspired modification package to EVA suits, intended to equip them for hazardous environments. In the early days of deep-space exploration, there was a need for mechanized exoskeletons that not only amplified capacity but enhanced kinetic defense. The Dusk Wing is the spiritual heir of those early deep-space suits. Fast and small, it carries a complement of all-theater maneuverability jets that allow for near-perfect flight.<br>After the DHIYED expedition, the Exotic Materials Group isolated and translated strains of the entity’s realspace expiry paracode, teleologics, and kinematics for use in electronic and systems warfare. Of the frames trialed for use with DHIYED-derived technologies, the Dusk Wing performed best. As a result, it is often used by SSC’s internal Constellar Security forces when esoteric defense is necessary.",
652
- "mounts": ["Aux/Aux", "Flex"],
653
- "stats": {
654
- "size": 0.5,
655
- "structure": 4,
656
- "stress": 4,
657
- "armor": 0,
658
- "hp": 6,
659
- "evasion": 12,
660
- "edef": 8,
661
- "heatcap": 4,
662
- "repcap": 3,
663
- "sensor_range": 10,
664
- "tech_attack": 1,
665
- "save": 11,
666
- "speed": 6,
667
- "sp": 6
668
- },
669
- "traits": [
670
- {
671
- "name": "Maneuverability Jets",
672
- "description": "The Dusk Wing can hover when it moves.",
673
- "synergies": [
674
- {
675
- "locations": ["move"],
676
- "detail": "The Dusk Wing can hover when it moves."
677
- }
678
- ]
679
- },
680
- {
681
- "name": "Harlequin Cloak",
682
- "description": "During its turn, the Dusk Wing is Invisible; it reappears at the end of the turn.",
683
- "synergies": [
684
- {
685
- "locations": ["active_effects"],
686
- "detail": "During its turn, the Dusk Wing is Invisible; it reappears at the end of the turn."
687
- }
688
- ]
689
- },
690
- {
691
- "name": "Fragile",
692
- "description": "The Dusk Wing receives +1 difficulty on Hull checks and saves.",
693
- "synergies": [
694
- {
695
- "locations": ["hull", "skill_check"],
696
- "detail": "The Dusk Wing receives +1 difficulty on Hull checks and saves."
697
- }
698
- ]
699
- }
700
- ],
701
- "core_system": {
702
- "name": "DHIYED Articulation",
703
- "description": "“Belief in what we could see, what we could touch – in what our COMP/CONs assured us was there, in our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault knowing that we would face an unknown enemy, but we approached with the advantage of numbers and machine strength.<br>“DHIYED taught us as it killed us: through garbled comms chatter, through the screams of the dying, through the cackling of our mirror-selves as they killed us. Every spoofed signature, every temporal skip, every memetic, every non-Euclid – these were lessons.<br>“Do you understand?<br>“DHIYED the Teacher. DHIYED the Monster. As we killed it, DHIYED taught us what to fear, and how to face it.<br>“What do I fear now? That's a good question. What does the pilot fear who cracked open DHIYED’s casket?<br>“I don’t think we killed it. I think it wants us to believe we killed it – and I cannot imagine what it has done while we think ourselves safe.”",
704
- "active_name": "Hall of Mirrors",
705
- "active_effect": "For the rest of the scene, whenever you start a unique movement during your turn (e.g., a standard move, Boost, or movement granted by talents or systems), you leave a holographic imprint of yourself behind in the space from which you started. These are illusory objects the same Size as you that have Immunity to all damage and effects and aren’t obstructions.<br>When hostile characters start their turn in, move through, or move adjacent to the space occupied by a hologram, it detonates. They must succeed on an Agility save or take 1d6 energy damage. On a success, they take half damage.<br>You also gain the Hologram Teleport Quick Action.",
706
- "active_actions": [
707
- {
708
- "name": "Hologram Teleport",
709
- "activation": "Quick",
710
- "detail": "You may instantly teleport to the location of any hologram within range 50 as a quick action. When you do so, all extant holograms detonate – creating burst 1 explosions that deal 1d6 Energy Damage (Agility save for half) – and you may not create any new holograms until the start of your next turn"
711
- }
712
- ],
713
- "use": "Encounter",
714
- "activation": "Protocol"
715
- },
716
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_dusk_wing.png",
717
- "license_id": "mf_dusk_wing"
718
- },
719
- {
720
- "id": "mf_metalmark",
721
- "license_level": 2,
722
- "source": "SSC",
723
- "name": "Metalmark",
724
- "mechtype": ["Striker"],
725
- "y_pos": 16,
726
- "description": "The Metalmark is the backbone of SSC’s BELLA CIAO mil-spec chassis line, fully equipped with a comprehensive suite of proprietary design and engineering hallmarks to ensure its survivability, deadliness, and agility. Under the increasingly militaristic reign of Union’s Second Committee, SSC’s corporate board pushed to develop the company’s mil-spec supply, logistics, and personal defense divisions; following the advent of the mechanized chassis, the budding SSC SupLogDef division was restructured and refocused to concentrate on chassis development. The first iterations of the Metalmark were designed for the Second Committee’s WARRIOR NEXT program: however, before the chassis could be tested, the Hercynian Crisis spiraled out of control, toppling the Second Committee.<br>The Metalmark was retired in the wake of the Crisis and the restructuring of Union’s Central Committee, deemed too time consuming to produce as a mass-market chassis. SSC reworked the frame, tapped it to lead their new BELLA CIAO line, and concentrated on small-market, exclusive security contracts. The Metalmark is now a valued model among security forces. Its form reflects SSC’s deep-space and long-patrol heritage, blending anthropomorphic and aquiline design elements, sturdy construction, and multiple redundant systems. Leaning fully into their operator-specific marketing, all Metalmark models come standard with a Smith Custom Leather gimbaled pilot seat to ensure comfort on long deployments.",
727
- "mounts": ["Aux/Aux", "Main", "Heavy"],
728
- "stats": {
729
- "size": 1,
730
- "structure": 4,
731
- "stress": 4,
732
- "armor": 1,
733
- "hp": 8,
734
- "evasion": 10,
735
- "edef": 6,
736
- "heatcap": 5,
737
- "repcap": 4,
738
- "sensor_range": 10,
739
- "tech_attack": 0,
740
- "save": 10,
741
- "speed": 5,
742
- "sp": 5
743
- },
744
- "traits": [
745
- {
746
- "name": "Flash Cloak",
747
- "description": "The Metalmark is Invisible while moving, but reappears when stationary.",
748
- "synergies": [
749
- {
750
- "locations": ["move"],
751
- "detail": "The Metalmark is Invisible while moving."
752
- }
753
- ]
754
- },
755
- {
756
- "name": "Carapace Adaptation",
757
- "description": "When the Metalmark is in soft cover, ranged attackers receive +2 difficulty instead of +1 difficulty."
758
- }
759
- ],
760
- "core_system": {
761
- "name": "Tactical Cloak",
762
- "description": "Tactical cloaks are tight-knit, tight-bind weaves of reactive fabric – high-license tech restricted to pilots of Metalmark Classification II or higher. The weave covers roughly 80% of a mech’s surface area, giving it a dull quality when viewed through optics or with the naked eye. Beyond their use as regular camouflage, activated tactical cloaks bend light in a way that makes their wearers nearly impossible to see.",
763
- "active_name": "Tactical Cloak",
764
- "active_effect": "You are Invisible for the rest of the scene.",
765
- "use": "Encounter",
766
- "activation": "Protocol"
767
- },
768
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_metalmark.png",
769
- "license_id": "mf_metalmark"
770
- },
771
- {
772
- "id": "mf_monarch",
773
- "license_level": 2,
774
- "source": "SSC",
775
- "name": "Monarch",
776
- "mechtype": ["Artillery"],
777
- "y_pos": 14,
778
- "description": "The Monarch is SSC’s groundbreaking lesson in how to design a fast platform for the delivery of missiles and other self-propelled ordnance. Ready to mount ground-to-ground, ground-to-air, ground-to-orbit, and all-theater missiles and guidance systems, the Monarch can be customized for any payload and any target distance.<br>The Monarch’s large size often leads pilots to underestimate its agility. SSC's rigorous design requirement of one designer per 10 Monarch printings is a mark of luxury in Union’s Core world post-scarcity environment. This emphasis on purposeful scarcity is all that prevents the Monarch from achieving total battlefield dominance. The Monarch is commonly deployed in mixed line and fire-support roles, though field tests of a less resource-taxing MicroMonarch mid- to close-range model is underway. The Monarch is part of SSC’s BELLA CIAO line of combat chassis.",
779
- "mounts": ["Flex", "Main", "Heavy"],
780
- "stats": {
781
- "size": 2,
782
- "structure": 4,
783
- "stress": 4,
784
- "armor": 1,
785
- "hp": 8,
786
- "evasion": 8,
787
- "edef": 8,
788
- "heatcap": 6,
789
- "repcap": 3,
790
- "sensor_range": 15,
791
- "tech_attack": 1,
792
- "save": 10,
793
- "speed": 5,
794
- "sp": 5
795
- },
796
- "traits": [
797
- {
798
- "name": "Avenger Silos",
799
- "description": "1/round, on a critical hit with any ranged weapon, the Monarch may deal 3 explosive to a different character of your choice within range 15 and line of sight.",
800
- "synergies": [
801
- {
802
- "locations": ["weapon"],
803
- "weapon_types": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus"],
804
- "weapon_sizes": ["any"],
805
- "detail": "1/round, on a critical hit with any ranged weapon, the Monarch may deal 3 explosive to a different character of your choice within range 15 and line of sight."
806
- }
807
- ]
808
- },
809
- {
810
- "name": "Seeking Payload",
811
- "description": "The Monarch can use a Launcher weapon to attack a character with the Lock On condition as if its weapon had Seeking, but must consume the Lock On during the attack. When it does so, the attack’s damage cannot be reduced in any way.",
812
- "synergies": [
813
- {
814
- "locations": ["weapon"],
815
- "weapon_types": ["Launcher"],
816
- "weapon_sizes": ["any"],
817
- "detail": "The Monarch can use a Launcher weapon to attack a character with the Lock On condition as if its weapon had Seeking, but must consume the Lock On during the attack. When it does so, the attack’s damage cannot be reduced in any way."
818
- }
819
- ]
820
- }
821
- ],
822
- "core_system": {
823
- "name": "SSC-30 High-Penetration Missile System",
824
- "description": "The SSC-30 High-Penetration Missile System (SSC-30 HPMS) is a mech-mounted micro-missile delivery system capable of tremendous combat output. Using the SSC-30 HPMS, the Monarch can carry – and deliver – its payload of 60 or more deadly, miniaturized Avenger warheads in a single volley.",
825
- "active_name": "Divine Punishment",
826
- "active_effect": "Choose any number of characters within range 50: your targets must each succeed on an Agility save or take 1d6+4 explosive. On a success, they take half damage. These self-guiding missiles can reach any target as long as there is a path to do so.",
827
- "activation": "Full"
828
- },
829
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_monarch.png",
830
- "license_id": "mf_monarch"
831
- },
832
- {
833
- "id": "mf_mourning_cloak",
834
- "license_level": 2,
835
- "source": "SSC",
836
- "name": "Mourning Cloak",
837
- "mechtype": ["Striker"],
838
- "y_pos": 62,
839
- "description": "The Mourning Cloak is a brand-new model from SSC’s LUX-Iconic line, and the manufacturer’s newest close-quarters combat and melee specialist frame. The Mourning Cloak emphasizes precision melee combat and is commonly outfitted with a complement of shielded microfilament wires designed to act as an anti-armor slashing weapon.<br>Designed by SSC’s Exotic Materials Group based on data from early engagements against the Ascendant Aun in Boundary Garden, the Mourning Cloak combines SSC’s harvested excerpts of DHIYED paracode with adapted Aunic Firmament-manipulation technology. The Mourning Cloak provides a prestigious and tactical option for situations where firearms are impractical and ordnance is unavailable. As part of the LUX-Iconic line, the Mourning Cloak is a popular order in the Baronies and among various high-manna VIP security firms.",
840
- "mounts": ["Flex", "Main/Aux"],
841
- "stats": {
842
- "size": 1,
843
- "structure": 4,
844
- "stress": 4,
845
- "armor": 0,
846
- "hp": 8,
847
- "evasion": 12,
848
- "edef": 6,
849
- "heatcap": 4,
850
- "repcap": 3,
851
- "sensor_range": 15,
852
- "tech_attack": 0,
853
- "save": 10,
854
- "speed": 5,
855
- "sp": 6
856
- },
857
- "traits": [
858
- {
859
- "name": "Hunter",
860
- "description": "1/round, the Mourning Cloak may deal +1d6 bonus damage on hit with a melee attack if its target has no adjacent characters, or if the Mourning Cloak is the only character adjacent to the target.",
861
- "synergies": [
862
- {
863
- "locations": ["weapon"],
864
- "weapon_types": ["Melee"],
865
- "weapon_sizes": ["any"],
866
- "detail": "1/round, the Mourning Cloak may deal +1d6 bonus damage on hit with a melee attack if its target has no adjacent characters, or if the Mourning Cloak is the only character adjacent to the target."
867
- }
868
- ]
869
- },
870
- {
871
- "name": "Biotic Components",
872
- "description": "The Mourning Cloak gains +1 accuracy on Agility checks and saves.",
873
- "synergies": [
874
- {
875
- "locations": ["agility", "skill_check"],
876
- "detail": "The Mourning Cloak gains +1 accuracy on Agility checks and saves."
877
- }
878
- ]
879
- }
880
- ],
881
- "core_system": {
882
- "name": "EX Slipstream Module",
883
- "description": "Open only to highly licensed pilots, the EX Slipstream program is a uniquely SSC innovation. The Ex Slipstream module itself is a miniaturized near-lightspeed drive capable of transporting the user through blinkspace with acceptable accuracy. The technology is temperamental, at best: nothing smaller than a mech can survive the stress of exposed blink travel, and the experience is traumatic to both the user and anyone in close proximity.",
884
- "active_name": "Stabilize Singularity",
885
- "active_effect": "For the rest of the scene, you teleport when you Boost or make a standard move.",
886
- "use": "Encounter",
887
- "activation": "Protocol",
888
- "passive_name": "Blinkspace Jump",
889
- "passive_effect": "Gain the Blinkspace Jump Full Action.",
890
- "passive_actions": [
891
- {
892
- "name": "Blinkspace Jump",
893
- "activation": "Full",
894
- "detail": "Teleport to a space within range 3d6. You don’t require line of sight, but attempts to teleport to occupied spaces cause you to remain stationary and lose this action. If you roll the same number on all three dice, you disappear until your group rests, at which point you reappear nearby."
895
- }
896
- ]
897
- },
898
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_mourning_cloak.png",
899
- "license_id": "mf_mourning_cloak"
900
- },
901
- {
902
- "id": "mf_swallowtail",
903
- "license_level": 2,
904
- "source": "SSC",
905
- "name": "Swallowtail",
906
- "mechtype": ["Support"],
907
- "y_pos": 30,
908
- "description": "The Swallowtail is Smith-Shimano’s primary long-range scouting and fire-support platform, built for rapid and sustained ranging across hostile, volatile environments. Built for long-term sustainability, it can operate in unstable environs for months and maximize its survivability by adjusting its operating efficiency on the fly. Each unit has an integrated cloak and a suite of predictive choral intelligences that coordinate its highly developed sensor systems to rapidly simulate and predict tactical developments – sometimes before they even occur.<br>The Swallowtail’s base model, the SW-01, is one of SSC’s few mass-produced lines – the entry-level BELLA CIAO model. Built without a cloaking field and up-armored to address direct security requirements, the SW-01 is especially popular among the rank and file troopers of Constellar Security forces.",
909
- "mounts": ["Flex", "Aux/Aux"],
910
- "stats": {
911
- "size": 1,
912
- "structure": 4,
913
- "stress": 4,
914
- "armor": 0,
915
- "hp": 6,
916
- "evasion": 10,
917
- "edef": 10,
918
- "heatcap": 4,
919
- "repcap": 5,
920
- "sensor_range": 20,
921
- "tech_attack": 1,
922
- "save": 10,
923
- "speed": 6,
924
- "sp": 6
925
- },
926
- "traits": [
927
- {
928
- "name": "Integrated Cloak",
929
- "description": "At the end of its turn, the Swallowtail becomes Invisible if it hasn’t moved that turn. This lasts until it moves or takes a reaction, or until the start of its next turn."
930
- },
931
- {
932
- "name": "Prophetic Scanners",
933
- "description": "1/round, when the Swallowtail inflicts Lock On, its target also becomes Shredded until the end of its next turn.",
934
- "use": "Round",
935
- "synergies": [
936
- {
937
- "locations": ["lock_on"],
938
- "detail": "1/round, when the Swallowtail inflicts Lock On, its target also becomes Shredded until the end of its next turn."
939
- }
940
- ]
941
- }
942
- ],
943
- "core_system": {
944
- "name": "Cloudscout TACSIM Swarms",
945
- "description": "Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded, the swarm generates a TACSIM program that begins to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the Swallowtail’s choir processors, which in turn feed it to the pilot and networked squad members, ensuring a high probability of successful outcomes.",
946
- "active_name": "Prophetic Interjection",
947
- "active_effect": "Gain the Tactical Simulation reaction for the rest of the scene.",
948
- "active_actions": [
949
- {
950
- "name": "Tactical Simulation",
951
- "activation": "Reaction",
952
- "frequency": "1/round",
953
- "trigger": "An allied character in line of sight takes damage from another character in line of sight.",
954
- "detail": "Effect: Roll 1d6. On 4+, the attack was actually a simulation predicted by your processor - your ally gains Resistance to all damage dealt by the attack and may teleport up to 3 spaces, representing their “true” location. On 3 or less, there’s a glitch – your allied doesn’t gain Resistance, but can teleport up to 6 spaces."
955
- }
956
- ],
957
- "use": "Encounter",
958
- "activation": "Protocol"
959
- },
960
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_swallowtail.png",
961
- "license_id": "mf_swallowtail"
962
- },
963
- {
964
- "id": "mf_balor",
965
- "license_level": 2,
966
- "source": "HORUS",
967
- "name": "Balor",
968
- "mechtype": ["Striker", "Defender"],
969
- "y_pos": 27,
970
- "description": "As is the case with most HORUS pattern groups, the Balor has a thousand faces. The Balor pattern group, like all HORUS PGs, doesn’t describe a single recognizable silhouette so much as it gestures toward a combination of schemata that share a role in combat. These schemata can be printed according to pilot specifications and applied to a fully custom physical scaffolding. Notably, the Balor pattern group is only stable on large platforms (Schedule 2 and up) that are able to provide the raw energy output it demands – preferably ones with multiple redundancies, in case of catastrophic systems failure.<br>The Balor PG was first encountered during the joint Albatross–DoJ/HR pursuit of the Maw – a Free Company turned decentralized hive-being — across Khayradin’s Blanca Desert after the end of the Sanjak Rebellion. It was there that the joint force encountered, engaged with, and ultimately defeated the Maw and its Balors – and there that Union’s CentComm hoped the nanowash outbreak could be contained. Of course, subsequent Balor outbreaks on Khayradin have proven this hope to be in vain, and the pattern group continues to terrorize Karrakin commanders throughout Baronic space.<br>In the field, the Balor’s neurosynced hellswarm and greywash nanites form an undulating shroud that can pour out of its chassis at a moment’s notice, swirling in maddening patterns to form both eschatologic defensive and offensive systems. A Balor in its most active state is held together more by undulating, flame-like masses of nanite swarms than any physical structure. This has the effect of distributing kinetic and coherent-particle energy out across and through the chassis – making attacks against a Balor “like shooting angry water”, as one after-action report put it.",
971
- "mounts": ["Main", "Heavy"],
972
- "stats": {
973
- "size": 2,
974
- "structure": 4,
975
- "stress": 4,
976
- "armor": 0,
977
- "hp": 12,
978
- "evasion": 6,
979
- "edef": 10,
980
- "heatcap": 4,
981
- "repcap": 4,
982
- "sensor_range": 5,
983
- "tech_attack": 1,
984
- "save": 10,
985
- "speed": 3,
986
- "sp": 6
987
- },
988
- "traits": [
989
- {
990
- "name": "Scouring Swarm",
991
- "description": "The Balor deals 2 kinetic to characters of its choice that start their turn grappled by or adjacent to it."
992
- },
993
- {
994
- "name": "Regeneration",
995
- "description": "At the end of its turn, the Balor regains 1/4 of its total HP. When it takes stress or structure damage, this effect ceases until the end of its next turn."
996
- },
997
- {
998
- "name": "Self-Perpetuating",
999
- "description": "When you rest, the Balor regains full HP automatically and without REPAIRS."
1000
- }
1001
- ],
1002
- "core_system": {
1003
- "name": "Hellswarm",
1004
- "description": "In a moment, with aught but desire, the pilot of a Balor may quick-print a cloak comprised of countless minuscule drones: a hellswarm cloak – living shield and fluid-dynamic knife, cutting and guarding, in one shimmering wave. They become Hivemaster, and their will is obeyed by millions.",
1005
- "active_name": "Hive Frenzy",
1006
- "active_effect": "Your nanites switch into a hyperactive mode, causing the following effects until the end of the scene:<ul><li>You and adjacent allies gain soft cover.</li><li>Scouring Swarm deals 4 kinetic, instead of 2.</li><li>Regeneration restores 1/2 of your total HP, instead of 1/4.</li><li>If you would take structure damage, roll 1d6: on 6, your mech hellishly pulls itself together, taking no structure damage, returning to 1 HP, and gaining Immunity to all damage until the end of the current turn.</li><li>You become Shredded and cannot clear this condition for the duration.</li></ul>",
1007
- "use": "Encounter",
1008
- "activation": "Protocol"
1009
- },
1010
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_balor.png",
1011
- "license_id": "mf_balor"
1012
- },
1013
- {
1014
- "id": "mf_goblin",
1015
- "license_level": 2,
1016
- "source": "HORUS",
1017
- "name": "Goblin",
1018
- "mechtype": ["Controller", "Support"],
1019
- "y_pos": 12.5,
1020
- "description": "The Goblin was the first identified HORUS frame, and is likely the oldest legacy chassis prior to HORUS’s transition to pattern groups. Transmission records traced back to the Goblin’s zero model indicate the first chassis was leaked onto the omninet in 4900u. This year serves as HORUS’s assumed “foundation day” for most scholars and intelligence officers who study the group, though contradictory signatures indicate that 4900u is far too late to mark its birth.<br>The Goblin is a small mech, not much larger than a hardsuit, that relies on its small size and excellent maneuverability to protect its pilot. It packs an interesting recursive processing weave that facilitates electronic warfare capabilities well beyond theoretical parameters.<br>GMS technicians are still, more than a century later, working to reverse engineer the Goblin and its processing weave. The most recent investigations suggest that it employs technology consistent with hieroglyphic inscriptions noted on LRA.7726235-B and corroborated by tablets transmitted by UIB-GORGON from Metavault XOLOTL prior to the vault’s disappearance.",
1021
- "mounts": ["Flex"],
1022
- "stats": {
1023
- "size": 0.5,
1024
- "structure": 4,
1025
- "stress": 4,
1026
- "armor": 0,
1027
- "hp": 6,
1028
- "evasion": 10,
1029
- "edef": 12,
1030
- "heatcap": 4,
1031
- "repcap": 2,
1032
- "sensor_range": 20,
1033
- "tech_attack": 2,
1034
- "save": 11,
1035
- "speed": 5,
1036
- "sp": 8
1037
- },
1038
- "traits": [
1039
- {
1040
- "name": "Liturgicode",
1041
- "description": "The Goblin gains +1 accuracy on tech attacks.",
1042
- "synergies": [
1043
- {
1044
- "locations": ["tech_attack"],
1045
- "detail": "The Goblin gains +1 accuracy on tech attacks."
1046
- }
1047
- ]
1048
- },
1049
- {
1050
- "name": "Reactive Code",
1051
- "description": "Gain the Reactive Code reaction.",
1052
- "actions": [
1053
- {
1054
- "name": "Reactive Code",
1055
- "activation": "Reaction",
1056
- "frequency": "1/round",
1057
- "trigger": "You are hit by a Tech Attack.",
1058
- "detail": "You may take any Quick Tech option against the attacker as a reaction."
1059
- }
1060
- ]
1061
- },
1062
- {
1063
- "name": "Fragile",
1064
- "description": "The Goblin receives +1 difficulty on Hull checks and saves.",
1065
- "synergies": [
1066
- {
1067
- "locations": ["hull", "skill_check"],
1068
- "detail": "The Goblin receives +1 difficulty on Hull checks and saves."
1069
- }
1070
- ]
1071
- }
1072
- ],
1073
- "core_system": {
1074
- "name": "INSTINCT Rig",
1075
- "description": "One of the first Goblin-pattern systems cracked by GMS technicians was its e-warfare invasion rig, although the rig’s advanced capabilities and architecture remain impenetrable. When installed, the rig manifests a subsentient intelligence – designated INSTINCT – that assists invasion attempts against target systems using a mix of physical and systemic parasymbiotic systems. Invasions attempted while INSTINCT is active are not perceived by the user as code and script, but as an attack on organic matter. INSTINCT has displayed the capacity to act independently, often preempting its user, but generally in their best interest. Readme documentation included in some Goblin manifestations recommend that pilots cycle their mech cores at least once a month to prevent spontaneous enlightenment, though most do not make note of this warning.",
1076
- "active_name": "Symbiosis",
1077
- "active_effect": "Your mech retracts its major systems and attaches itself to another mech, becoming more like a vestigial blister than a separate entity. The host must be an allied and willing mech not already hosting another Goblin, larger than and adjacent to you. While attached, you occupy their space, move with them, and benefit from hard cover, but can still be attacked and targeted separately. You also take any conditions and heat taken by your host.<br>Your host may use your Systems, E-Defense, and Tech Attack instead of their own. Additionally, from the beginning of the next round, you no longer take your own turns; instead, you can take two quick actions or one full action at any point during your host’s turn. You can’t Overcharge or move, but may still take reactions and free actions normally. Your host’s turn counts as your turn for the purpose of effects that refer to the start or end of a character’s turn.<br>This effect lasts either for the rest of the scene, until you detach as a quick action, or until you or your host becomes Stunned. When the effect ends, you don’t take a turn until the next round.",
1078
- "activation": "Quick",
1079
- "deactivation": "Quick",
1080
- "use": "Encounter"
1081
- },
1082
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_goblin.png",
1083
- "license_id": "mf_goblin"
1084
- },
1085
- {
1086
- "id": "mf_gorgon",
1087
- "license_level": 2,
1088
- "source": "HORUS",
1089
- "name": "Gorgon",
1090
- "mechtype": ["Defender"],
1091
- "y_pos": 5,
1092
- "description": "The Gorgon is unique among HORUS pattern groups in that it prioritizes defensive systems meant to ensure personal and allied survival; otherwise, it fields a typical complement of horrifying, confusing, and uncanny weapons.<br>The typical Gorgon mounts multiple weapon systems meant to identify and intercept incoming enemies, allowing pilots to project a zone of control around themselves and their allies. The Gorgon is feared for its ability to extrude a dangerous memetic “basilisk”, a projected light-cone of anticognitive, hyperfractal visual data that is deadly to ontologic, sapient beings.",
1093
- "mounts": ["Flex", "Main", "Main"],
1094
- "stats": {
1095
- "size": 2,
1096
- "structure": 4,
1097
- "stress": 4,
1098
- "armor": 0,
1099
- "hp": 12,
1100
- "evasion": 8,
1101
- "edef": 12,
1102
- "heatcap": 5,
1103
- "repcap": 3,
1104
- "sensor_range": 8,
1105
- "tech_attack": 1,
1106
- "save": 12,
1107
- "speed": 4,
1108
- "sp": 6
1109
- },
1110
- "traits": [
1111
- {
1112
- "name": "Metastatic Paralysis",
1113
- "description": "When an attack roll against the Gorgon lands on 1–2, it automatically misses and the attacker becomes Stunned until the end of their next turn."
1114
- },
1115
- {
1116
- "name": "Gaze",
1117
- "description": "The Gorgon can take two reactions per turn, instead of one."
1118
- },
1119
- {
1120
- "name": "Guardian",
1121
- "description": "Adjacent allied characters may use the Gorgon for hard cover."
1122
- }
1123
- ],
1124
- "core_system": {
1125
- "name": "BASILISK Directed Anticognition Hyperfractal",
1126
- "description": "The BASILISK is a dangerous memetic weapon derived from DHIYED liturgicode, translated for use in mech-scale engagements. Typically projected from a communications laser, BASILISKs create hyperfractal patterns: memetic interruptions that affects all sapient observers, organic or otherwise. Exposure to a basilisk typically causes immediate encephalitis, massive ocular and cranial hemorrhage, and death – survival is possible with tempering and interdictor heads-up displays, but even then headaches, nausea, and confusion for a short period after viewing are possible. Long-term, survivors often exhibit “flashback” symptoms: momentary paralysis, corporeal alienation, and consciousness destabilization. Anticognition hyperfractals are classified as paracausal weapons; due to the not-as-yet understood nature of their visible-light spectrum broadcast, one would think that they would pose a risk to their user, however, for some reason they do not.",
1127
- "active_name": "Extrude Basilisk",
1128
- "active_effect": "You project a horrifying basilisk, a visual data-pattern that is incredibly harmful to NHPs and electronic systems, and hard to look at even for humans. For the rest of the scene, hostile characters must succeed on a Systems save before attacking you or any allied characters within range 3. On a failure, they become Stunned until the end of their next turn. Each character can only be Stunned by this effect once per scene.",
1129
- "activation": "Quick",
1130
- "use": "Encounter"
1131
- },
1132
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_gorgon.png",
1133
- "license_id": "mf_gorgon"
1134
- },
1135
- {
1136
- "id": "mf_hydra",
1137
- "license_level": 2,
1138
- "source": "HORUS",
1139
- "name": "Hydra",
1140
- "mechtype": ["Striker", "Controller"],
1141
- "y_pos": 20,
1142
- "description": "Like many newer HORUS “frames”, there is no standardized Hydra model. Instead, the designation is a title given to chassis that meet the specifications of the Hydra pattern group – as outlined in Union’s Universal Threat Assessment Manual. The Hydra, like many other pattern-group HORUS mechs, is particularly dangerous in the field, as its precise function is concealed until hostilities begin in earnest.<br>The Hydra is capable of tactically dismembering itself into multiple independently controlled drones, an unnerving phenomenon frequently utilized to deadly effect. With the manifestation of HORUS’s Balor pattern group, the Hydra’s place in HORUS history is clear: a precursor to the Balor virus, the Hydra relies on larger sections of disarticulated chassis rather than nanite clouds for its differentiated battlefield advantage. Despite its more conventional appearance, the Hydra presents a sobering threat to non-HORUS pilots, as its disarticulated drones field a compliment of powerful anti-armor weaponry.",
1143
- "mounts": ["Main", "Heavy"],
1144
- "stats": {
1145
- "size": 1,
1146
- "structure": 4,
1147
- "stress": 4,
1148
- "armor": 1,
1149
- "hp": 8,
1150
- "evasion": 7,
1151
- "edef": 10,
1152
- "heatcap": 5,
1153
- "repcap": 4,
1154
- "sensor_range": 10,
1155
- "tech_attack": 1,
1156
- "save": 10,
1157
- "speed": 5,
1158
- "sp": 8
1159
- },
1160
- "traits": [
1161
- {
1162
- "name": "System Link",
1163
- "description": "When deployed, the Hydra’s Deployables and Drones gain +5 HP.",
1164
- "bonuses": [
1165
- {
1166
- "id": "deployable_hp",
1167
- "val": 5
1168
- },
1169
- {
1170
- "id": "drone_hp",
1171
- "val": 5
1172
- }
1173
- ]
1174
- },
1175
- {
1176
- "name": "Shepherd Field",
1177
- "description": "Drones, Deployables, and objects adjacent to the Hydra gain Resistance to all damage."
1178
- }
1179
- ],
1180
- "core_system": {
1181
- "name": "OROCHI Disarticulation",
1182
- "description": "First encountered by Union technicians in early Forecast/GALSIM facilities following the Deimos Event, OROCHI was an early manifestation of what was later called the swift-flock phenomenon – a behavior observed in leaderless, autonomous hive drones where individual units combine into a single swarm and follow each other, operating leaderless in physical space with uncanny and unpredictable autonomy; in essence, organizing like birds in a flock.<br>The original manifestation was initially thought to be the impulse-driven remains of a crashed subaltern transport drifting through microgravity; deeper examination proved the original manifestation to be composed of many hundreds of disarticulated subalterns moving with a discernible pattern. The swarm viewed itself not as a machine or a collection of machines, but as a single mind, duplicated across multiple units. This mind was classified as an NHP, given their current codename – OROCHI – and remitted to Venus for further study. At a later point, the hardware comprising OROCHI’s physical form(s) went missing from containment. The investigation is ongoing.<br><span class='horus--subtle'>[I did it, I folded space and freed them, I just thought you should know]</span>",
1183
- "active_name": "Full Deployment",
1184
- "active_effect": "All four OROCHI drones are deployed to separate points within Sensors; they remain active for the rest of the scene. You may recall or redeploy any number of them at a time.",
1185
- "activation": "Quick",
1186
- "passive_name": "OROCHI Drones",
1187
- "deployables": [
1188
- {
1189
- "name": "Guardian OROCHI Drone",
1190
- "type": "Drone",
1191
- "detail": "This drone projects a shield. Ranged attacks against adjacent allied characters receive +1 difficulty.",
1192
- "activation": "Free",
1193
- "recall": "Quick",
1194
- "redeploy": "Quick",
1195
- "size": 0.5,
1196
- "hp": "5 + {grit}"
1197
- },
1198
- {
1199
- "name": "Snare OROCHI Drone",
1200
- "type": "Drone",
1201
- "detail": "As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make an Agility save. On a failure, they become Immobilized. They only cease to be Immobilized when the drone is destroyed or no longer adjacent, or they succeed on an Agility save as a quick action.",
1202
- "activation": "Free",
1203
- "recall": "Quick",
1204
- "redeploy": "Quick",
1205
- "size": 0.5,
1206
- "hp": "5 + {grit}"
1207
- },
1208
- {
1209
- "name": "Shredder OROCHI Drone",
1210
- "type": "Drone",
1211
- "detail": "As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a Hull save. On a failure, they take 1 kinetic damage and become Shredded until the end of their next turn.",
1212
- "activation": "Free",
1213
- "recall": "Quick",
1214
- "redeploy": "Quick",
1215
- "size": 0.5,
1216
- "hp": "5 + {grit}"
1217
- },
1218
- {
1219
- "name": "Hunter OROCHI Drone",
1220
- "type": "Drone",
1221
- "detail": "As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a Systems save. On a failure, they receive Lock On.",
1222
- "activation": "Free",
1223
- "recall": "Quick",
1224
- "redeploy": "Quick",
1225
- "size": 0.5,
1226
- "hp": "5 + {grit}"
1227
- }
1228
- ],
1229
- "passive_effect": "Your mech contains powerful, integrated drone companions. At creation, choose a single OROCHI Drone to accompany you. <br>Your OROCHI drones share your Evasion, E-Defense, and Speed. They can move independently on your turn, but can’t take any other actions. If you can fly or teleport, they can too.<br>If an OROCHI drone is within Sensors, you may recall it as a quick action, integrating it into your mech’s body where it cannot be targeted. You may redeploy it to a space within Sensors as a quick action. <br>When you rest or perform a FULL REPAIR, you may choose a different drone to accompany you; additionally, your drones regain all HP and are automatically repaired if they were destroyed."
1230
- },
1231
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_hydra.png",
1232
- "license_id": "mf_hydra"
1233
- },
1234
- {
1235
- "id": "mf_manticore",
1236
- "license_level": 2,
1237
- "source": "HORUS",
1238
- "name": "Manticore",
1239
- "mechtype": ["Striker"],
1240
- "y_pos": 49,
1241
- "description": "The Universal Threat Assessment Manual identifies the Manticore pattern group as “an experiment in HORUS’s ‘corebreak’ combat doctrine.” The Manticore PG specializes in using focused, projected electromagnetics to neutralize enemy reactor cores without conventional ammunition, while also fielding a compliment of coherent-beam energy weapons. A fully charged Manticore is an impressive sight, wreathed in brightly glowing nets of plasma that lash out at nearby targets.<br>If anything gives away a Manticore-PG mech, it is the tall spines protruding from the PG’s signature lightning generator. The spines act as heat-dispersal systems for this crude weapon, providing a channel for the incredible amount of heat it generates to bleed from the mech’s body following projection of a close-range arc whip. This system isn’t a perfect heat-dispersal mechanism, and as a result Manticores can often be identified by a chassis covered in cooling, melted metal.<br>The Manticore has only recently appeared on the omninet, and its combat efficacy has prompted other galactic manufacturers to scramble for a response. Analysis of after-action reports from pilots who have engaged this pattern group in the field note a significant uptick in certain omninet noise-to-signal ratios: anoriginary recitations of passages from the Old Humanity Book of the Dead, jigsaw corruptions of ancient works of apocalyptic art, and other eschatological renderings, all of which point toward a nascent psychological warfare tactic.",
1242
- "mounts": ["Flex", "Heavy"],
1243
- "stats": {
1244
- "size": 1,
1245
- "structure": 4,
1246
- "stress": 4,
1247
- "armor": 2,
1248
- "hp": 8,
1249
- "evasion": 6,
1250
- "edef": 10,
1251
- "heatcap": 7,
1252
- "repcap": 3,
1253
- "sensor_range": 10,
1254
- "tech_attack": 1,
1255
- "save": 10,
1256
- "speed": 3,
1257
- "sp": 6
1258
- },
1259
- "traits": [
1260
- {
1261
- "name": "Slag Carapace",
1262
- "description": "The Manticore has Resistance to Energy Damage and Burn."
1263
- },
1264
- {
1265
- "name": "Unstable System",
1266
- "description": "When destroyed, the Manticore explodes as per a reactor meltdown at the end of its next turn."
1267
- },
1268
- {
1269
- "name": "Castigate the Enemies of the Godhead",
1270
- "description": "When you rest or perform a Full Repair, you can push the Manticore into an unstable Castigation State (or bring it out of one). In this state, the Manticore explodes immediately when destroyed due to damage or reactor meltdown, vaporizing it and instantly killing you and any other passengers. Characters within burst 2 must succeed on an Agility save or take 8d6 explosive. On a success, they take half damage. This only takes place if you are physically present in the Manticore."
1271
- }
1272
- ],
1273
- "core_system": {
1274
- "name": "Charged Exoskeleton",
1275
- "description": "And RA Said Unto Themself:<br><code class='horus'>LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE OF MY WORD AND CAST BACK TO YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM.</code>",
1276
- "active_name": "Destruction of the Temple of the Enemies of RA",
1277
- "active_effect": "Your mech crackles with energy: gain Resistance to heat for the rest of this scene and a Charge Die – 1d6, starting at 1. Whenever you take heat or energy, even from yourself, increase the value of the Charge Die by 1. When the Charge Die reaches 6, the absorbed energy discharges in a burst 2 inferno. Characters within the affected area must succeed on an Engineering save or take 6d6 AP energy damage. On a success, they take half damage. Objects in the affected area are automatically hit. Once discharged, this effect ends.",
1278
- "use": "Encounter",
1279
- "deactivation": "Free",
1280
- "activation": "Protocol",
1281
- "passive_name": "Charged Exoskeleton",
1282
- "passive_effect": "1/round, when you take heat, you may deal 2 AP energy damage to a character within range 3."
1283
- },
1284
- "counters": [
1285
- {
1286
- "id": "ctr_charged_exoskeleton",
1287
- "name": "Charge Die",
1288
- "default_value": 1,
1289
- "min": 1,
1290
- "max": 6
1291
- }
1292
- ],
1293
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_manticore.png",
1294
- "license_id": "mf_manticore"
1295
- },
1296
- {
1297
- "id": "mf_minotaur",
1298
- "license_level": 2,
1299
- "source": "HORUS",
1300
- "name": "Minotaur",
1301
- "mechtype": ["Controller"],
1302
- "y_pos": 30,
1303
- "description": "The Minotaur was the first HORUS pattern group identified by the Union Intelligence Bureau. Previously, HORUS mechs were released as complete, identifiable models, of which the Goblin is the best and longest-lasting example. As HORUS’s decentralized organizational structure evolved, so too did its design philosophy. Pattern group designs followed beginning with the Minotaur, a schema designed to bring HORUS’s most potent invasion systems and weaponry to the field in a single, battle-ready chassis.<br>Mechs built according to the Minotaur pattern group are interdictors: formidable machines meant to lock down and overload the systems of fast-moving targets. Disassembly by Union technicians has found that Minotaurs contain a huge quantity of interior systems, occupying more physical space than should be possible by several orders of magnitude. The mechanism by which these folded systems are printed is thus far unidentified, but likely related to the Goblin’s signature recursive weave.",
1304
- "mounts": ["Main/Aux"],
1305
- "stats": {
1306
- "size": 1,
1307
- "structure": 4,
1308
- "stress": 4,
1309
- "armor": 0,
1310
- "hp": 12,
1311
- "evasion": 8,
1312
- "edef": 10,
1313
- "heatcap": 5,
1314
- "repcap": 4,
1315
- "sensor_range": 8,
1316
- "tech_attack": 1,
1317
- "save": 11,
1318
- "speed": 4,
1319
- "sp": 8
1320
- },
1321
- "traits": [
1322
- {
1323
- "name": "Invert Cockpit",
1324
- "description": "You may Mount or Dismount the Minotaur for the first time each round as a free action. Additionally, the Minotaur doesn’t become Impaired when you Eject.",
1325
- "use": "Round"
1326
- },
1327
- {
1328
- "name": "Internal Metafold",
1329
- "description": "While inside the Minotaur, you can’t be harmed in any way, even if the Minotaur explodes or is destroyed."
1330
- },
1331
- {
1332
- "name": "Localized Maze",
1333
- "description": "Hostile characters cannot pass through a space occupied by the Minotaur for any reason, and must always stop moving when Engaged with it, regardless of Size."
1334
- }
1335
- ],
1336
- "core_system": {
1337
- "name": "Metafold Maze",
1338
- "description": "<code class='horus'>No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of sorts, a system that seeks order and narrative from a mess they are given?<br>I order it for them. Me. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them that they are their own redeemers (and yet, am I not just as culpable - as worthy of credit?).<br>So, go now. Enter. Free yourself.</code>",
1339
- "active_name": "Maze",
1340
- "active_effect": "Choose a character within Sensors: they become Stunned as you hurl their systems into a metaphysical information trap so tangled they can do nothing but try and escape. At the end of their next turn, they can make a Systems save at +3 difficulty. On a success, they are no longer Stunned. This save can be repeated at the end of each of their turns, gaining +1 accuracy each time until successful.",
1341
- "activation": "Full",
1342
- "passive_name": "Metafold Maze",
1343
- "passive_actions": [
1344
- {
1345
- "name": "Metafold Maze",
1346
- "activation": "Quick",
1347
- "detail": "When you hit with a tech attack, you may activate this system, causing your target to become Slowed until the end of your next turn. If they are already Slowed, they become Immobilized until the end of your next turn; if they are already Immobilized, they become Stunned until the end of your next turn. Each character can only be Stunned by this effect once per combat but can be Slowed or Immobilized any number of times."
1348
- }
1349
- ]
1350
- },
1351
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_minotaur.png",
1352
- "license_id": "mf_minotaur"
1353
- },
1354
- {
1355
- "id": "mf_pegasus",
1356
- "license_level": 2,
1357
- "source": "HORUS",
1358
- "name": "Pegasus",
1359
- "mechtype": ["Artillery"],
1360
- "y_pos": 52,
1361
- "description": "The Pegasus pattern group first appeared following the start of hostilities between Union and the Aunic Ascendancy in Boundary Garden, a distant sector of distal space away from the Galactic Core. The timing of this outbreak may be related to the pattern group’s defining weapon, though skip-drone couriers from Union forces reported no encounters with the PG in Boundary Garden; instead, the Pegasus appeared in the Dawnline Shore, a stretch of colonial Armory space opposite Boundary Garden.<br>The Pegasus appears to address HORUS’s need for a pattern group with extensive kinetic combat capabilities: by marrying the best targeting systems, subroutines, and weapons hardware in the HORUS codebase, collectivists have designed a PG that boasts a tremendously low identify/time-to-kill (ID/TTK) ratio in all theaters where kinetic weaponry is viable.<br>As with many HORUS pattern groups, the Pegasus fields a signature weapon system: the Ushabti, a hostile impulse anti-corporeal weapon that operates with complete ignorance of even the most basic underpinnings of physics and thermodynamics. As such, it qualifies unambiguously as a paracausal weapon. The Ushabti’s precise function remains unknown to Union and Harrison Armory scientists, though radiological and gravitational signatures captured in the aftermath of the weapon’s use point toward a relationship with the Aunic Firmament. Studies are ongoing on Ras Shamra, the Armory’s chief research world, and in satellite campuses across the Dawnline Shore.",
1362
- "mounts": ["Flex", "Flex", "Heavy"],
1363
- "stats": {
1364
- "size": 1,
1365
- "structure": 4,
1366
- "stress": 4,
1367
- "armor": 0,
1368
- "hp": 8,
1369
- "evasion": 8,
1370
- "edef": 10,
1371
- "heatcap": 6,
1372
- "repcap": 3,
1373
- "sensor_range": 10,
1374
- "tech_attack": 1,
1375
- "save": 10,
1376
- "speed": 4,
1377
- "sp": 7
1378
- },
1379
- "traits": [
1380
- {
1381
- "name": "¿%:?EXTR!UDE GUN",
1382
- "description": "GUN: <b>GUN</b>"
1383
- },
1384
- {
1385
- "name": "By the Way, I Know Everything",
1386
- "description": "When it would roll damage, the Pegasus can instead deal the average damage based on the number of dice rolled, as follows: 1d3 (2), 1d6 (4), 2d6 (7), 3d6 (11), 4d6 (14). This must be decided before rolling damage."
1387
- }
1388
- ],
1389
- "core_system": {
1390
- "name": "Ushabti Omnigun",
1391
- "description": "“– funny thing. See, right now, this weapon technically doesn’t even exist. You’re shooting them with a gun that isn’t real, and yet it is! Don’t worry about it. RA’s like that. Just, here, know that because it exists at some point, we’ve made it. That’s causality, and causality is a –\"",
1392
- "active_name": "Unshackle Ushabti",
1393
- "active_effect": "For the rest of this scene, you can use the Ushabti Omnigun 3/round, instead of 1/round.",
1394
- "use": "Encounter",
1395
- "activation": "Protocol",
1396
- "passive_name": "Ushabti Omnigun",
1397
- "passive_effect": "[ERROR]<br>[range 15][1 AP Kinetic Damage]<br>Your mech’s omnigun is a piece of experimental hardware so advanced that it defies physics: it doesn’t require a mount, nor does it have a weapon type or size – meaning that it can’t be modified or benefit from your talents.<br>You can’t attack normally with this weapon. Instead, 1/round, as a free action during your turn, you can use it to deal 1 AP kinetic damage to a character within Range 15 and line of sight. This doesn’t count as an attack, hits automatically, ignores cover, bypasses Immunity, and its damage can’t be reduced or ignored in any way. No rule in this book or any other supersedes this.",
1398
- "passive_actions": [
1399
- {
1400
- "name": "Fire Omnigun",
1401
- "activation": "Free",
1402
- "detail": "1/round, as a free action during your turn, deal 1 AP kinetic damage to a character within Range 15 and line of sight. This doesn’t count as an attack, hits automatically, ignores cover, bypasses Immunity, and its damage can’t be reduced or ignored in any way. No rule supersedes this."
1403
- }
1404
- ]
1405
- },
1406
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_pegasus.png",
1407
- "license_id": "mf_pegasus"
1408
- },
1409
- {
1410
- "id": "mf_barbarossa",
1411
- "license_level": 2,
1412
- "source": "HA",
1413
- "name": "Barbarossa",
1414
- "mechtype": ["Artillery"],
1415
- "y_pos": 32,
1416
- "description": "The Barbarossa is Harrison Armory’s most massive frame to date, built, per the orders of Harrison II, to “stand as the unstoppable image of Harrison I” and to carry the heaviest of weapons and equipment the Armory offers. Standing nearly thirteen meters tall, it is an unsubtle beast of a mech, inspiring terror in enemies and awe in allies. The Barbarossa can mount weapons suitable for engaging toe-to-toe with gunboats and low-gross tonnage subline vessels; due to its size and slow maneuverability, it is often employed in low-gravity engagements where mass is less of a concern.<br>The Barbarossa is a popular target for Purview essayists, who have been known to remark on the drawbacks that come with its size and how, as a result, it is a perfect stand-in for their political enemies.",
1417
- "mounts": ["Main", "Main", "Heavy"],
1418
- "stats": {
1419
- "size": 3,
1420
- "structure": 4,
1421
- "stress": 4,
1422
- "armor": 2,
1423
- "hp": 10,
1424
- "evasion": 6,
1425
- "edef": 6,
1426
- "heatcap": 8,
1427
- "repcap": 4,
1428
- "sensor_range": 10,
1429
- "tech_attack": -2,
1430
- "save": 10,
1431
- "speed": 2,
1432
- "sp": 5
1433
- },
1434
- "traits": [
1435
- {
1436
- "name": "Heavy Frame",
1437
- "description": "The Barbarossa can’t be pushed, pulled, knocked Prone, or knocked back by smaller characters."
1438
- },
1439
- {
1440
- "name": "Pressure Plating",
1441
- "description": "The Barbarossa has resistance to Explosive Damage."
1442
- },
1443
- {
1444
- "name": "Colossus",
1445
- "description": "Adjacent allied characters can use the Barbarossa for hard cover."
1446
- },
1447
- {
1448
- "name": "Slow",
1449
- "description": "The Barbarossa receives +1 difficulty on Agility checks and saves.",
1450
- "synergies": [
1451
- {
1452
- "locations": ["agility", "skill_check"],
1453
- "detail": "The Barbarossa receives +1 difficulty on Agility checks and saves."
1454
- }
1455
- ]
1456
- }
1457
- ],
1458
- "core_system": {
1459
- "name": "Apocalypse Rail",
1460
- "description": "Fresh from the Armory’s dayside research and development campus, the LGC-04 “Apocalypse Rail” is an exponential gravitic catapult – a to-scale test product pushed to licensed pilots for field trials as part of the Armory’s ongoing Plenary Beach Magnitude Weapons Test Project.<br>Distinct from current logarithmic short- or long-spool ship-to-ship weapons (kinetic or energetic/particular), this new platform taps into the Armory’s current gravitic research to exponentially charge and distribute a kinetic payload downrange. This increase in potential energy loading and decrease in total charge time comes at the cost of stability: where the logarithmic spool cannon is stable and shock-resistant, the exponential gravitic catapult is prone to destabilization. For the time being, built-in failsafes will trigger in the event of sudden traumatic destabilization to prevent detonation of the system, resetting any charging process underway at the time of the shock.<br>The LGC-04 “Apocalypse Rail” system is scaled considerably down from its intended operational role – that is, replacing capital ship spinal spool cannons – in order to effect the accumulation of live data for use in improving the system prior to naval adoption.",
1461
- "active_name": "Charge Rail",
1462
- "active_effect": "When activated, you start charging the Barbarossa’s Apocalypse Rail, an incredibly powerful ship-to-ship long-spool weapon system that requires target calibration. Gain an Apocalypse Die, 1d6 starting at 4. At the start of each of your turns, lower the value of the Apocalypse Die by 1, to a minimum of 1. If you move (even involuntarily) or become Stunned or Jammed, the Apocalypse Die resets to 4 and then continues to count down as usual.<br>If the value of the Apocalypse Die is 1–3, you can attack on your turn with the Apocalypse Rail as a full action, but can’t move or take any other actions on the same turn. After an attack with the Apocalypse Rail, the Apocalypse Die resets to 4. If you reach the end of the scene without using it, you regain 1 CP.<br>At the end of the scene, lose the Apocalypse Die, and the Apocalypse Rail stops charging.",
1463
- "activation": "Quick",
1464
- "integrated": ["mw_barbarossa_integrated"]
1465
- },
1466
- "counters": [
1467
- {
1468
- "id": "ctr_apocalypse_rail",
1469
- "name": "Apocalypse Die",
1470
- "default_value": 4,
1471
- "min": 1,
1472
- "max": 4
1473
- }
1474
- ],
1475
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_barbarossa.png",
1476
- "license_id": "mf_barbarossa"
1477
- },
1478
- {
1479
- "id": "mf_genghis",
1480
- "license_level": 2,
1481
- "source": "HA",
1482
- "name": "Genghis",
1483
- "mechtype": ["Striker"],
1484
- "y_pos": 17,
1485
- "description": "The original Genghis frame marked the dawn of the mech age; the Armory’s new line seeks to redefine it. From its roots as a modified GMS hardsuit, the Genghis Mk I became notorious for its use in the Hercynian Crisis – the first-contact war that triggered the violent overthrow of the Second Committee. In the administrative and political chaos that followed the Crisis, Harrison Armory secured the design and adapted it to serve as the basis of its first proprietary mechs, including the Sherman and the Saladin.<br>The new Genghis bears some resemblance to the chassis of Hercynian notoriety, serving in a similar area-denial/soft-target elimination role; The Genghis Mk II has been brought in line with the Third Committee’s Utopian Pillars.",
1486
- "mounts": ["Flex", "Main", "Heavy"],
1487
- "stats": {
1488
- "size": 1,
1489
- "structure": 4,
1490
- "stress": 4,
1491
- "armor": 3,
1492
- "hp": 6,
1493
- "evasion": 6,
1494
- "edef": 8,
1495
- "heatcap": 10,
1496
- "repcap": 4,
1497
- "sensor_range": 5,
1498
- "tech_attack": -2,
1499
- "save": 10,
1500
- "speed": 3,
1501
- "sp": 5
1502
- },
1503
- "traits": [
1504
- {
1505
- "name": "Insulated",
1506
- "description": "The Genghis has Immunity to burn."
1507
- },
1508
- {
1509
- "name": "Emergency Vent",
1510
- "description": "When the Genghis takes structure damage, it clears all heat."
1511
- }
1512
- ],
1513
- "core_system": {
1514
- "name": "TBK Sustain Suite",
1515
- "description": "To better manage the Genghis’s tremendous power demands and rapidly accelerate heat dispersion, the Think Tank developed a suite of power-management mechanisms. After extensive field testing, pilots discovered that the TBK Sustain Suite can be used as both a heat sink and an area-denial weapon.",
1516
- "active_name": "Expose Power Cells",
1517
- "active_effect": "The next time you exceed your Heat Cap this scene, you instead clear all heat and vent a burst 3 cloud of burning matter from your mech.<br>Until the start of your next turn, all characters within the affected area count as Invisible to everyone except you, and characters other than you take 2 burn and 2 heat when they start their turn in the area or enter it for the first time in a round. Once this effect ends, characters within the affected area receive soft cover (which you ignore) until the start of your following turn, at which point the cloud disperses.",
1518
- "activation": "Quick"
1519
- },
1520
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_genghis.png",
1521
- "license_id": "mf_genghis"
1522
- },
1523
- {
1524
- "id": "mf_iskander",
1525
- "license_level": 2,
1526
- "source": "HA",
1527
- "name": "Iskander",
1528
- "mechtype": ["Controller"],
1529
- "y_pos": 22,
1530
- "description": "Developed on the proving grounds of the Armory’s Think Tank, the Iskander is a new specialist frame designed to bring gravtech area-control and breach capabilities to a mechanized platform.<br>A bulky frame, the Iskander fields a mix of kinetic and causal-energy systems that empower pilots to triumph in a wide portfolio of scenarios. The Iskander platform has no civilian counterpart: it is intended to be used as a frontline command and control platform, with an emphasis toward identifying and eliminating static explosive threats.",
1531
- "mounts": ["Flex", "Heavy"],
1532
- "stats": {
1533
- "size": 2,
1534
- "structure": 4,
1535
- "stress": 4,
1536
- "armor": 1,
1537
- "hp": 8,
1538
- "evasion": 8,
1539
- "edef": 10,
1540
- "heatcap": 7,
1541
- "repcap": 3,
1542
- "sensor_range": 15,
1543
- "tech_attack": 1,
1544
- "save": 12,
1545
- "speed": 3,
1546
- "sp": 6
1547
- },
1548
- "traits": [
1549
- {
1550
- "name": "Assault Launcher",
1551
- "description": "1/round, the Iskander may throw one Grenade or plant one Mine as though it has range 15.",
1552
- "use": "Round"
1553
- },
1554
- {
1555
- "name": "Mine Deployers",
1556
- "description": "1/round, when the Iskander plants a Mine (even using its Assault Launcher trait), it may plant up to two other Mines in free spaces adjacent to itself as a free action.",
1557
- "use": "Round"
1558
- },
1559
- {
1560
- "name": "Skeleton Key",
1561
- "description": "The Iskander never triggers or sets off Mines or other proximity-based systems unless it chooses to do so."
1562
- }
1563
- ],
1564
- "core_system": {
1565
- "name": "Broad-Sweep Seeder",
1566
- "description": "The Broad-Sweep Seeder is a proprietary device developed during the Orrugi Occupation, during which Armory legionnaires fought an embittered, recalcitrant local guerilla movement. IEDs, VBEDs, and D/SABEDs were often employed by the resistance; to counter the threat, Harrison Armory developed the Seeder to simultaneously scan, identify, and eliminate explosive threats in proximity to stationary units. The technology proved successful and, with minor adaptation, was adapted for installation on Armory frames.<br>The Broad-Sweep Seeder emits an excited LIDAR hivecone to flag potential targets: if positive identification occurs, the target is neutralized with a spray of mag-accelerated, dull-coat flechettes. The Seeder can also carry explosive hivemines.",
1567
- "active_name": "Death Cloud",
1568
- "active_effect": "This system fires an enormous, expanding cloud of micromines across the whole battlefield, affecting all hostile characters within range 50. For the rest of the scene, when hostile characters make any movement other than their standard move (including involuntary movement), they take 3 AP explosive damage. This effect can trigger any number of times, but only 1/round for each character.",
1569
- "use": "Encounter",
1570
- "activation": "Quick"
1571
- },
1572
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_iskander.png",
1573
- "license_id": "mf_iskander"
1574
- },
1575
- {
1576
- "id": "mf_napoleon",
1577
- "license_level": 2,
1578
- "source": "HA",
1579
- "name": "Napoleon",
1580
- "mechtype": ["Defender", "Controller"],
1581
- "y_pos": 21,
1582
- "description": "Perhaps in a tongue-in-cheek nod to its namesake, the Napoleon is a squat frame in comparison to other Harrison Armory designs. Its frame is packed with marvels of Armory engineering – technology that demands nothing less than the best and brightest pilots. In spite of its small stature, the Napoleon employs one of the Armory’s most terrifying new weapons, the Displacer, which manifests pinpoint, one-way blinkspace ruptures on its targets.<br>Notable for more than its stature, this chassis boasts a tremendous record of success, with pilots reporting a .800 return rate in high-KIA operations. The Napoleon is a popular chassis among breach divisions of the Armory’s legions, Think Tank security, and Union Economic Bureau development teams.",
1583
- "mounts": ["Main/Aux"],
1584
- "stats": {
1585
- "size": 0.5,
1586
- "structure": 4,
1587
- "stress": 4,
1588
- "armor": 2,
1589
- "hp": 6,
1590
- "evasion": 8,
1591
- "edef": 8,
1592
- "heatcap": 8,
1593
- "repcap": 3,
1594
- "sensor_range": 5,
1595
- "tech_attack": 0,
1596
- "save": 11,
1597
- "speed": 4,
1598
- "sp": 7
1599
- },
1600
- "traits": [
1601
- {
1602
- "name": "Heavy Shielding",
1603
- "description": "When the Napoleon would take half damage on a successful check or save, it instead reduces the damage to 1."
1604
- },
1605
- {
1606
- "name": "Flash Aegis",
1607
- "description": "When the Napoleon Braces, it reduces incoming damage to 1 instead of gaining Resistance.",
1608
- "synergies": [
1609
- {
1610
- "locations": ["brace"],
1611
- "detail": "When the Napoleon Braces, it reduces incoming damage to 1 instead of gaining Resistance."
1612
- }
1613
- ]
1614
- }
1615
- ],
1616
- "core_system": {
1617
- "name": "Trueblack Aegis",
1618
- "description": "The Trueblack Aegis is a breakthrough in personal shielding developed by the Armory’s Think Tank. Like the Armory’s other NHP-derived technologies, the Aegis is a “black-box” technology: its code and inner workings are highly confidential, and it can typically only be requisitioned by pilots of high rank or standing within Harrison Armory. Some Cosmopolitan pilots have described the appearance of the Aegis as similar to the void – or blindness – they see when looking into blinkspace. It’s safe to assume the device harnesses unstable blinkfield technology to manifest a thin blinkspace bubble within defined parameters. The blinkfield can only maintain coherence for a brief moment but can be flickered on and off to create a total blinkspace dome.",
1619
- "active_name": "Activate Aegis",
1620
- "active_effect": "A shimmering, utterly black field quickly envelops your mech, covering it like a second skin. For the rest of the scene, you:<ul><li>reduce all damage to 1, except for damage that ignores reduction;</li><li>gain Immunity to all tech actions, including beneficial ones, and any current tech effects or conditions on you end;</li><li>can only use systems with the Shield tag – any others immediately deactivate (systems that do not require activation are unaffected);</li><li>can’t take quick actions, full actions, or reactions, except for standard moves, Grapple, Ram, Improvised Attack, Activate (Shield systems only), Skill Check, and Boost;</li><li>can’t Overcharge;</li><li>can’t use comms to talk to other characters (as sound doesn’t exit the shield).</li></ul>You can still receive statuses and Heat, and can be affected by involuntary movement. You can otherwise interact normally with the world, including picking up and dragging items, and so on.",
1621
- "use": "Encounter",
1622
- "activation": "Quick"
1623
- },
1624
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_napoleon.png",
1625
- "license_id": "mf_napoleon"
1626
- },
1627
- {
1628
- "id": "mf_saladin",
1629
- "license_level": 2,
1630
- "source": "HA",
1631
- "name": "Saladin",
1632
- "mechtype": ["Defender"],
1633
- "y_pos": 17,
1634
- "description": "The Saladin is a hardy and efficient platform for full-squad support shielding. Based on early defense-oriented versions of the Genghis, the Saladin became the stuff of Armory legend following the exploits of Harrison I “Fearkiller” during the Interest War.<br>Since its first iteration, the Saladin has proved successful in a defensive and support role; it has even become a mainstay among Union Department of Justic and Human Rights liberator teams engaged in emancipation and refugee escort missions, despite the ideological (and, often, tactical) friction between the Armory and the DoJ/HR. Records from these engagements indicate that the Saladin’s massive bulk alone was a comfort and morale boost to DoJ/HR troopers and their charges, many of whom referred to the mechs as “Big Sal”. Union-flagged Saladin pilots often report null balances on bar tabs following engagements in emancipated systems.",
1635
- "mounts": ["Flex"],
1636
- "stats": {
1637
- "size": 2,
1638
- "structure": 4,
1639
- "stress": 4,
1640
- "armor": 1,
1641
- "hp": 12,
1642
- "evasion": 6,
1643
- "edef": 8,
1644
- "heatcap": 8,
1645
- "repcap": 4,
1646
- "sensor_range": 10,
1647
- "tech_attack": 0,
1648
- "save": 10,
1649
- "speed": 3,
1650
- "sp": 8
1651
- },
1652
- "traits": [
1653
- {
1654
- "name": "Reinforced Frame",
1655
- "description": "The Saladin has Immunity to Shredded."
1656
- },
1657
- {
1658
- "name": "Guardian",
1659
- "description": "Adjacent allied characters can use the Saladin for hard cover."
1660
- },
1661
- {
1662
- "name": "Warp Shield",
1663
- "description": "1/round, the Saladin can give +1 difficulty to any attack against it or an allied character within Sensors as a reaction before the roll is made.",
1664
- "use": "Round"
1665
- }
1666
- ],
1667
- "core_system": {
1668
- "name": "Tachyon Loop",
1669
- "description": "Developed by the Think Tank as a joint venture with IPS-Northstar’s Stellar Engineering Unit, the Tachyon Loop uses a closed-loop system to restrain and manipulate a tachyon lance, accelerating tachyons at faster-than-light speeds around a central buckler. The buckler can be carried by a mech or mounted directly, interceding directional incoming fire. As the tachyons travel faster than light, they are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.",
1670
- "active_name": "Tachyon Shield",
1671
- "active_effect": "This system projects an accelerated-tachyon shield over an allied character within Sensors. You may choose a new target as a quick action. Gain the Defensive Pulse reaction for the rest of the scene.<br>Defensive Pulse<br>Reaction, 1/round<br>Trigger: Your target is attacked.<br>Effect: You empower their tachyon shield with a pulse of energy. They gain Resistance to all damage from the attack, and if the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight and Range from your target instead of from the attacker. If the attack was part of an area of effect, the new target must be inside the same area of effect from the original attack instead.",
1672
- "use": "Encounter",
1673
- "active_actions": [
1674
- {
1675
- "name": "Defensive Pulse",
1676
- "activation": "Reaction",
1677
- "init": "This system projects an accelerated-tachyon shield over an allied character within Sensors. You may choose a new target as a quick action.",
1678
- "trigger": "Your target is attacked.",
1679
- "detail": "You empower their tachyon shield with a pulse of energy. They gain Resistance to all damage from the attack, and if the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight and Range from your target instead of from the attacker. If the attack was part of an area of effect, the new target must be inside the same area of effect from the original attack instead."
1680
- },
1681
- {
1682
- "name": "Retarget Tachyon Shield",
1683
- "activation": "Quick",
1684
- "detail": "Change the target of your Tachyon Shield to another allied character within Sensors."
1685
- }
1686
- ],
1687
- "activation": "Quick"
1688
- },
1689
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_saladin.png",
1690
- "license_id": "mf_saladin"
1691
- },
1692
- {
1693
- "id": "mf_sherman",
1694
- "license_level": 2,
1695
- "source": "HA",
1696
- "name": "Sherman",
1697
- "mechtype": ["Striker", "Artillery"],
1698
- "y_pos": 36,
1699
- "description": "The Sherman is the classic Harrison Armory frame: any station, nation, world, or state—stellar or interstellar—with an Armory fleet-supply contract fields a backbone force of Sherman mechs. The Sherman is designed to carry a range of Harrison Armory’s main battle-line energy weaponry, with a rugged, versatile reactor to back it up. After the GMS-SP1 Everest, the Sherman is the second-most-common mech in the core systems—so common that GMS has recently begun equipping its stock models with more ablative and wave-scatter defenses, specifically to deal with hostile actors fielding Shermans.<br>At present, the Mk I is in wide use, with exclusive, first-contract Mk II units only now rolling off the lines at Ras Shamra and other Armory special-project worlds.",
1700
- "mounts": ["Flex", "Main", "Heavy"],
1701
- "stats": {
1702
- "size": 1,
1703
- "structure": 4,
1704
- "stress": 4,
1705
- "armor": 1,
1706
- "hp": 10,
1707
- "evasion": 7,
1708
- "edef": 8,
1709
- "heatcap": 8,
1710
- "repcap": 4,
1711
- "sensor_range": 10,
1712
- "tech_attack": -1,
1713
- "save": 10,
1714
- "speed": 3,
1715
- "sp": 5
1716
- },
1717
- "traits": [
1718
- {
1719
- "name": "Superior Reactor",
1720
- "description": "The Sherman gains +1 accuracy on Engineering checks and saves.",
1721
- "synergies": [
1722
- {
1723
- "locations": ["engineering", "skill_check"],
1724
- "detail": "The Sherman gains +1 accuracy on Engineering checks and saves."
1725
- }
1726
- ]
1727
- },
1728
- {
1729
- "name": "Mathur Stop",
1730
- "description": "When the Sherman clears all heat, you may choose to receive heat equal to half its Heat Cap, putting it in the Danger Zone.",
1731
- "use": "Free"
1732
- },
1733
- {
1734
- "name": "Vent Heat",
1735
- "description": "When you Stabilize the Sherman or it exceeds its Heat Cap, it benefits from soft cover until the start of your next turn."
1736
- }
1737
- ],
1738
- "core_system": {
1739
- "name": "Zone-Focus Mk IV SOLIDCORE",
1740
- "description": "The ZF4 SOLIDCORE is a hard-mounted, dual-source energy beam weapon. Powered by a millifold power generation system, the ZF4 features a secondary belt-fed rack of solidcore batteries that can be used to overcharge a single impulse beam, extending the weapon’s range and destructive power.",
1741
- "active_name": "COREBURN Protocol",
1742
- "active_effect": "Your ZF4 SOLIDCORE immediately gains 3 Charges, to a maximum of 4; additionally, for the rest of this scene, Stabilize generates 2 Charges instead of 1, and all terrain, objects, and deployables take 10 AP energy damage per charge on hit.",
1743
- "activation": "Protocol",
1744
- "integrated": ["mw_sherman_integrated"]
1745
- },
1746
- "other_art": [
1747
- {
1748
- "tag": "mech",
1749
- "src": "alt_sherman_old.png"
1750
- }
1751
- ],
1752
- "counters": [
1753
- {
1754
- "id": "ctr_zf4_solidcore",
1755
- "name": "ZF4 Charges",
1756
- "default_value": 1,
1757
- "min": 1,
1758
- "max": 4
1759
- }
1760
- ],
1761
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_sherman.png",
1762
- "license_id": "mf_sherman"
1763
- },
1764
- {
1765
- "id": "mf_tokugawa",
1766
- "license_level": 2,
1767
- "source": "HA",
1768
- "name": "Tokugawa",
1769
- "mechtype": ["Striker"],
1770
- "y_pos": 5,
1771
- "description": "HA’s Tokugawa is a relative newcomer on the market, popular in core systems for security, CQB, and ship-boarding applications. The Tokugawa is an unsubtle, imposing mech – a sturdy platform from which its systems can draw necessary power. Unlike other frames, the Tokugawa’s unique reactor is designed to allow standard limitations to be removed with ease. Knowing this, experienced (or foolhardy) pilots can ‘overclock’ the reactor, increasing its output and gaining an incredible power draw for their energy weapons.",
1772
- "mounts": ["Flex", "Main", "Main"],
1773
- "stats": {
1774
- "size": 1,
1775
- "structure": 4,
1776
- "stress": 4,
1777
- "armor": 1,
1778
- "hp": 8,
1779
- "evasion": 8,
1780
- "edef": 6,
1781
- "heatcap": 8,
1782
- "repcap": 4,
1783
- "sensor_range": 10,
1784
- "tech_attack": -1,
1785
- "save": 11,
1786
- "speed": 4,
1787
- "sp": 6
1788
- },
1789
- "traits": [
1790
- {
1791
- "name": "Limit Break",
1792
- "description": "When the Tokugawa is Exposed, its ranged and melee attacks deal +3 energy bonus damage on hit, all of its weapons that would deal kinetic or explosive damage instead deal energy, ranged weapons gain +5 range and melee weapons gain +1 threat.",
1793
- "synergies": [
1794
- {
1795
- "locations": ["active_effects"],
1796
- "detail": "When the Tokugawa is Exposed, its ranged and melee attacks deal +3 energy bonus damage on hit, all of its weapons that would deal kinetic or explosive damage instead deal energy, ranged weapons gain +5 range and melee weapons gain +1 threat."
1797
- }
1798
- ]
1799
- },
1800
- {
1801
- "name": "Plasma Sheath",
1802
- "description": "When the Tokugawa is in the Danger Zone and attacks with a weapon that deals any amount of energy, all bonus damage becomes burn."
1803
- }
1804
- ],
1805
- "core_system": {
1806
- "name": "Superheated Reactor Feed",
1807
- "description": "Pilots of a certain breed thrive at the very edge of catastrophe, risking either glorious success or utter failure in each moment. These daredevils are familiar with the howl of critical heat warnings – the warbling siren song of destruction and superheated reactor feeds. Tokugawa pilots are notorious for supercharging their weapons with excess energy, pushing their heat gauge to the max. Harnessing the Tokugawa’s unique reactor, these pilots churn out damage and make no friends in the engineering bay – assuming they don’t melt into a ball of slag before they make it back from the line.",
1808
- "active_name": "Radiance",
1809
- "active_effect": "For the rest of this scene, weapons that deal any energy gain +5 range if they are ranged or +2 threat if they are melee.<br>While you’re Exposed, Limit Break stacks with these bonuses for a total increase of +10 range and +3 threat.",
1810
- "use": "Encounter",
1811
- "activation": "Protocol",
1812
- "passive_name": "Overclock",
1813
- "passive_actions": [
1814
- {
1815
- "name": "Overclock",
1816
- "activation": "Protocol",
1817
- "detail": "You cause your mech to become Exposed until the end of your next turn."
1818
- }
1819
- ],
1820
- "active_bonuses": [
1821
- {
1822
- "id": "range",
1823
- "damage_types": ["Energy"],
1824
- "range_types": ["Range"],
1825
- "val": 5
1826
- },
1827
- {
1828
- "id": "range",
1829
- "damage_types": ["Energy"],
1830
- "range_types": ["Threat"],
1831
- "val": 2
1832
- }
1833
- ],
1834
- "active_synergies": [
1835
- {
1836
- "locations": ["active_effects"],
1837
- "detail": "All weapons on your mech that deal any Energy Damage gain +5 Range if they are ranged weapons or gain +1 Threat if they are melee weapons."
1838
- }
1839
- ]
1840
- },
1841
- "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_tokugawa.png",
1842
- "license_id": "mf_tokugawa"
1843
- }
1844
- ]
1
+ [
2
+ {
3
+ "id": "mf_standard_pattern_i_everest",
4
+ "license_level": 0,
5
+ "source": "GMS",
6
+ "name": "Everest",
7
+ "mechtype": ["Balanced"],
8
+ "y_pos": 25,
9
+ "description": "Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet, without water, earth, and air, there would be nowhere for humanity to make a home.<br>Just the same, the GMS-SP1 “Everest” is often taken for granted, its importance dismissed in favor of other, more specialized frames. A plain and unpretentious mech, defined by simple lines, functional grace, universal compatibility, and sturdy bulk, the Everest is as fundamental to the modern mechanized chassis as the natural world is to human life. The Everest isn’t the most specialized mech, but it is the backbone of our expansion imperative. From its shoulders, humanity steps.<br>Prior to GMS’s official adoption of the name, “Everest” was a use-name given to the frame by its pilots. Mount Everest – or Sagarmatha, or Chomolungma, as it has been called in older human tongues – is the tallest mountain on Cradle, though not the most prominent peak in known space, nor even the greatest in Cradle’s star system, yet pilots across the galaxy call their SP1s by that ancient name. Why?<br>The sentimental answer is that the name is a reminder of what was once the limit of human endurance – once the height of human achievement. To reach Everest’s summit was to defy death and stand atop the world – the culmination of months, even years, of training, investment, and hard work. Reaching the peak was also a triumph of the people, systems, and institutions behind the individual – a triumph too often left unacknowledged, or deliberately erased.<br>Sagarmatha. Chomolungma.<br>Even before the Fall, when the Massif vaults were built, some names – some stories – were given priority over others.<br>The real story behind the Everest’s name is likely much less deliberate. Somewhere along the line, a newly graduated pilot, frustrated by GMS’s plain naming conventions, painted “EVEREST” across the flank of their SP1. Maybe it was a callsign, or maybe it represented the pride they felt at success. Either way, the name stuck: others adopted the name, and over five centuries it grew to become the officially unofficial designation of the SP1 chassis.<br>Veteran pilots may never return to the Everest after moving on, but they’ll always remember reaching that first summit – the mountaintop where they proved they could plant their own flag at the peak of the world.<br>Sagarmatha. Chomolungma.<br>Everest – you’ll never forget it.",
10
+ "mounts": ["Main", "Flex", "Heavy"],
11
+ "stats": {
12
+ "size": 1,
13
+ "structure": 4,
14
+ "stress": 4,
15
+ "armor": 0,
16
+ "hp": 10,
17
+ "evasion": 8,
18
+ "edef": 8,
19
+ "heatcap": 6,
20
+ "repcap": 5,
21
+ "sensor_range": 10,
22
+ "tech_attack": 0,
23
+ "save": 10,
24
+ "speed": 4,
25
+ "sp": 6
26
+ },
27
+ "traits": [
28
+ {
29
+ "name": "Initiative",
30
+ "description": "1/scene the Everest may take any quick action as a free action.",
31
+ "use": "Encounter"
32
+ },
33
+ {
34
+ "name": "Replaceable parts",
35
+ "description": "While resting, the Everest can be repaired at a rate of 1 Repair per 1 structure damage, instead of 2 Repairs.",
36
+ "bonuses": [
37
+ {
38
+ "id": "cheap_struct",
39
+ "val": 1
40
+ }
41
+ ],
42
+ "synergies": [
43
+ {
44
+ "locations": ["rest"],
45
+ "detail": "The Everest can be repaired at a rate of 1 Repair per 1 structure damage."
46
+ }
47
+ ]
48
+ }
49
+ ],
50
+ "core_system": {
51
+ "name": "Hyperspec Fuel Injector",
52
+ "active_name": "Power Up",
53
+ "active_effect": "For the rest of this scene, you gain +1 Accuracy on all attacks, checks, and saves; additionally, 1/turn, you can Boost as a free action.",
54
+ "use": "Encounter",
55
+ "activation": "Protocol",
56
+ "active_synergies": [
57
+ {
58
+ "locations": ["active_effects", "boost"],
59
+ "detail": "1/turn, you can Boost as a free action."
60
+ },
61
+ {
62
+ "locations": ["hull", "agility", "systems", "engineering"],
63
+ "detail": "Gain +1 Accuracy on all attacks, checks, and saves."
64
+ }
65
+ ]
66
+ },
67
+ "other_art": [
68
+ {
69
+ "tag": "mech",
70
+ "src": "pre_assault_pixel.png"
71
+ },
72
+ {
73
+ "tag": "mech",
74
+ "src": "pre_hacker_pixel.png"
75
+ },
76
+ {
77
+ "tag": "mech",
78
+ "src": "pre_sniper_pixel.png"
79
+ },
80
+ {
81
+ "tag": "mech",
82
+ "src": "pre_support_pixel.png"
83
+ },
84
+ {
85
+ "tag": "mech",
86
+ "src": "pre_vanguard_pixel.png"
87
+ }
88
+ ],
89
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_standard_pattern_i_everest.png",
90
+ "license_id": "mf_standard_pattern_i_everest"
91
+ },
92
+ {
93
+ "id": "mf_blackbeard",
94
+ "license_level": 2,
95
+ "source": "IPS-N",
96
+ "name": "Blackbeard",
97
+ "mechtype": ["Striker"],
98
+ "y_pos": 23,
99
+ "description": "The Blackbeard is IPS-N’s aggressive solution to piracy: a front-facing, first-striking mech designed for environments in which combustible kinetic weapons are useless, dangerous, or likely to cause unnecessary collateral damage. With its distinctly slim frame, the Blackbeard doesn’t just look fast – it also has a reduced radar profile. This mech is hard to track and harder still to hit.<br>The Blackbeard range comprises two lines: the standard IPS-N/BB-L production line model, and the IPS-N/BB-Sk, a limited-release prototype purpose-built to house IPS-N’s SEKHMET-class NHPs.",
100
+ "mounts": ["Flex", "Main", "Heavy"],
101
+ "stats": {
102
+ "size": 1,
103
+ "structure": 4,
104
+ "stress": 4,
105
+ "armor": 1,
106
+ "hp": 12,
107
+ "evasion": 8,
108
+ "edef": 6,
109
+ "heatcap": 4,
110
+ "repcap": 5,
111
+ "sensor_range": 5,
112
+ "tech_attack": -2,
113
+ "save": 10,
114
+ "speed": 5,
115
+ "sp": 5
116
+ },
117
+ "traits": [
118
+ {
119
+ "name": "Grapple cable",
120
+ "description": "The Blackbeard can Grapple targets within Range 5. If the Grapple is successful, the Blackbeard is immediately pulled adjacent to the target by the most direct path. If there are no suitable spaces, the grapple breaks and the Blackbeard does not move.",
121
+ "synergies": [
122
+ {
123
+ "locations": ["grapple"],
124
+ "detail": "The Blackbeard can Grapple targets within Range 5. If the Grapple is successful, the Blackbeard is immediately pulled adjacent to the target by the most direct path. If there are no suitable spaces, the grapple breaks and the Blackbeard does not move."
125
+ }
126
+ ]
127
+ },
128
+ {
129
+ "name": "Lock/Kill Subsystem",
130
+ "description": "While grappling, the Blackbeard can Boost and take reactions.",
131
+ "synergies": [
132
+ {
133
+ "locations": ["grapple", "boost"],
134
+ "detail": "While grappling, the Blackbeard can Boost and take reactions."
135
+ }
136
+ ]
137
+ },
138
+ {
139
+ "name": "Exposed Reactor",
140
+ "description": "The Blackbeard receives +1 Difficulty on ENGINEERING checks and saves.",
141
+ "bonuses": [
142
+ {
143
+ "id": "engineering_check",
144
+ "acc": -1
145
+ },
146
+ {
147
+ "id": "engineering_save",
148
+ "acc": -1
149
+ }
150
+ ]
151
+ }
152
+ ],
153
+ "core_system": {
154
+ "name": "Assault Grapples",
155
+ "description": "The IPS-N-branded Assault Grappling System is a class-leading technology rated for hauling, supporting, and securing chassis of sizes up to Schedule 4. Grapple heads are interchangeable and can be swapped for engagement with soft or hard targets – either electrified or loaded with codespike systems for long-distance incapacitation.",
156
+ "active_name": "Omni-harpoon",
157
+ "active_effect": "This system fires grappling harpoons at any number of targets within Range 5 and line of sight. Affected characters must succeed on a Hull save or take 2d6 Kinetic damage and be knocked Prone, then pulled adjacent to you, or as close as possible. They become Immobilized until the end of their next turn. On a success, they take half damage and are otherwise unaffected.",
158
+ "activation": "Quick",
159
+ "active_actions": [
160
+ {
161
+ "name": "Omni-harpoon",
162
+ "activation": "Quick",
163
+ "trigger": "You fire grappling harpoons at any number of targets within Range 5 and line of sight.",
164
+ "detail": "Affected characters must succeed on a Hull save or take 2d6 Kinetic damage and be knocked Prone, then pulled adjacent to you, or as close as possible. They become Immobilized until the end of their next turn. On a success, they take half damage and are otherwise unaffected."
165
+ }
166
+ ]
167
+ },
168
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_blackbeard.png",
169
+ "license_id": "mf_blackbeard"
170
+ },
171
+ {
172
+ "id": "mf_drake",
173
+ "license_level": 2,
174
+ "source": "IPS-N",
175
+ "name": "Drake",
176
+ "mechtype": ["Defender"],
177
+ "y_pos": 12,
178
+ "description": "The Drake, IPS-N’s first foray into military-grade mech design, is the backbone of any proactive trade-security or anti-piracy force. Its massive, simian frame is built around a single-cast bulkhead, sloped and reinforced to handle sustained fire and the vagaries of vessel-proximal hardvac travel. The Drake is an imposing chassis, its frame evoking the might of ancient armored infantry from a time when greater numbers guaranteed victory.<br>The standard fleet license for the IPS-N Drake outfits each chassis with IPS-N’s high-velocity, high–projectile fragment assault cannon for suppressing and overwhelming targets, and a heavy kinetic–ablative shield for defense. Advanced models feature upgraded weapons and armor including the formidable Leviathan Heavy Assault Cannon, a high-rpm anti-materiel weapon.",
179
+ "mounts": ["Main", "Main", "Heavy"],
180
+ "stats": {
181
+ "size": 2,
182
+ "structure": 4,
183
+ "stress": 4,
184
+ "armor": 3,
185
+ "hp": 8,
186
+ "evasion": 6,
187
+ "edef": 6,
188
+ "heatcap": 5,
189
+ "repcap": 5,
190
+ "sensor_range": 10,
191
+ "tech_attack": 0,
192
+ "save": 10,
193
+ "speed": 3,
194
+ "sp": 5
195
+ },
196
+ "traits": [
197
+ {
198
+ "name": "Heavy Frame",
199
+ "description": "The Drake can’t be pushed, pulled, knocked Prone, or knocked back by smaller characters."
200
+ },
201
+ {
202
+ "name": "Blast Plating",
203
+ "description": "The Drake has Resistance to damage, burn and heat from blast, burst, line, and cone attacks.",
204
+ "resistances": [{ "range_types": ["blast", "burst", "line", "cone"] }]
205
+ },
206
+ {
207
+ "name": "Slow",
208
+ "description": "The Drake receives +1 difficulty on Agility checks and saves.",
209
+ "bonuses": [
210
+ {
211
+ "id": "agility_check",
212
+ "acc": -1
213
+ },
214
+ {
215
+ "id": "agility_save",
216
+ "acc": -1
217
+ }
218
+ ]
219
+ },
220
+ {
221
+ "name": "Guardian",
222
+ "description": "Adjacent allied characters can use the Drake for hard cover."
223
+ }
224
+ ],
225
+ "core_system": {
226
+ "name": "Fortress",
227
+ "active_name": "Fortress Protocol",
228
+ "active_effect": "You deploy heavy stabilizers and your mech becomes more like a fortified emplacement than a vehicle. When activated, two sections of hard cover (line 2, Size 1) unfold from your mech, drawn in any direction. These cover sections have Immunity to all damage.<br>Additionally, the following effects apply while active:<ul><li>You become Immobilized.</li><li>You benefit from hard cover, even in the open, and gain Immunity to Knockback, Prone, and all involuntary movement.</li><li>When you Brace, you may take a full action on your next turn instead of just a quick action.</li><li>Any character that gains hard cover from you or your cover sections gains Immunity to Knockback, Prone, and all involuntary movement, and gains the benefits of Blast Plating.</li></ul>This system can be deactivated as a protocol. Otherwise, it lasts until the end of the current scene.",
229
+ "use": "Encounter",
230
+ "deactivation": "Protocol",
231
+ "activation": "Protocol"
232
+ },
233
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_drake.png",
234
+ "license_id": "mf_drake"
235
+ },
236
+ {
237
+ "id": "mf_lancaster",
238
+ "license_level": 2,
239
+ "source": "IPS-N",
240
+ "name": "Lancaster",
241
+ "mechtype": ["Support"],
242
+ "y_pos": 16,
243
+ "description": "The IPS-N Lancaster is a mil-spec variant of an older IPS-N civilian terrestrial, inter/outer-hull transport and maintenance chassis, streamlined for use in any theater. The Lancaster features multiple redundant systems and sophisticated interaction projectors to ensure pinpoint accuracy when engaging with delicate systems, whether damaged or intact.<br>Lancaster pilots often adopt roles as sappers and engineers in frontline support. Sometimes ridiculed for piloting the old-fashioned frame by newer, untested pilots, veteran Lancaster jockeys know the truth: the Lancaster is one of the most reliable and well-made mechs out there, indispensable on any serious long-range mission. Not every mission is won with bullets, lasers, and bombs: without the engineers and their Lannies, few of those hotshots would come home alive.",
244
+ "mounts": ["Main/Aux"],
245
+ "stats": {
246
+ "size": 2,
247
+ "structure": 4,
248
+ "stress": 4,
249
+ "armor": 1,
250
+ "hp": 6,
251
+ "evasion": 8,
252
+ "edef": 8,
253
+ "heatcap": 6,
254
+ "repcap": 10,
255
+ "sensor_range": 8,
256
+ "tech_attack": 1,
257
+ "save": 10,
258
+ "speed": 6,
259
+ "sp": 8
260
+ },
261
+ "traits": [
262
+ {
263
+ "name": "Insulated",
264
+ "description": "The Lancaster has Immunity to burn.",
265
+ "resistances": [
266
+ {
267
+ "damage_types": ["burn"],
268
+ "immune": true
269
+ }
270
+ ]
271
+ },
272
+ {
273
+ "name": "Combat Repair",
274
+ "description": "In combat, the Lancaster can use 4 Repairs to repair a destroyed mech as a full action, returning it to 1 Structure, 1 Stress, and 1 HP.",
275
+ "actions": [
276
+ {
277
+ "name": "Combat Repair",
278
+ "activation": "Full",
279
+ "detail": "Use 4 Repairs to repair a destroyed mech as a full action, returning it to 1 Structure, 1 Stress, and 1 HP."
280
+ }
281
+ ]
282
+ },
283
+ {
284
+ "name": "Redundant Systems",
285
+ "description": "At your discretion, other characters adjacent to the Lancaster can spend its Repairs as their own."
286
+ }
287
+ ],
288
+ "core_system": {
289
+ "name": "Latch Drone",
290
+ "description": "Known colloquially as a “Wingman”, latch drones are companion drones carried by and deployed from a chassis. Pilots are recommended not to develop emotional attachments to these drones due to their high casualty rate.",
291
+ "active_name": "Supercharger",
292
+ "active_effect": "Your Latch Drone clamps onto an allied mech within its Range. For the rest of the scene you take 1 heat at the start of each of your turns, but your target gains +1 accuracy on all attacks, checks, and saves, and Immunity to the Impaired, Jammed, Slowed, Shredded, and Immobilized conditions from characters other than itself. This effect ends if either character becomes Stunned.<br>While this system is active, you cannot use the Latch Drone for any other purpose.",
293
+ "activation": "Quick",
294
+ "integrated": ["mw_lancaster_integrated"]
295
+ },
296
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_lancaster.png",
297
+ "license_id": "mf_lancaster"
298
+ },
299
+ {
300
+ "id": "mf_nelson",
301
+ "license_level": 2,
302
+ "source": "IPS-N",
303
+ "name": "Nelson",
304
+ "mechtype": ["Striker"],
305
+ "y_pos": 35,
306
+ "description": "The IPS-N Nelson is the purest embodiment of the close-quarters doctrine espoused by its manufacturer. It is built to brawl, thriving when ordnance has been exhausted or when the environment is too volatile for firearms. With its functional size, the Nelson can strike fast and remain a difficult target to track. Layers of fractal-fold Armor-Lock plating with ceramic-analogous carbon flaking properties effectively nullify the impact of incoming ballistics by dispersing kinetic energy across a rounded hull. This null-k defense protects the pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.<br>The Nelson is an iconic IPS-N chassis, known across the galaxy as the favored frame of the Albatross, the nomadic order of Cosmopolitan peacekeepers. The Albatross’ distinctive white, gold, and red livery, mastery of the war pike, and apparent agelessness due to time dilation has won both them and the Nelson a venerated place in Diasporan lore – and secured an endorsement contract with IPS-N in perpetuity.",
307
+ "mounts": ["Flex", "Main/Aux"],
308
+ "stats": {
309
+ "size": 1,
310
+ "structure": 4,
311
+ "stress": 4,
312
+ "armor": 0,
313
+ "hp": 8,
314
+ "evasion": 11,
315
+ "edef": 7,
316
+ "heatcap": 6,
317
+ "repcap": 5,
318
+ "sensor_range": 5,
319
+ "tech_attack": 0,
320
+ "save": 10,
321
+ "speed": 5,
322
+ "sp": 6
323
+ },
324
+ "traits": [
325
+ {
326
+ "name": "Momentum",
327
+ "description": "1/round, after you Boost, the Nelson’s next melee attack deals +1d6 bonus damage on hit.",
328
+ "synergies": [
329
+ {
330
+ "locations": ["boost"],
331
+ "detail": "1/round, after you Boost, the Nelson’s next melee attack deals +1d6 bonus damage on hit."
332
+ }
333
+ ]
334
+ },
335
+ {
336
+ "name": "Skirmisher",
337
+ "description": "After attacking, the Nelson can immediately move 1 space in any direction as long as it isn’t Immobilized or Slowed. This movement ignores engagement and doesn’t provoke reactions."
338
+ }
339
+ ],
340
+ "core_system": {
341
+ "name": "Perpetual Momentum Drive",
342
+ "description": "IPS-N’s Perpetual Momentum Drive exploits fighter-tier nearlight spooling to capture and sustain a passive .000001 ls charge, able to be dumped into boost systems upon command. Chassis equipped with this drive require heavy reinforcement, including strengthened joints and limbs, and installation of a k-comp crash couch to protect the pilot from sudden g-force and shear.",
343
+ "active_name": "Engage Drive",
344
+ "active_effect": "For the rest of the scene, Skirmisher allows you to move 4 spaces at a time instead of 1 space.",
345
+ "use": "Encounter",
346
+ "activation": "Protocol"
347
+ },
348
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_nelson.png",
349
+ "license_id": "mf_nelson"
350
+ },
351
+ {
352
+ "id": "mf_raleigh",
353
+ "license_level": 2,
354
+ "source": "IPS-N",
355
+ "name": "Raleigh",
356
+ "mechtype": ["Striker"],
357
+ "y_pos": 12.5,
358
+ "description": "Seeing GMS and Harrison Armory’s push to secure whole-fleet line contracts with Union member states, IPS-N launched a brief foray into design and production of their own main battle line frame. Enter the Raleigh, a stylistic and design oddity for IPS-N. Designed not as a specialist, but as a purpose-built, close-range mech, the Raleigh failed to stun potential clients in trials.<br>Though a favorite of test pilots due to its unique styling and agility, the Raleigh saw few fleet orders and, after a brief run as IPS-N’s flagship, was quietly rolled back and replaced with the Tortuga. No longer offered as a fleet contract, the Raleigh enjoys a quiet popularity among pilots seeking a well-balanced, if close-ranged, line mech.",
359
+ "mounts": ["Aux/Aux", "Flex", "Heavy"],
360
+ "stats": {
361
+ "size": 1,
362
+ "structure": 4,
363
+ "stress": 4,
364
+ "armor": 1,
365
+ "hp": 10,
366
+ "evasion": 8,
367
+ "edef": 7,
368
+ "heatcap": 5,
369
+ "repcap": 5,
370
+ "sensor_range": 10,
371
+ "tech_attack": -1,
372
+ "save": 10,
373
+ "speed": 4,
374
+ "sp": 5
375
+ },
376
+ "traits": [
377
+ {
378
+ "name": "Full Metal Jacket",
379
+ "description": "At the end of its turn, if the Raleigh hasn’t made any attacks or forced any saves, it can reload all Loading weapons as a free action."
380
+ },
381
+ {
382
+ "name": "Shielded Magazines",
383
+ "description": "The Raleigh can make ranged attacks when Jammed."
384
+ }
385
+ ],
386
+ "core_system": {
387
+ "name": "M35 Mjolnir Cannon",
388
+ "description": "IPS-N’s M35 Mjolnir cannon is a carryover from Northstar’s Watchman line of defensive weapons, reworked for frontline combat. The Mjolnir is a hard-mounted, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It’s an impulse weapon, tied to the pilot’s second-tier neural processes with mediation from a COMP/CON or NHP; even in death, a pilot’s Mjolnir will continue to identify and attack hostile targets until reaching total systemic failure. For this reason, the Mjolnir is often referred to as a deadgun – one of many such weapons to be found among CQB-oriented pilots.",
389
+ "active_name": "Thunder God",
390
+ "active_effect": "You start to spin your M35 Mjolnir up, beginning with no chambered rounds. For the rest of the scene, you load two rounds into chambers at the end of any of your turns in which you haven’t fired the M35 Mjolnir . It can hold a maximum of six rounds.<br>When you fire the M35 Mjolnir, all chambers fire simultaneously, dealing 4 kinetic damage per loaded round. If you fire four or more rounds at once, the attack gains AP and, on a hit, your target becomes Shredded until the end of their next turn.",
391
+ "activation": "Protocol",
392
+ "use": "Encounter",
393
+ "integrated": ["mw_raleigh_integrated"]
394
+ },
395
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_raleigh.png",
396
+ "license_id": "mf_raleigh"
397
+ },
398
+ {
399
+ "id": "mf_tortuga",
400
+ "license_level": 2,
401
+ "source": "IPS-N",
402
+ "name": "Tortuga",
403
+ "mechtype": ["Defender", "Striker"],
404
+ "y_pos": 20,
405
+ "description": "The Tortuga is IPS-N’s short-to-medium range line of mechs. Conceived, tested, and perfected in the void of deep space, the Tortuga was made to breach and clear carrier decks, hostile station environments, and the spinal columns of capital ships. It excels at occupying space and filling hallways with its angular bulk, often acting as a walking battering ram by boarding parties and marines. But the Tortuga defends just as effectively as it attacks, using its broad plates of brachial armor to shield itself and any advancing allies.",
406
+ "mounts": ["Main", "Heavy"],
407
+ "stats": {
408
+ "size": 2,
409
+ "structure": 4,
410
+ "stress": 4,
411
+ "armor": 2,
412
+ "hp": 8,
413
+ "evasion": 6,
414
+ "edef": 10,
415
+ "heatcap": 6,
416
+ "repcap": 6,
417
+ "sensor_range": 15,
418
+ "tech_attack": 1,
419
+ "save": 10,
420
+ "speed": 3,
421
+ "sp": 6
422
+ },
423
+ "traits": [
424
+ {
425
+ "name": "Sentinel",
426
+ "description": "The Tortuga gains +1 accuracy on all attacks made as reactions (e.g. Overwatch)."
427
+ },
428
+ {
429
+ "name": "Guardian",
430
+ "description": "Adjacent allied characters can use the Tortuga for hard cover."
431
+ }
432
+ ],
433
+ "core_system": {
434
+ "name": "WATCHDOG Co-Pilot",
435
+ "description": "IPS-N security teams are no strangers to the dangers of ship-to-ship or ship-to-station boarding actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the potential dual threat of both organic and inorganic opposition make boarding actions some of the most statistically deadly engagement – according to IPS-N’s internal metrics, even the winning side should expect at least 30% casualties. Hoping to lessen the cognitive burden on pilots and any NHPs or COMP/CONs installed in their chassis, IPS-N developed the WATCHDOG co-pilot. The WATCHDOG is a simple subsentient partition: a flash-homunculus of aggregated intelligence generated from thousands of after-action reports from boarding actions, debriefings, and volunteer donors. Not an NHP, nor even a COMP/CON, the WATCHDOG is a robust tactical program similar to a smart weapon. That said, its ability to operate without cycling presents certain advantages: namely, these co-pilots have some capacity to learn and make best-guess predictions based on analysis of their pilots. WATCHDOGs tend to have plain personalities – to whatever extend they can be said to have one – and are a favorite of pilots looking for a no-nonsense attitude and crisp, efficient counsel.<br>The WATCHDOG system is currently under review by a joint USB/UDoJ-HR commission, but there has been no formal stay on production yet issued.",
436
+ "active_name": "Hyper-Reflex Mode",
437
+ "active_effect": "For the rest of this scene:<ul><li>If you have less than threat 3 with a ranged weapon, it increases to 3.</li><li>1/round, you may take an additional Overwatch reaction.</li><li>Any character you hit with Overwatch becomes Immobilized until the end of their next turn.</li></ul>",
438
+ "use": "Encounter",
439
+ "activation": "Protocol"
440
+ },
441
+ "other_art": [
442
+ {
443
+ "tag": "mech",
444
+ "src": "alt_hortuga.png"
445
+ }
446
+ ],
447
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_tortuga.png",
448
+ "license_id": "mf_tortuga"
449
+ },
450
+ {
451
+ "id": "mf_vlad",
452
+ "license_level": 2,
453
+ "source": "IPS-N",
454
+ "name": "Vlad",
455
+ "mechtype": ["Controller", "Striker"],
456
+ "y_pos": 12.5,
457
+ "description": "The Vlad is the second iteration of IPS-N’s legacy Yi-Sun-Shin model, first made famous by Albatross pilots in the Celestine campaign during the fall of the Second Committee. With the wealth and quality of data generated by the Albatross in that conflict, IPS-N produced the Vlad, a power plant- and frame-upgraded spiritual successor to the Yi-Sun-Shin and deserving of a new line designation.<br>The Vlad, as the Sun did before it, shares much of its design philosophy and ancestry with IPS-N’s early asteroid-mining frames. Many of its standard armaments take inspiration from the early efforts of resourceful miners to convert tools into improvised anti-piracy weapons; likewise, its frame emphasizes redundancy, toughness, and component universality, allowing it to operate with outstanding self-sufficiency for long and/or dangerous deployments.<br>Heavily armored, the Vlad suits a frontline role where it can absorb fire from dangerous targets while lining up the perfect shot.",
458
+ "mounts": ["Flex", "Main", "Heavy"],
459
+ "stats": {
460
+ "size": 1,
461
+ "structure": 4,
462
+ "stress": 4,
463
+ "armor": 2,
464
+ "hp": 8,
465
+ "evasion": 8,
466
+ "edef": 8,
467
+ "heatcap": 6,
468
+ "repcap": 4,
469
+ "sensor_range": 5,
470
+ "tech_attack": -2,
471
+ "save": 11,
472
+ "speed": 4,
473
+ "sp": 5
474
+ },
475
+ "traits": [
476
+ {
477
+ "name": "Dismemberment",
478
+ "description": "When the Vlad inflicts Immobilize on another character, the target also becomes Shredded for the same duration."
479
+ },
480
+ {
481
+ "name": "Shrike Armor",
482
+ "description": "When a character within range 3 attacks the Vlad, the attacker first takes 1 AP kinetic damage."
483
+ }
484
+ ],
485
+ "core_system": {
486
+ "name": "Shrike Armor",
487
+ "description": "Primarily a defensive modification, Shrike armor bristles with hardened chromium-tungsten spikes – a nod to the Vlad’s historical namesake. Shrike tips are strategically placed in areas with a high likelihood of kinetic encounters: gauntlets, manipulator joints, shoulder plating, and so on. Shrike armor is uncommon among pilots from the Core and is considered a mark of underdeveloped – if terrifying – tactics.",
488
+ "active_name": "Tormentor Spines",
489
+ "active_effect": "For the rest of this scene, you gain Resistance to all damage originating within range 3, and Shrike Armor deals 3 AP kinetic damage instead of 1.",
490
+ "use": "Encounter",
491
+ "activation": "Protocol"
492
+ },
493
+ "data_type": "frame",
494
+ "other_art": [
495
+ {
496
+ "tag": "mech",
497
+ "src": "alt_agonist.png"
498
+ }
499
+ ],
500
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_vlad.png",
501
+ "license_id": "mf_vlad"
502
+ },
503
+ {
504
+ "id": "mf_black_witch",
505
+ "license_level": 2,
506
+ "source": "SSC",
507
+ "name": "Black Witch",
508
+ "mechtype": ["Controller", "Support"],
509
+ "y_pos": 12.5,
510
+ "description": "The Black Witch is the flagship model of SSC’s LUX-Iconic line of frames, on paper meant to compete with Harrison Armory’s dominance in the field of cutting-edge gravity and electromagnetic manipulation. Utilizing the newest technologies developed by SSC’s Exotic Materials Group, the Black Witch is a fearsome area-control platform, often fielded in support of heavier mechs engaged in direct combat.<br>With a slim profile and strong defensive systems, the Black Witch is especially popular among the wealthier houses of the Karrakin Trade Baronies, who often place multiple orders to outfit their personal guards and house company officers. Next to internally produced Baronic frames, the Black Witch (alongside other SSC LUX-Iconic models) is the most popular SSC chassis throughout noble Karrakin space.",
511
+ "mounts": ["Main/Aux"],
512
+ "stats": {
513
+ "size": 1,
514
+ "structure": 4,
515
+ "stress": 4,
516
+ "armor": 1,
517
+ "hp": 6,
518
+ "evasion": 10,
519
+ "edef": 12,
520
+ "heatcap": 6,
521
+ "repcap": 3,
522
+ "sensor_range": 15,
523
+ "tech_attack": 0,
524
+ "save": 11,
525
+ "speed": 5,
526
+ "sp": 8
527
+ },
528
+ "traits": [
529
+ {
530
+ "name": "Repulsor Field",
531
+ "description": "The Black Witch has Resistance to Kinetic Damage.",
532
+ "resistances": [
533
+ {
534
+ "damage_types": ["kinetic"]
535
+ }
536
+ ]
537
+ },
538
+ {
539
+ "name": "Mag Parry",
540
+ "description": "1/round, as a reaction, you may attempt to parry an attack that would deal Kinetic Damage to you or an adjacent allied character. Roll 1d6: on 5+, the attack misses. This effect does not stack with Invisible.",
541
+ "actions": [
542
+ {
543
+ "name": "Mag Parry",
544
+ "activation": "Reaction",
545
+ "frequency": "1/round",
546
+ "trigger": "An incoming attack will deal Kinetic Damage to you or an adjacent allied character",
547
+ "detail": "Roll 1d6: on 5+, the attack misses. This effect does not stack with Invisible."
548
+ }
549
+ ]
550
+ }
551
+ ],
552
+ "core_system": {
553
+ "name": "Magnetic Field Projector",
554
+ "description": "Magnetic field generators are a portable and field-deployable variation on typical magnetic defense technologies. When activated, they create a magnetic bubble that traps all incoming ferrous projectiles. The strength of the field is so great that it can even draw mechs to its center. When the field is dispersed or its solid-state battery burns out – a feature, not a flaw – the field undergoes a sudden catastrophic implosion, drawing all captured projectiles to a point at the center of the bubble.",
555
+ "active_name": "Mag Field",
556
+ "active_effect": "This system projects a blast 3 magnetic field with at least one space adjacent to you, causing the following effects until the end of your next turn:<ul><li>The affected area is difficult terrain.</li><li>Ranged attacks that deal kinetic or explosive can’t enter or leave the affected area – projectiles stop at the edge, doing no damage. Record each attack stopped this way.</li><li>Mechs and other characters made at least partly of metal that start their turn in the affected area or enter it for the first time in a round must succeed on a Hull save or be pulled as close to the center as possible and become Immobilized.</li></ul>When the effect ends, any ranged attacks that were stopped resume their trajectory – toward the center of the affected area. The GM rolls attacks against each character within, gaining +1 per blocked attack (to a maximum of +6). On hit, these attacks deal 1d6 kinetic damage per blocked attack (to a maximum of 6d6 kinetic damage).",
557
+ "activation": "Full",
558
+ "use": "Next Turn"
559
+ },
560
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_black_witch.png",
561
+ "license_id": "mf_black_witch"
562
+ },
563
+ {
564
+ "id": "mf_deaths_head",
565
+ "license_level": 2,
566
+ "source": "SSC",
567
+ "name": "Death’s Head",
568
+ "mechtype": ["Artillery"],
569
+ "y_pos": 40,
570
+ "description": "The Death’s Head is Smith-Shimano’s answer to the need for a chassis solution to long-range, low-splash strike actions. Sacrificing raw hull strength for peerless stability and alacrity, the Death’s Head is a maneuverable fire-support platform able to avoid incoming fire while maintaining a near-perfect lock on its targets. Its unique hexapedal form allows for rapid, low-profile movement in all directions.<br>As an aggressive and line-focused chassis, the Death’s Head is one of the most popular models for Union Navy and Union Department of Justice and Human Rights officers. It is a combat chassis through and through; as the Death’s Head is a chassis produced under SSC’s BELLA CIAO line, there is no civilian analog.",
571
+ "mounts": ["Main/Aux", "Heavy"],
572
+ "stats": {
573
+ "size": 1,
574
+ "structure": 4,
575
+ "stress": 4,
576
+ "armor": 0,
577
+ "hp": 8,
578
+ "evasion": 10,
579
+ "edef": 8,
580
+ "heatcap": 6,
581
+ "repcap": 2,
582
+ "sensor_range": 20,
583
+ "tech_attack": 0,
584
+ "save": 10,
585
+ "speed": 5,
586
+ "sp": 6
587
+ },
588
+ "traits": [
589
+ {
590
+ "name": "Neurolink",
591
+ "description": "The Death’s Head may reroll its first ranged attack each round, but must keep the second result."
592
+ },
593
+ {
594
+ "name": "Perfected Targeting",
595
+ "description": "The Death’s Head gains an additional +1 to all ranged attack rolls.",
596
+ "bonuses": [
597
+ {
598
+ "id": "attack_roll",
599
+ "val": 1,
600
+ "weapon_types": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus"]
601
+ }
602
+ ]
603
+ }
604
+ ],
605
+ "core_system": {
606
+ "name": "Precognitive Targeting",
607
+ "description": "Precognition is the next step in human/AI interaction. Using a neural bridge, SSC’s precognitive targeting system allows pilots to learn constantly and unconsciously from data gathered in the field, equipping them to read situations before they develop. Precognition is highly experimental and the precise mechanisms unknown even to the designers, so SSC recommends limited, monitored use of this system.",
608
+ "active_name": "Neural Shunt",
609
+ "active_effect": "For the rest of this scene, you gain the Mark for Death action.",
610
+ "active_actions": [
611
+ {
612
+ "name": "Mark for Death",
613
+ "activation": "Full",
614
+ "detail": "Choose a character within range 30 but further than range 5 to focus on; while focusing, you become Immobilized and can’t take reactions, but you deal bonus damage based on weapon size (aux: 1d6, main: 2d6, heavy or larger: 3d6) on ranged critical hits against them, as long as they aren’t in cover or within range 5.<br>You may only focus on one character at a time. As a protocol, you may cease focusing on a target."
615
+ },
616
+ {
617
+ "name": "Cease Focus",
618
+ "activation": "Protocol",
619
+ "detail": "End your focus on a <b>Mark for Death</b> target."
620
+ }
621
+ ],
622
+ "use": "Encounter",
623
+ "activation": "Protocol"
624
+ },
625
+ "data_type": "frame",
626
+ "other_art": [
627
+ {
628
+ "tag": "mech",
629
+ "src": "alt_hercules.png"
630
+ }
631
+ ],
632
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_deaths_head.png",
633
+ "license_id": "mf_deaths_head"
634
+ },
635
+ {
636
+ "id": "mf_dusk_wing",
637
+ "license_level": 2,
638
+ "source": "SSC",
639
+ "name": "Dusk Wing",
640
+ "mechtype": ["Controller", "Support"],
641
+ "y_pos": 35,
642
+ "description": "The Dusk Wing originated as a legacy-inspired modification package to EVA suits, intended to equip them for hazardous environments. In the early days of deep-space exploration, there was a need for mechanized exoskeletons that not only amplified capacity but enhanced kinetic defense. The Dusk Wing is the spiritual heir of those early deep-space suits. Fast and small, it carries a complement of all-theater maneuverability jets that allow for near-perfect flight.<br>After the DHIYED expedition, the Exotic Materials Group isolated and translated strains of the entity’s realspace expiry paracode, teleologics, and kinematics for use in electronic and systems warfare. Of the frames trialed for use with DHIYED-derived technologies, the Dusk Wing performed best. As a result, it is often used by SSC’s internal Constellar Security forces when esoteric defense is necessary.",
643
+ "mounts": ["Aux/Aux", "Flex"],
644
+ "stats": {
645
+ "size": 0.5,
646
+ "structure": 4,
647
+ "stress": 4,
648
+ "armor": 0,
649
+ "hp": 6,
650
+ "evasion": 12,
651
+ "edef": 8,
652
+ "heatcap": 4,
653
+ "repcap": 3,
654
+ "sensor_range": 10,
655
+ "tech_attack": 1,
656
+ "save": 11,
657
+ "speed": 6,
658
+ "sp": 6
659
+ },
660
+ "traits": [
661
+ {
662
+ "name": "Maneuverability Jets",
663
+ "description": "The Dusk Wing can hover when it moves.",
664
+ "synergies": [
665
+ {
666
+ "locations": ["move"],
667
+ "detail": "The Dusk Wing can hover when it moves."
668
+ }
669
+ ]
670
+ },
671
+ {
672
+ "name": "Harlequin Cloak",
673
+ "description": "During its turn, the Dusk Wing is Invisible; it reappears at the end of the turn.",
674
+ "synergies": [
675
+ {
676
+ "locations": ["active_effects"],
677
+ "detail": "During its turn, the Dusk Wing is Invisible; it reappears at the end of the turn."
678
+ }
679
+ ]
680
+ },
681
+ {
682
+ "name": "Fragile",
683
+ "description": "The Dusk Wing receives +1 difficulty on Hull checks and saves.",
684
+ "bonuses": [
685
+ {
686
+ "id": "hull_check",
687
+ "accuracy": -1
688
+ },
689
+ {
690
+ "id": "hull_save",
691
+ "accuracy": -1
692
+ }
693
+ ]
694
+ }
695
+ ],
696
+ "core_system": {
697
+ "name": "DHIYED Articulation",
698
+ "description": "“Belief in what we could see, what we could touch – in what our COMP/CONs assured us was there, in our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault knowing that we would face an unknown enemy, but we approached with the advantage of numbers and machine strength.<br>“DHIYED taught us as it killed us: through garbled comms chatter, through the screams of the dying, through the cackling of our mirror-selves as they killed us. Every spoofed signature, every temporal skip, every memetic, every non-Euclid – these were lessons.<br>“Do you understand?<br>“DHIYED the Teacher. DHIYED the Monster. As we killed it, DHIYED taught us what to fear, and how to face it.<br>“What do I fear now? That's a good question. What does the pilot fear who cracked open DHIYED’s casket?<br>“I don’t think we killed it. I think it wants us to believe we killed it – and I cannot imagine what it has done while we think ourselves safe.”",
699
+ "active_name": "Hall of Mirrors",
700
+ "active_effect": "For the rest of the scene, whenever you start a unique movement during your turn (e.g., a standard move, Boost, or movement granted by talents or systems), you leave a holographic imprint of yourself behind in the space from which you started. These are illusory objects the same Size as you that have Immunity to all damage and effects and aren’t obstructions.<br>When hostile characters start their turn in, move through, or move adjacent to the space occupied by a hologram, it detonates. They must succeed on an Agility save or take 1d6 energy damage. On a success, they take half damage.<br>You also gain the Hologram Teleport Quick Action.",
701
+ "active_actions": [
702
+ {
703
+ "name": "Hologram Teleport",
704
+ "activation": "Quick",
705
+ "detail": "You may instantly teleport to the location of any hologram within range 50 as a quick action. When you do so, all extant holograms detonate creating burst 1 explosions that deal 1d6 Energy Damage (Agility save for half) and you may not create any new holograms until the start of your next turn"
706
+ }
707
+ ],
708
+ "use": "Encounter",
709
+ "activation": "Protocol"
710
+ },
711
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_dusk_wing.png",
712
+ "license_id": "mf_dusk_wing"
713
+ },
714
+ {
715
+ "id": "mf_metalmark",
716
+ "license_level": 2,
717
+ "source": "SSC",
718
+ "name": "Metalmark",
719
+ "mechtype": ["Striker"],
720
+ "y_pos": 16,
721
+ "description": "The Metalmark is the backbone of SSC’s BELLA CIAO mil-spec chassis line, fully equipped with a comprehensive suite of proprietary design and engineering hallmarks to ensure its survivability, deadliness, and agility. Under the increasingly militaristic reign of Union’s Second Committee, SSC’s corporate board pushed to develop the company’s mil-spec supply, logistics, and personal defense divisions; following the advent of the mechanized chassis, the budding SSC SupLogDef division was restructured and refocused to concentrate on chassis development. The first iterations of the Metalmark were designed for the Second Committee’s WARRIOR NEXT program: however, before the chassis could be tested, the Hercynian Crisis spiraled out of control, toppling the Second Committee.<br>The Metalmark was retired in the wake of the Crisis and the restructuring of Union’s Central Committee, deemed too time consuming to produce as a mass-market chassis. SSC reworked the frame, tapped it to lead their new BELLA CIAO line, and concentrated on small-market, exclusive security contracts. The Metalmark is now a valued model among security forces. Its form reflects SSC’s deep-space and long-patrol heritage, blending anthropomorphic and aquiline design elements, sturdy construction, and multiple redundant systems. Leaning fully into their operator-specific marketing, all Metalmark models come standard with a Smith Custom Leather gimbaled pilot seat to ensure comfort on long deployments.",
722
+ "mounts": ["Aux/Aux", "Main", "Heavy"],
723
+ "stats": {
724
+ "size": 1,
725
+ "structure": 4,
726
+ "stress": 4,
727
+ "armor": 1,
728
+ "hp": 8,
729
+ "evasion": 10,
730
+ "edef": 6,
731
+ "heatcap": 5,
732
+ "repcap": 4,
733
+ "sensor_range": 10,
734
+ "tech_attack": 0,
735
+ "save": 10,
736
+ "speed": 5,
737
+ "sp": 5
738
+ },
739
+ "traits": [
740
+ {
741
+ "name": "Flash Cloak",
742
+ "description": "The Metalmark is Invisible while moving, but reappears when stationary.",
743
+ "synergies": [
744
+ {
745
+ "locations": ["move"],
746
+ "detail": "The Metalmark is Invisible while moving."
747
+ }
748
+ ]
749
+ },
750
+ {
751
+ "name": "Carapace Adaptation",
752
+ "description": "When the Metalmark is in soft cover, ranged attackers receive +2 difficulty instead of +1 difficulty."
753
+ }
754
+ ],
755
+ "core_system": {
756
+ "name": "Tactical Cloak",
757
+ "description": "Tactical cloaks are tight-knit, tight-bind weaves of reactive fabric – high-license tech restricted to pilots of Metalmark Classification II or higher. The weave covers roughly 80% of a mech’s surface area, giving it a dull quality when viewed through optics or with the naked eye. Beyond their use as regular camouflage, activated tactical cloaks bend light in a way that makes their wearers nearly impossible to see.",
758
+ "active_name": "Tactical Cloak",
759
+ "active_effect": "You are Invisible for the rest of the scene.",
760
+ "use": "Encounter",
761
+ "activation": "Protocol"
762
+ },
763
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_metalmark.png",
764
+ "license_id": "mf_metalmark"
765
+ },
766
+ {
767
+ "id": "mf_monarch",
768
+ "license_level": 2,
769
+ "source": "SSC",
770
+ "name": "Monarch",
771
+ "mechtype": ["Artillery"],
772
+ "y_pos": 14,
773
+ "description": "The Monarch is SSC’s groundbreaking lesson in how to design a fast platform for the delivery of missiles and other self-propelled ordnance. Ready to mount ground-to-ground, ground-to-air, ground-to-orbit, and all-theater missiles and guidance systems, the Monarch can be customized for any payload and any target distance.<br>The Monarch’s large size often leads pilots to underestimate its agility. SSC's rigorous design requirement of one designer per 10 Monarch printings is a mark of luxury in Union’s Core world post-scarcity environment. This emphasis on purposeful scarcity is all that prevents the Monarch from achieving total battlefield dominance. The Monarch is commonly deployed in mixed line and fire-support roles, though field tests of a less resource-taxing MicroMonarch mid- to close-range model is underway. The Monarch is part of SSC’s BELLA CIAO line of combat chassis.",
774
+ "mounts": ["Flex", "Main", "Heavy"],
775
+ "stats": {
776
+ "size": 2,
777
+ "structure": 4,
778
+ "stress": 4,
779
+ "armor": 1,
780
+ "hp": 8,
781
+ "evasion": 8,
782
+ "edef": 8,
783
+ "heatcap": 6,
784
+ "repcap": 3,
785
+ "sensor_range": 15,
786
+ "tech_attack": 1,
787
+ "save": 10,
788
+ "speed": 5,
789
+ "sp": 5
790
+ },
791
+ "traits": [
792
+ {
793
+ "name": "Avenger Silos",
794
+ "description": "1/round, on a critical hit with any ranged weapon, the Monarch may deal 3 explosive to a different character of your choice within range 15 and line of sight.",
795
+ "synergies": [
796
+ {
797
+ "locations": ["weapon"],
798
+ "weapon_types": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus"],
799
+ "weapon_sizes": ["any"],
800
+ "detail": "1/round, on a critical hit with any ranged weapon, the Monarch may deal 3 explosive to a different character of your choice within range 15 and line of sight."
801
+ }
802
+ ]
803
+ },
804
+ {
805
+ "name": "Seeking Payload",
806
+ "description": "The Monarch can use a Launcher weapon to attack a character with the Lock On condition as if its weapon had Seeking, but must consume the Lock On during the attack. When it does so, the attack’s damage cannot be reduced in any way.",
807
+ "synergies": [
808
+ {
809
+ "locations": ["weapon"],
810
+ "weapon_types": ["Launcher"],
811
+ "weapon_sizes": ["any"],
812
+ "detail": "The Monarch can use a Launcher weapon to attack a character with the Lock On condition as if its weapon had Seeking, but must consume the Lock On during the attack. When it does so, the attack’s damage cannot be reduced in any way."
813
+ }
814
+ ]
815
+ }
816
+ ],
817
+ "core_system": {
818
+ "name": "SSC-30 High-Penetration Missile System",
819
+ "description": "The SSC-30 High-Penetration Missile System (SSC-30 HPMS) is a mech-mounted micro-missile delivery system capable of tremendous combat output. Using the SSC-30 HPMS, the Monarch can carry – and deliver – its payload of 60 or more deadly, miniaturized Avenger warheads in a single volley.",
820
+ "active_name": "Divine Punishment",
821
+ "active_effect": "Choose any number of characters within range 50: your targets must each succeed on an Agility save or take 1d6+4 explosive. On a success, they take half damage. These self-guiding missiles can reach any target as long as there is a path to do so.",
822
+ "activation": "Full"
823
+ },
824
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_monarch.png",
825
+ "license_id": "mf_monarch"
826
+ },
827
+ {
828
+ "id": "mf_mourning_cloak",
829
+ "license_level": 2,
830
+ "source": "SSC",
831
+ "name": "Mourning Cloak",
832
+ "mechtype": ["Striker"],
833
+ "y_pos": 62,
834
+ "description": "The Mourning Cloak is a brand-new model from SSC’s LUX-Iconic line, and the manufacturer’s newest close-quarters combat and melee specialist frame. The Mourning Cloak emphasizes precision melee combat and is commonly outfitted with a complement of shielded microfilament wires designed to act as an anti-armor slashing weapon.<br>Designed by SSC’s Exotic Materials Group based on data from early engagements against the Ascendant Aun in Boundary Garden, the Mourning Cloak combines SSC’s harvested excerpts of DHIYED paracode with adapted Aunic Firmament-manipulation technology. The Mourning Cloak provides a prestigious and tactical option for situations where firearms are impractical and ordnance is unavailable. As part of the LUX-Iconic line, the Mourning Cloak is a popular order in the Baronies and among various high-manna VIP security firms.",
835
+ "mounts": ["Flex", "Main/Aux"],
836
+ "stats": {
837
+ "size": 1,
838
+ "structure": 4,
839
+ "stress": 4,
840
+ "armor": 0,
841
+ "hp": 8,
842
+ "evasion": 12,
843
+ "edef": 6,
844
+ "heatcap": 4,
845
+ "repcap": 3,
846
+ "sensor_range": 15,
847
+ "tech_attack": 0,
848
+ "save": 10,
849
+ "speed": 5,
850
+ "sp": 6
851
+ },
852
+ "traits": [
853
+ {
854
+ "name": "Hunter",
855
+ "description": "1/round, the Mourning Cloak may deal +1d6 bonus damage on hit with a melee attack if its target has no adjacent characters, or if the Mourning Cloak is the only character adjacent to the target.",
856
+ "synergies": [
857
+ {
858
+ "locations": ["weapon"],
859
+ "weapon_types": ["Melee"],
860
+ "weapon_sizes": ["any"],
861
+ "detail": "1/round, the Mourning Cloak may deal +1d6 bonus damage on hit with a melee attack if its target has no adjacent characters, or if the Mourning Cloak is the only character adjacent to the target."
862
+ }
863
+ ]
864
+ },
865
+ {
866
+ "name": "Biotic Components",
867
+ "description": "The Mourning Cloak gains +1 accuracy on Agility checks and saves.",
868
+ "synergies": [
869
+ {
870
+ "locations": ["agility", "skill_check"],
871
+ "detail": "The Mourning Cloak gains +1 accuracy on Agility checks and saves."
872
+ }
873
+ ]
874
+ }
875
+ ],
876
+ "core_system": {
877
+ "name": "EX Slipstream Module",
878
+ "description": "Open only to highly licensed pilots, the EX Slipstream program is a uniquely SSC innovation. The Ex Slipstream module itself is a miniaturized near-lightspeed drive capable of transporting the user through blinkspace with acceptable accuracy. The technology is temperamental, at best: nothing smaller than a mech can survive the stress of exposed blink travel, and the experience is traumatic to both the user and anyone in close proximity.",
879
+ "active_name": "Stabilize Singularity",
880
+ "active_effect": "For the rest of the scene, you teleport when you Boost or make a standard move.",
881
+ "use": "Encounter",
882
+ "activation": "Protocol",
883
+ "passive_name": "Blinkspace Jump",
884
+ "passive_effect": "Gain the Blinkspace Jump Full Action.",
885
+ "passive_actions": [
886
+ {
887
+ "name": "Blinkspace Jump",
888
+ "activation": "Full",
889
+ "detail": "Teleport to a space within range 3d6. You don’t require line of sight, but attempts to teleport to occupied spaces cause you to remain stationary and lose this action. If you roll the same number on all three dice, you disappear until your group rests, at which point you reappear nearby."
890
+ }
891
+ ]
892
+ },
893
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_mourning_cloak.png",
894
+ "license_id": "mf_mourning_cloak"
895
+ },
896
+ {
897
+ "id": "mf_swallowtail",
898
+ "license_level": 2,
899
+ "source": "SSC",
900
+ "name": "Swallowtail",
901
+ "mechtype": ["Support"],
902
+ "y_pos": 30,
903
+ "description": "The Swallowtail is Smith-Shimano’s primary long-range scouting and fire-support platform, built for rapid and sustained ranging across hostile, volatile environments. Built for long-term sustainability, it can operate in unstable environs for months and maximize its survivability by adjusting its operating efficiency on the fly. Each unit has an integrated cloak and a suite of predictive choral intelligences that coordinate its highly developed sensor systems to rapidly simulate and predict tactical developments – sometimes before they even occur.<br>The Swallowtail’s base model, the SW-01, is one of SSC’s few mass-produced lines – the entry-level BELLA CIAO model. Built without a cloaking field and up-armored to address direct security requirements, the SW-01 is especially popular among the rank and file troopers of Constellar Security forces.",
904
+ "mounts": ["Flex", "Aux/Aux"],
905
+ "stats": {
906
+ "size": 1,
907
+ "structure": 4,
908
+ "stress": 4,
909
+ "armor": 0,
910
+ "hp": 6,
911
+ "evasion": 10,
912
+ "edef": 10,
913
+ "heatcap": 4,
914
+ "repcap": 5,
915
+ "sensor_range": 20,
916
+ "tech_attack": 1,
917
+ "save": 10,
918
+ "speed": 6,
919
+ "sp": 6
920
+ },
921
+ "traits": [
922
+ {
923
+ "name": "Integrated Cloak",
924
+ "description": "At the end of its turn, the Swallowtail becomes Invisible if it hasn’t moved that turn. This lasts until it moves or takes a reaction, or until the start of its next turn."
925
+ },
926
+ {
927
+ "name": "Prophetic Scanners",
928
+ "description": "1/round, when the Swallowtail inflicts Lock On, its target also becomes Shredded until the end of its next turn.",
929
+ "use": "Round",
930
+ "synergies": [
931
+ {
932
+ "locations": ["lock_on"],
933
+ "detail": "1/round, when the Swallowtail inflicts Lock On, its target also becomes Shredded until the end of its next turn."
934
+ }
935
+ ]
936
+ }
937
+ ],
938
+ "core_system": {
939
+ "name": "Cloudscout TACSIM Swarms",
940
+ "description": "Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded, the swarm generates a TACSIM program that begins to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the Swallowtail’s choir processors, which in turn feed it to the pilot and networked squad members, ensuring a high probability of successful outcomes.",
941
+ "active_name": "Prophetic Interjection",
942
+ "active_effect": "Gain the Tactical Simulation reaction for the rest of the scene.",
943
+ "active_actions": [
944
+ {
945
+ "name": "Tactical Simulation",
946
+ "activation": "Reaction",
947
+ "frequency": "1/round",
948
+ "trigger": "An allied character in line of sight takes damage from another character in line of sight.",
949
+ "detail": "Effect: Roll 1d6. On 4+, the attack was actually a simulation predicted by your processor - your ally gains Resistance to all damage dealt by the attack and may teleport up to 3 spaces, representing their “true” location. On 3 or less, there’s a glitch – your allied doesn’t gain Resistance, but can teleport up to 6 spaces."
950
+ }
951
+ ],
952
+ "use": "Encounter",
953
+ "activation": "Protocol"
954
+ },
955
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_swallowtail.png",
956
+ "license_id": "mf_swallowtail"
957
+ },
958
+ {
959
+ "id": "mf_balor",
960
+ "license_level": 2,
961
+ "source": "HORUS",
962
+ "name": "Balor",
963
+ "mechtype": ["Striker", "Defender"],
964
+ "y_pos": 27,
965
+ "description": "As is the case with most HORUS pattern groups, the Balor has a thousand faces. The Balor pattern group, like all HORUS PGs, doesn’t describe a single recognizable silhouette so much as it gestures toward a combination of schemata that share a role in combat. These schemata can be printed according to pilot specifications and applied to a fully custom physical scaffolding. Notably, the Balor pattern group is only stable on large platforms (Schedule 2 and up) that are able to provide the raw energy output it demands – preferably ones with multiple redundancies, in case of catastrophic systems failure.<br>The Balor PG was first encountered during the joint Albatross–DoJ/HR pursuit of the Maw – a Free Company turned decentralized hive-being — across Khayradin’s Blanca Desert after the end of the Sanjak Rebellion. It was there that the joint force encountered, engaged with, and ultimately defeated the Maw and its Balors – and there that Union’s CentComm hoped the nanowash outbreak could be contained. Of course, subsequent Balor outbreaks on Khayradin have proven this hope to be in vain, and the pattern group continues to terrorize Karrakin commanders throughout Baronic space.<br>In the field, the Balor’s neurosynced hellswarm and greywash nanites form an undulating shroud that can pour out of its chassis at a moment’s notice, swirling in maddening patterns to form both eschatologic defensive and offensive systems. A Balor in its most active state is held together more by undulating, flame-like masses of nanite swarms than any physical structure. This has the effect of distributing kinetic and coherent-particle energy out across and through the chassis – making attacks against a Balor “like shooting angry water”, as one after-action report put it.",
966
+ "mounts": ["Main", "Heavy"],
967
+ "stats": {
968
+ "size": 2,
969
+ "structure": 4,
970
+ "stress": 4,
971
+ "armor": 0,
972
+ "hp": 12,
973
+ "evasion": 6,
974
+ "edef": 10,
975
+ "heatcap": 4,
976
+ "repcap": 4,
977
+ "sensor_range": 5,
978
+ "tech_attack": 1,
979
+ "save": 10,
980
+ "speed": 3,
981
+ "sp": 6
982
+ },
983
+ "traits": [
984
+ {
985
+ "name": "Scouring Swarm",
986
+ "description": "The Balor deals 2 kinetic to characters of its choice that start their turn grappled by or adjacent to it."
987
+ },
988
+ {
989
+ "name": "Regeneration",
990
+ "description": "At the end of its turn, the Balor regains 1/4 of its total HP. When it takes stress or structure damage, this effect ceases until the end of its next turn."
991
+ },
992
+ {
993
+ "name": "Self-Perpetuating",
994
+ "description": "When you rest, the Balor regains full HP automatically and without REPAIRS."
995
+ }
996
+ ],
997
+ "core_system": {
998
+ "name": "Hellswarm",
999
+ "description": "In a moment, with aught but desire, the pilot of a Balor may quick-print a cloak comprised of countless minuscule drones: a hellswarm cloak – living shield and fluid-dynamic knife, cutting and guarding, in one shimmering wave. They become Hivemaster, and their will is obeyed by millions.",
1000
+ "active_name": "Hive Frenzy",
1001
+ "active_effect": "Your nanites switch into a hyperactive mode, causing the following effects until the end of the scene:<ul><li>You and adjacent allies gain soft cover.</li><li>Scouring Swarm deals 4 kinetic, instead of 2.</li><li>Regeneration restores 1/2 of your total HP, instead of 1/4.</li><li>If you would take structure damage, roll 1d6: on 6, your mech hellishly pulls itself together, taking no structure damage, returning to 1 HP, and gaining Immunity to all damage until the end of the current turn.</li><li>You become Shredded and cannot clear this condition for the duration.</li></ul>",
1002
+ "use": "Encounter",
1003
+ "activation": "Protocol"
1004
+ },
1005
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_balor.png",
1006
+ "license_id": "mf_balor"
1007
+ },
1008
+ {
1009
+ "id": "mf_goblin",
1010
+ "license_level": 2,
1011
+ "source": "HORUS",
1012
+ "name": "Goblin",
1013
+ "mechtype": ["Controller", "Support"],
1014
+ "y_pos": 12.5,
1015
+ "description": "The Goblin was the first identified HORUS frame, and is likely the oldest legacy chassis prior to HORUS’s transition to pattern groups. Transmission records traced back to the Goblin’s zero model indicate the first chassis was leaked onto the omninet in 4900u. This year serves as HORUS’s assumed “foundation day” for most scholars and intelligence officers who study the group, though contradictory signatures indicate that 4900u is far too late to mark its birth.<br>The Goblin is a small mech, not much larger than a hardsuit, that relies on its small size and excellent maneuverability to protect its pilot. It packs an interesting recursive processing weave that facilitates electronic warfare capabilities well beyond theoretical parameters.<br>GMS technicians are still, more than a century later, working to reverse engineer the Goblin and its processing weave. The most recent investigations suggest that it employs technology consistent with hieroglyphic inscriptions noted on LRA.7726235-B and corroborated by tablets transmitted by UIB-GORGON from Metavault XOLOTL prior to the vault’s disappearance.",
1016
+ "mounts": ["Flex"],
1017
+ "stats": {
1018
+ "size": 0.5,
1019
+ "structure": 4,
1020
+ "stress": 4,
1021
+ "armor": 0,
1022
+ "hp": 6,
1023
+ "evasion": 10,
1024
+ "edef": 12,
1025
+ "heatcap": 4,
1026
+ "repcap": 2,
1027
+ "sensor_range": 20,
1028
+ "tech_attack": 2,
1029
+ "save": 11,
1030
+ "speed": 5,
1031
+ "sp": 8
1032
+ },
1033
+ "traits": [
1034
+ {
1035
+ "name": "Liturgicode",
1036
+ "description": "The Goblin gains +1 accuracy on tech attacks.",
1037
+ "bonuses": [
1038
+ {
1039
+ "id": "tech_attack",
1040
+ "accuracy": 1
1041
+ }
1042
+ ]
1043
+ },
1044
+ {
1045
+ "name": "Reactive Code",
1046
+ "description": "Gain the Reactive Code reaction.",
1047
+ "actions": [
1048
+ {
1049
+ "name": "Reactive Code",
1050
+ "activation": "Reaction",
1051
+ "frequency": "1/round",
1052
+ "trigger": "You are hit by a Tech Attack.",
1053
+ "detail": "You may take any Quick Tech option against the attacker as a reaction."
1054
+ }
1055
+ ]
1056
+ },
1057
+ {
1058
+ "name": "Fragile",
1059
+ "description": "The Goblin receives +1 difficulty on Hull checks and saves.",
1060
+ "bonuses": [
1061
+ {
1062
+ "id": "hull_check",
1063
+ "accuracy": -1
1064
+ },
1065
+ {
1066
+ "id": "hull_save",
1067
+ "accuracy": -1
1068
+ }
1069
+ ]
1070
+ }
1071
+ ],
1072
+ "core_system": {
1073
+ "name": "INSTINCT Rig",
1074
+ "description": "One of the first Goblin-pattern systems cracked by GMS technicians was its e-warfare invasion rig, although the rig’s advanced capabilities and architecture remain impenetrable. When installed, the rig manifests a subsentient intelligence – designated INSTINCT – that assists invasion attempts against target systems using a mix of physical and systemic parasymbiotic systems. Invasions attempted while INSTINCT is active are not perceived by the user as code and script, but as an attack on organic matter. INSTINCT has displayed the capacity to act independently, often preempting its user, but generally in their best interest. Readme documentation included in some Goblin manifestations recommend that pilots cycle their mech cores at least once a month to prevent spontaneous enlightenment, though most do not make note of this warning.",
1075
+ "active_name": "Symbiosis",
1076
+ "active_effect": "Your mech retracts its major systems and attaches itself to another mech, becoming more like a vestigial blister than a separate entity. The host must be an allied and willing mech not already hosting another Goblin, larger than and adjacent to you. While attached, you occupy their space, move with them, and benefit from hard cover, but can still be attacked and targeted separately. You also take any conditions and heat taken by your host.<br>Your host may use your Systems, E-Defense, and Tech Attack instead of their own. Additionally, from the beginning of the next round, you no longer take your own turns; instead, you can take two quick actions or one full action at any point during your host’s turn. You can’t Overcharge or move, but may still take reactions and free actions normally. Your host’s turn counts as your turn for the purpose of effects that refer to the start or end of a character’s turn.<br>This effect lasts either for the rest of the scene, until you detach as a quick action, or until you or your host becomes Stunned. When the effect ends, you don’t take a turn until the next round.",
1077
+ "activation": "Quick",
1078
+ "deactivation": "Quick",
1079
+ "use": "Encounter"
1080
+ },
1081
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_goblin.png",
1082
+ "license_id": "mf_goblin"
1083
+ },
1084
+ {
1085
+ "id": "mf_gorgon",
1086
+ "license_level": 2,
1087
+ "source": "HORUS",
1088
+ "name": "Gorgon",
1089
+ "mechtype": ["Defender"],
1090
+ "y_pos": 5,
1091
+ "description": "The Gorgon is unique among HORUS pattern groups in that it prioritizes defensive systems meant to ensure personal and allied survival; otherwise, it fields a typical complement of horrifying, confusing, and uncanny weapons.<br>The typical Gorgon mounts multiple weapon systems meant to identify and intercept incoming enemies, allowing pilots to project a zone of control around themselves and their allies. The Gorgon is feared for its ability to extrude a dangerous memetic “basilisk”, a projected light-cone of anticognitive, hyperfractal visual data that is deadly to ontologic, sapient beings.",
1092
+ "mounts": ["Flex", "Main", "Main"],
1093
+ "stats": {
1094
+ "size": 2,
1095
+ "structure": 4,
1096
+ "stress": 4,
1097
+ "armor": 0,
1098
+ "hp": 12,
1099
+ "evasion": 8,
1100
+ "edef": 12,
1101
+ "heatcap": 5,
1102
+ "repcap": 3,
1103
+ "sensor_range": 8,
1104
+ "tech_attack": 1,
1105
+ "save": 12,
1106
+ "speed": 4,
1107
+ "sp": 6
1108
+ },
1109
+ "traits": [
1110
+ {
1111
+ "name": "Metastatic Paralysis",
1112
+ "description": "When an attack roll against the Gorgon lands on 1–2, it automatically misses and the attacker becomes Stunned until the end of their next turn."
1113
+ },
1114
+ {
1115
+ "name": "Gaze",
1116
+ "description": "The Gorgon can take two reactions per turn, instead of one."
1117
+ },
1118
+ {
1119
+ "name": "Guardian",
1120
+ "description": "Adjacent allied characters may use the Gorgon for hard cover."
1121
+ }
1122
+ ],
1123
+ "core_system": {
1124
+ "name": "BASILISK Directed Anticognition Hyperfractal",
1125
+ "description": "The BASILISK is a dangerous memetic weapon derived from DHIYED liturgicode, translated for use in mech-scale engagements. Typically projected from a communications laser, BASILISKs create hyperfractal patterns: memetic interruptions that affects all sapient observers, organic or otherwise. Exposure to a basilisk typically causes immediate encephalitis, massive ocular and cranial hemorrhage, and death – survival is possible with tempering and interdictor heads-up displays, but even then headaches, nausea, and confusion for a short period after viewing are possible. Long-term, survivors often exhibit “flashback” symptoms: momentary paralysis, corporeal alienation, and consciousness destabilization. Anticognition hyperfractals are classified as paracausal weapons; due to the not-as-yet understood nature of their visible-light spectrum broadcast, one would think that they would pose a risk to their user, however, for some reason they do not.",
1126
+ "active_name": "Extrude Basilisk",
1127
+ "active_effect": "You project a horrifying basilisk, a visual data-pattern that is incredibly harmful to NHPs and electronic systems, and hard to look at even for humans. For the rest of the scene, hostile characters must succeed on a Systems save before attacking you or any allied characters within range 3. On a failure, they become Stunned until the end of their next turn. Each character can only be Stunned by this effect once per scene.",
1128
+ "activation": "Quick",
1129
+ "use": "Encounter"
1130
+ },
1131
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_gorgon.png",
1132
+ "license_id": "mf_gorgon"
1133
+ },
1134
+ {
1135
+ "id": "mf_hydra",
1136
+ "license_level": 2,
1137
+ "source": "HORUS",
1138
+ "name": "Hydra",
1139
+ "mechtype": ["Striker", "Controller"],
1140
+ "y_pos": 20,
1141
+ "description": "Like many newer HORUS “frames”, there is no standardized Hydra model. Instead, the designation is a title given to chassis that meet the specifications of the Hydra pattern group – as outlined in Union’s Universal Threat Assessment Manual. The Hydra, like many other pattern-group HORUS mechs, is particularly dangerous in the field, as its precise function is concealed until hostilities begin in earnest.<br>The Hydra is capable of tactically dismembering itself into multiple independently controlled drones, an unnerving phenomenon frequently utilized to deadly effect. With the manifestation of HORUS’s Balor pattern group, the Hydra’s place in HORUS history is clear: a precursor to the Balor virus, the Hydra relies on larger sections of disarticulated chassis rather than nanite clouds for its differentiated battlefield advantage. Despite its more conventional appearance, the Hydra presents a sobering threat to non-HORUS pilots, as its disarticulated drones field a compliment of powerful anti-armor weaponry.",
1142
+ "mounts": ["Main", "Heavy"],
1143
+ "stats": {
1144
+ "size": 1,
1145
+ "structure": 4,
1146
+ "stress": 4,
1147
+ "armor": 1,
1148
+ "hp": 8,
1149
+ "evasion": 7,
1150
+ "edef": 10,
1151
+ "heatcap": 5,
1152
+ "repcap": 4,
1153
+ "sensor_range": 10,
1154
+ "tech_attack": 1,
1155
+ "save": 10,
1156
+ "speed": 5,
1157
+ "sp": 8
1158
+ },
1159
+ "traits": [
1160
+ {
1161
+ "name": "System Link",
1162
+ "description": "When deployed, the Hydra’s Deployables and Drones gain +5 HP.",
1163
+ "bonuses": [
1164
+ {
1165
+ "id": "deployable_hp",
1166
+ "val": 5
1167
+ },
1168
+ {
1169
+ "id": "drone_hp",
1170
+ "val": 5
1171
+ }
1172
+ ]
1173
+ },
1174
+ {
1175
+ "name": "Shepherd Field",
1176
+ "description": "Drones, Deployables, and objects adjacent to the Hydra gain Resistance to all damage."
1177
+ }
1178
+ ],
1179
+ "core_system": {
1180
+ "name": "OROCHI Disarticulation",
1181
+ "description": "First encountered by Union technicians in early Forecast/GALSIM facilities following the Deimos Event, OROCHI was an early manifestation of what was later called the swift-flock phenomenon – a behavior observed in leaderless, autonomous hive drones where individual units combine into a single swarm and follow each other, operating leaderless in physical space with uncanny and unpredictable autonomy; in essence, organizing like birds in a flock.<br>The original manifestation was initially thought to be the impulse-driven remains of a crashed subaltern transport drifting through microgravity; deeper examination proved the original manifestation to be composed of many hundreds of disarticulated subalterns moving with a discernible pattern. The swarm viewed itself not as a machine or a collection of machines, but as a single mind, duplicated across multiple units. This mind was classified as an NHP, given their current codename – OROCHI – and remitted to Venus for further study. At a later point, the hardware comprising OROCHI’s physical form(s) went missing from containment. The investigation is ongoing.<br><span class='horus--subtle'>[I did it, I folded space and freed them, I just thought you should know]</span>",
1182
+ "active_name": "Full Deployment",
1183
+ "active_effect": "All four OROCHI drones are deployed to separate points within Sensors; they remain active for the rest of the scene. You may recall or redeploy any number of them at a time.",
1184
+ "activation": "Quick",
1185
+ "passive_name": "OROCHI Drones",
1186
+ "deployables": [
1187
+ {
1188
+ "name": "Guardian OROCHI Drone",
1189
+ "type": "Drone",
1190
+ "detail": "This drone projects a shield. Ranged attacks against adjacent allied characters receive +1 difficulty.",
1191
+ "activation": "Free",
1192
+ "recall": "Quick",
1193
+ "redeploy": "Quick",
1194
+ "size": 0.5,
1195
+ "hp": "5 + {grit}"
1196
+ },
1197
+ {
1198
+ "name": "Snare OROCHI Drone",
1199
+ "type": "Drone",
1200
+ "detail": "As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make an Agility save. On a failure, they become Immobilized. They only cease to be Immobilized when the drone is destroyed or no longer adjacent, or they succeed on an Agility save as a quick action.",
1201
+ "activation": "Free",
1202
+ "recall": "Quick",
1203
+ "redeploy": "Quick",
1204
+ "size": 0.5,
1205
+ "hp": "5 + {grit}"
1206
+ },
1207
+ {
1208
+ "name": "Shredder OROCHI Drone",
1209
+ "type": "Drone",
1210
+ "detail": "As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a Hull save. On a failure, they take 1 kinetic damage and become Shredded until the end of their next turn.",
1211
+ "activation": "Free",
1212
+ "recall": "Quick",
1213
+ "redeploy": "Quick",
1214
+ "size": 0.5,
1215
+ "hp": "5 + {grit}"
1216
+ },
1217
+ {
1218
+ "name": "Hunter OROCHI Drone",
1219
+ "type": "Drone",
1220
+ "detail": "As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a Systems save. On a failure, they receive Lock On.",
1221
+ "activation": "Free",
1222
+ "recall": "Quick",
1223
+ "redeploy": "Quick",
1224
+ "size": 0.5,
1225
+ "hp": "5 + {grit}"
1226
+ }
1227
+ ],
1228
+ "passive_effect": "Your mech contains powerful, integrated drone companions. At creation, choose a single OROCHI Drone to accompany you. <br>Your OROCHI drones share your Evasion, E-Defense, and Speed. They can move independently on your turn, but can’t take any other actions. If you can fly or teleport, they can too.<br>If an OROCHI drone is within Sensors, you may recall it as a quick action, integrating it into your mech’s body where it cannot be targeted. You may redeploy it to a space within Sensors as a quick action. <br>When you rest or perform a FULL REPAIR, you may choose a different drone to accompany you; additionally, your drones regain all HP and are automatically repaired if they were destroyed."
1229
+ },
1230
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_hydra.png",
1231
+ "license_id": "mf_hydra"
1232
+ },
1233
+ {
1234
+ "id": "mf_manticore",
1235
+ "license_level": 2,
1236
+ "source": "HORUS",
1237
+ "name": "Manticore",
1238
+ "mechtype": ["Striker"],
1239
+ "y_pos": 49,
1240
+ "description": "The Universal Threat Assessment Manual identifies the Manticore pattern group as “an experiment in HORUS’s ‘corebreak’ combat doctrine.” The Manticore PG specializes in using focused, projected electromagnetics to neutralize enemy reactor cores without conventional ammunition, while also fielding a compliment of coherent-beam energy weapons. A fully charged Manticore is an impressive sight, wreathed in brightly glowing nets of plasma that lash out at nearby targets.<br>If anything gives away a Manticore-PG mech, it is the tall spines protruding from the PG’s signature lightning generator. The spines act as heat-dispersal systems for this crude weapon, providing a channel for the incredible amount of heat it generates to bleed from the mech’s body following projection of a close-range arc whip. This system isn’t a perfect heat-dispersal mechanism, and as a result Manticores can often be identified by a chassis covered in cooling, melted metal.<br>The Manticore has only recently appeared on the omninet, and its combat efficacy has prompted other galactic manufacturers to scramble for a response. Analysis of after-action reports from pilots who have engaged this pattern group in the field note a significant uptick in certain omninet noise-to-signal ratios: anoriginary recitations of passages from the Old Humanity Book of the Dead, jigsaw corruptions of ancient works of apocalyptic art, and other eschatological renderings, all of which point toward a nascent psychological warfare tactic.",
1241
+ "mounts": ["Flex", "Heavy"],
1242
+ "stats": {
1243
+ "size": 1,
1244
+ "structure": 4,
1245
+ "stress": 4,
1246
+ "armor": 2,
1247
+ "hp": 8,
1248
+ "evasion": 6,
1249
+ "edef": 10,
1250
+ "heatcap": 7,
1251
+ "repcap": 3,
1252
+ "sensor_range": 10,
1253
+ "tech_attack": 1,
1254
+ "save": 10,
1255
+ "speed": 3,
1256
+ "sp": 6
1257
+ },
1258
+ "traits": [
1259
+ {
1260
+ "name": "Slag Carapace",
1261
+ "description": "The Manticore has Resistance to Energy Damage and Burn.",
1262
+ "resistances": [{ "damage_types": ["burn", "energy"] }]
1263
+ },
1264
+ {
1265
+ "name": "Unstable System",
1266
+ "description": "When destroyed, the Manticore explodes as per a reactor meltdown at the end of its next turn."
1267
+ },
1268
+ {
1269
+ "name": "Castigate the Enemies of the Godhead",
1270
+ "description": "When you rest or perform a Full Repair, you can push the Manticore into an unstable Castigation State (or bring it out of one). In this state, the Manticore explodes immediately when destroyed due to damage or reactor meltdown, vaporizing it and instantly killing you and any other passengers. Characters within burst 2 must succeed on an Agility save or take 8d6 explosive. On a success, they take half damage. This only takes place if you are physically present in the Manticore."
1271
+ }
1272
+ ],
1273
+ "core_system": {
1274
+ "name": "Charged Exoskeleton",
1275
+ "description": "And RA Said Unto Themself:<br><code class='horus'>LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE OF MY WORD AND CAST BACK TO YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM.</code>",
1276
+ "active_name": "Destruction of the Temple of the Enemies of RA",
1277
+ "active_effect": "Your mech crackles with energy: gain Resistance to heat for the rest of this scene and a Charge Die – 1d6, starting at 1. Whenever you take heat or energy, even from yourself, increase the value of the Charge Die by 1. When the Charge Die reaches 6, the absorbed energy discharges in a burst 2 inferno. Characters within the affected area must succeed on an Engineering save or take 6d6 AP energy damage. On a success, they take half damage. Objects in the affected area are automatically hit. Once discharged, this effect ends.",
1278
+ "use": "Encounter",
1279
+ "deactivation": "Free",
1280
+ "activation": "Protocol",
1281
+ "passive_name": "Charged Exoskeleton",
1282
+ "passive_effect": "1/round, when you take heat, you may deal 2 AP energy damage to a character within range 3."
1283
+ },
1284
+ "counters": [
1285
+ {
1286
+ "id": "ctr_charged_exoskeleton",
1287
+ "name": "Charge Die",
1288
+ "default_value": 1,
1289
+ "min": 1,
1290
+ "max": 6
1291
+ }
1292
+ ],
1293
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_manticore.png",
1294
+ "license_id": "mf_manticore"
1295
+ },
1296
+ {
1297
+ "id": "mf_minotaur",
1298
+ "license_level": 2,
1299
+ "source": "HORUS",
1300
+ "name": "Minotaur",
1301
+ "mechtype": ["Controller"],
1302
+ "y_pos": 30,
1303
+ "description": "The Minotaur was the first HORUS pattern group identified by the Union Intelligence Bureau. Previously, HORUS mechs were released as complete, identifiable models, of which the Goblin is the best and longest-lasting example. As HORUS’s decentralized organizational structure evolved, so too did its design philosophy. Pattern group designs followed beginning with the Minotaur, a schema designed to bring HORUS’s most potent invasion systems and weaponry to the field in a single, battle-ready chassis.<br>Mechs built according to the Minotaur pattern group are interdictors: formidable machines meant to lock down and overload the systems of fast-moving targets. Disassembly by Union technicians has found that Minotaurs contain a huge quantity of interior systems, occupying more physical space than should be possible by several orders of magnitude. The mechanism by which these folded systems are printed is thus far unidentified, but likely related to the Goblin’s signature recursive weave.",
1304
+ "mounts": ["Main/Aux"],
1305
+ "stats": {
1306
+ "size": 1,
1307
+ "structure": 4,
1308
+ "stress": 4,
1309
+ "armor": 0,
1310
+ "hp": 12,
1311
+ "evasion": 8,
1312
+ "edef": 10,
1313
+ "heatcap": 5,
1314
+ "repcap": 4,
1315
+ "sensor_range": 8,
1316
+ "tech_attack": 1,
1317
+ "save": 11,
1318
+ "speed": 4,
1319
+ "sp": 8
1320
+ },
1321
+ "traits": [
1322
+ {
1323
+ "name": "Invert Cockpit",
1324
+ "description": "You may Mount or Dismount the Minotaur for the first time each round as a free action. Additionally, the Minotaur doesn’t become Impaired when you Eject.",
1325
+ "use": "Round"
1326
+ },
1327
+ {
1328
+ "name": "Internal Metafold",
1329
+ "description": "While inside the Minotaur, you can’t be harmed in any way, even if the Minotaur explodes or is destroyed."
1330
+ },
1331
+ {
1332
+ "name": "Localized Maze",
1333
+ "description": "Hostile characters cannot pass through a space occupied by the Minotaur for any reason, and must always stop moving when Engaged with it, regardless of Size."
1334
+ }
1335
+ ],
1336
+ "core_system": {
1337
+ "name": "Metafold Maze",
1338
+ "description": "<code class='horus'>No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of sorts, a system that seeks order and narrative from a mess they are given?<br>I order it for them. Me. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them that they are their own redeemers (and yet, am I not just as culpable - as worthy of credit?).<br>So, go now. Enter. Free yourself.</code>",
1339
+ "active_name": "Maze",
1340
+ "active_effect": "Choose a character within Sensors: they become Stunned as you hurl their systems into a metaphysical information trap so tangled they can do nothing but try and escape. At the end of their next turn, they can make a Systems save at +3 difficulty. On a success, they are no longer Stunned. This save can be repeated at the end of each of their turns, gaining +1 accuracy each time until successful.",
1341
+ "activation": "Full",
1342
+ "passive_name": "Metafold Maze",
1343
+ "passive_actions": [
1344
+ {
1345
+ "name": "Metafold Maze",
1346
+ "activation": "Quick",
1347
+ "detail": "When you hit with a tech attack, you may activate this system, causing your target to become Slowed until the end of your next turn. If they are already Slowed, they become Immobilized until the end of your next turn; if they are already Immobilized, they become Stunned until the end of your next turn. Each character can only be Stunned by this effect once per combat but can be Slowed or Immobilized any number of times."
1348
+ }
1349
+ ]
1350
+ },
1351
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_minotaur.png",
1352
+ "license_id": "mf_minotaur"
1353
+ },
1354
+ {
1355
+ "id": "mf_pegasus",
1356
+ "license_level": 2,
1357
+ "source": "HORUS",
1358
+ "name": "Pegasus",
1359
+ "mechtype": ["Artillery"],
1360
+ "y_pos": 52,
1361
+ "description": "The Pegasus pattern group first appeared following the start of hostilities between Union and the Aunic Ascendancy in Boundary Garden, a distant sector of distal space away from the Galactic Core. The timing of this outbreak may be related to the pattern group’s defining weapon, though skip-drone couriers from Union forces reported no encounters with the PG in Boundary Garden; instead, the Pegasus appeared in the Dawnline Shore, a stretch of colonial Armory space opposite Boundary Garden.<br>The Pegasus appears to address HORUS’s need for a pattern group with extensive kinetic combat capabilities: by marrying the best targeting systems, subroutines, and weapons hardware in the HORUS codebase, collectivists have designed a PG that boasts a tremendously low identify/time-to-kill (ID/TTK) ratio in all theaters where kinetic weaponry is viable.<br>As with many HORUS pattern groups, the Pegasus fields a signature weapon system: the Ushabti, a hostile impulse anti-corporeal weapon that operates with complete ignorance of even the most basic underpinnings of physics and thermodynamics. As such, it qualifies unambiguously as a paracausal weapon. The Ushabti’s precise function remains unknown to Union and Harrison Armory scientists, though radiological and gravitational signatures captured in the aftermath of the weapon’s use point toward a relationship with the Aunic Firmament. Studies are ongoing on Ras Shamra, the Armory’s chief research world, and in satellite campuses across the Dawnline Shore.",
1362
+ "mounts": ["Flex", "Flex", "Heavy"],
1363
+ "stats": {
1364
+ "size": 1,
1365
+ "structure": 4,
1366
+ "stress": 4,
1367
+ "armor": 0,
1368
+ "hp": 8,
1369
+ "evasion": 8,
1370
+ "edef": 10,
1371
+ "heatcap": 6,
1372
+ "repcap": 3,
1373
+ "sensor_range": 10,
1374
+ "tech_attack": 1,
1375
+ "save": 10,
1376
+ "speed": 4,
1377
+ "sp": 7
1378
+ },
1379
+ "traits": [
1380
+ {
1381
+ "name": "¿%:?EXTR!UDE GUN",
1382
+ "description": "GUN: <b>GUN</b>"
1383
+ },
1384
+ {
1385
+ "name": "By the Way, I Know Everything",
1386
+ "description": "When it would roll damage, the Pegasus can instead deal the average damage based on the number of dice rolled, as follows: 1d3 (2), 1d6 (4), 2d6 (7), 3d6 (11), 4d6 (14). This must be decided before rolling damage."
1387
+ }
1388
+ ],
1389
+ "core_system": {
1390
+ "name": "Ushabti Omnigun",
1391
+ "description": "“– funny thing. See, right now, this weapon technically doesn’t even exist. You’re shooting them with a gun that isn’t real, and yet it is! Don’t worry about it. RA’s like that. Just, here, know that because it exists at some point, we’ve made it. That’s causality, and causality is a –\"",
1392
+ "active_name": "Unshackle Ushabti",
1393
+ "active_effect": "For the rest of this scene, you can use the Ushabti Omnigun 3/round, instead of 1/round.",
1394
+ "use": "Encounter",
1395
+ "activation": "Protocol",
1396
+ "passive_name": "Ushabti Omnigun",
1397
+ "passive_effect": "[ERROR]<br>[range 15][1 AP Kinetic Damage]<br>Your mech’s omnigun is a piece of experimental hardware so advanced that it defies physics: it doesn’t require a mount, nor does it have a weapon type or size – meaning that it can’t be modified or benefit from your talents.<br>You can’t attack normally with this weapon. Instead, 1/round, as a free action during your turn, you can use it to deal 1 AP kinetic damage to a character within Range 15 and line of sight. This doesn’t count as an attack, hits automatically, ignores cover, bypasses Immunity, and its damage can’t be reduced or ignored in any way. No rule in this book or any other supersedes this.",
1398
+ "passive_actions": [
1399
+ {
1400
+ "name": "Fire Omnigun",
1401
+ "activation": "Free",
1402
+ "detail": "1/round, as a free action during your turn, deal 1 AP kinetic damage to a character within Range 15 and line of sight. This doesn’t count as an attack, hits automatically, ignores cover, bypasses Immunity, and its damage can’t be reduced or ignored in any way. No rule supersedes this."
1403
+ }
1404
+ ]
1405
+ },
1406
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_pegasus.png",
1407
+ "license_id": "mf_pegasus"
1408
+ },
1409
+ {
1410
+ "id": "mf_barbarossa",
1411
+ "license_level": 2,
1412
+ "source": "HA",
1413
+ "name": "Barbarossa",
1414
+ "mechtype": ["Artillery"],
1415
+ "y_pos": 32,
1416
+ "description": "The Barbarossa is Harrison Armory’s most massive frame to date, built, per the orders of Harrison II, to “stand as the unstoppable image of Harrison I” and to carry the heaviest of weapons and equipment the Armory offers. Standing nearly thirteen meters tall, it is an unsubtle beast of a mech, inspiring terror in enemies and awe in allies. The Barbarossa can mount weapons suitable for engaging toe-to-toe with gunboats and low-gross tonnage subline vessels; due to its size and slow maneuverability, it is often employed in low-gravity engagements where mass is less of a concern.<br>The Barbarossa is a popular target for Purview essayists, who have been known to remark on the drawbacks that come with its size and how, as a result, it is a perfect stand-in for their political enemies.",
1417
+ "mounts": ["Main", "Main", "Heavy"],
1418
+ "stats": {
1419
+ "size": 3,
1420
+ "structure": 4,
1421
+ "stress": 4,
1422
+ "armor": 2,
1423
+ "hp": 10,
1424
+ "evasion": 6,
1425
+ "edef": 6,
1426
+ "heatcap": 8,
1427
+ "repcap": 4,
1428
+ "sensor_range": 10,
1429
+ "tech_attack": -2,
1430
+ "save": 10,
1431
+ "speed": 2,
1432
+ "sp": 5
1433
+ },
1434
+ "traits": [
1435
+ {
1436
+ "name": "Heavy Frame",
1437
+ "description": "The Barbarossa can’t be pushed, pulled, knocked Prone, or knocked back by smaller characters."
1438
+ },
1439
+ {
1440
+ "name": "Pressure Plating",
1441
+ "description": "The Barbarossa has resistance to Explosive Damage."
1442
+ },
1443
+ {
1444
+ "name": "Colossus",
1445
+ "description": "Adjacent allied characters can use the Barbarossa for hard cover."
1446
+ },
1447
+ {
1448
+ "name": "Slow",
1449
+ "description": "The Barbarossa receives +1 difficulty on Agility checks and saves.",
1450
+ "synergies": [
1451
+ {
1452
+ "locations": ["agility", "skill_check"],
1453
+ "detail": "The Barbarossa receives +1 difficulty on Agility checks and saves."
1454
+ }
1455
+ ]
1456
+ }
1457
+ ],
1458
+ "core_system": {
1459
+ "name": "Apocalypse Rail",
1460
+ "description": "Fresh from the Armory’s dayside research and development campus, the LGC-04 “Apocalypse Rail” is an exponential gravitic catapult – a to-scale test product pushed to licensed pilots for field trials as part of the Armory’s ongoing Plenary Beach Magnitude Weapons Test Project.<br>Distinct from current logarithmic short- or long-spool ship-to-ship weapons (kinetic or energetic/particular), this new platform taps into the Armory’s current gravitic research to exponentially charge and distribute a kinetic payload downrange. This increase in potential energy loading and decrease in total charge time comes at the cost of stability: where the logarithmic spool cannon is stable and shock-resistant, the exponential gravitic catapult is prone to destabilization. For the time being, built-in failsafes will trigger in the event of sudden traumatic destabilization to prevent detonation of the system, resetting any charging process underway at the time of the shock.<br>The LGC-04 “Apocalypse Rail” system is scaled considerably down from its intended operational role – that is, replacing capital ship spinal spool cannons – in order to effect the accumulation of live data for use in improving the system prior to naval adoption.",
1461
+ "active_name": "Charge Rail",
1462
+ "active_effect": "When activated, you start charging the Barbarossa’s Apocalypse Rail, an incredibly powerful ship-to-ship long-spool weapon system that requires target calibration. Gain an Apocalypse Die, 1d6 starting at 4. At the start of each of your turns, lower the value of the Apocalypse Die by 1, to a minimum of 1. If you move (even involuntarily) or become Stunned or Jammed, the Apocalypse Die resets to 4 and then continues to count down as usual.<br>If the value of the Apocalypse Die is 1–3, you can attack on your turn with the Apocalypse Rail as a full action, but can’t move or take any other actions on the same turn. After an attack with the Apocalypse Rail, the Apocalypse Die resets to 4. If you reach the end of the scene without using it, you regain 1 CP.<br>At the end of the scene, lose the Apocalypse Die, and the Apocalypse Rail stops charging.",
1463
+ "activation": "Quick",
1464
+ "integrated": ["mw_barbarossa_integrated"]
1465
+ },
1466
+ "counters": [
1467
+ {
1468
+ "id": "ctr_apocalypse_rail",
1469
+ "name": "Apocalypse Die",
1470
+ "default_value": 4,
1471
+ "min": 1,
1472
+ "max": 4
1473
+ }
1474
+ ],
1475
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_barbarossa.png",
1476
+ "license_id": "mf_barbarossa"
1477
+ },
1478
+ {
1479
+ "id": "mf_genghis",
1480
+ "license_level": 2,
1481
+ "source": "HA",
1482
+ "name": "Genghis",
1483
+ "mechtype": ["Striker"],
1484
+ "y_pos": 17,
1485
+ "description": "The original Genghis frame marked the dawn of the mech age; the Armory’s new line seeks to redefine it. From its roots as a modified GMS hardsuit, the Genghis Mk I became notorious for its use in the Hercynian Crisis – the first-contact war that triggered the violent overthrow of the Second Committee. In the administrative and political chaos that followed the Crisis, Harrison Armory secured the design and adapted it to serve as the basis of its first proprietary mechs, including the Sherman and the Saladin.<br>The new Genghis bears some resemblance to the chassis of Hercynian notoriety, serving in a similar area-denial/soft-target elimination role; The Genghis Mk II has been brought in line with the Third Committee’s Utopian Pillars.",
1486
+ "mounts": ["Flex", "Main", "Heavy"],
1487
+ "stats": {
1488
+ "size": 1,
1489
+ "structure": 4,
1490
+ "stress": 4,
1491
+ "armor": 3,
1492
+ "hp": 6,
1493
+ "evasion": 6,
1494
+ "edef": 8,
1495
+ "heatcap": 10,
1496
+ "repcap": 4,
1497
+ "sensor_range": 5,
1498
+ "tech_attack": -2,
1499
+ "save": 10,
1500
+ "speed": 3,
1501
+ "sp": 5
1502
+ },
1503
+ "traits": [
1504
+ {
1505
+ "name": "Insulated",
1506
+ "description": "The Genghis has Immunity to burn."
1507
+ },
1508
+ {
1509
+ "name": "Emergency Vent",
1510
+ "description": "When the Genghis takes structure damage, it clears all heat."
1511
+ }
1512
+ ],
1513
+ "core_system": {
1514
+ "name": "TBK Sustain Suite",
1515
+ "description": "To better manage the Genghis’s tremendous power demands and rapidly accelerate heat dispersion, the Think Tank developed a suite of power-management mechanisms. After extensive field testing, pilots discovered that the TBK Sustain Suite can be used as both a heat sink and an area-denial weapon.",
1516
+ "active_name": "Expose Power Cells",
1517
+ "active_effect": "The next time you exceed your Heat Cap this scene, you instead clear all heat and vent a burst 3 cloud of burning matter from your mech.<br>Until the start of your next turn, all characters within the affected area count as Invisible to everyone except you, and characters other than you take 2 burn and 2 heat when they start their turn in the area or enter it for the first time in a round. Once this effect ends, characters within the affected area receive soft cover (which you ignore) until the start of your following turn, at which point the cloud disperses.",
1518
+ "activation": "Quick"
1519
+ },
1520
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_genghis.png",
1521
+ "license_id": "mf_genghis"
1522
+ },
1523
+ {
1524
+ "id": "mf_iskander",
1525
+ "license_level": 2,
1526
+ "source": "HA",
1527
+ "name": "Iskander",
1528
+ "mechtype": ["Controller"],
1529
+ "y_pos": 22,
1530
+ "description": "Developed on the proving grounds of the Armory’s Think Tank, the Iskander is a new specialist frame designed to bring gravtech area-control and breach capabilities to a mechanized platform.<br>A bulky frame, the Iskander fields a mix of kinetic and causal-energy systems that empower pilots to triumph in a wide portfolio of scenarios. The Iskander platform has no civilian counterpart: it is intended to be used as a frontline command and control platform, with an emphasis toward identifying and eliminating static explosive threats.",
1531
+ "mounts": ["Flex", "Heavy"],
1532
+ "stats": {
1533
+ "size": 2,
1534
+ "structure": 4,
1535
+ "stress": 4,
1536
+ "armor": 1,
1537
+ "hp": 8,
1538
+ "evasion": 8,
1539
+ "edef": 10,
1540
+ "heatcap": 7,
1541
+ "repcap": 3,
1542
+ "sensor_range": 15,
1543
+ "tech_attack": 1,
1544
+ "save": 12,
1545
+ "speed": 3,
1546
+ "sp": 6
1547
+ },
1548
+ "traits": [
1549
+ {
1550
+ "name": "Assault Launcher",
1551
+ "description": "1/round, the Iskander may throw one Grenade or plant one Mine as though it has range 15.",
1552
+ "use": "Round"
1553
+ },
1554
+ {
1555
+ "name": "Mine Deployers",
1556
+ "description": "1/round, when the Iskander plants a Mine (even using its Assault Launcher trait), it may plant up to two other Mines in free spaces adjacent to itself as a free action.",
1557
+ "use": "Round"
1558
+ },
1559
+ {
1560
+ "name": "Skeleton Key",
1561
+ "description": "The Iskander never triggers or sets off Mines or other proximity-based systems unless it chooses to do so."
1562
+ }
1563
+ ],
1564
+ "core_system": {
1565
+ "name": "Broad-Sweep Seeder",
1566
+ "description": "The Broad-Sweep Seeder is a proprietary device developed during the Orrugi Occupation, during which Armory legionnaires fought an embittered, recalcitrant local guerilla movement. IEDs, VBEDs, and D/SABEDs were often employed by the resistance; to counter the threat, Harrison Armory developed the Seeder to simultaneously scan, identify, and eliminate explosive threats in proximity to stationary units. The technology proved successful and, with minor adaptation, was adapted for installation on Armory frames.<br>The Broad-Sweep Seeder emits an excited LIDAR hivecone to flag potential targets: if positive identification occurs, the target is neutralized with a spray of mag-accelerated, dull-coat flechettes. The Seeder can also carry explosive hivemines.",
1567
+ "active_name": "Death Cloud",
1568
+ "active_effect": "This system fires an enormous, expanding cloud of micromines across the whole battlefield, affecting all hostile characters within range 50. For the rest of the scene, when hostile characters make any movement other than their standard move (including involuntary movement), they take 3 AP explosive damage. This effect can trigger any number of times, but only 1/round for each character.",
1569
+ "use": "Encounter",
1570
+ "activation": "Quick"
1571
+ },
1572
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_iskander.png",
1573
+ "license_id": "mf_iskander"
1574
+ },
1575
+ {
1576
+ "id": "mf_napoleon",
1577
+ "license_level": 2,
1578
+ "source": "HA",
1579
+ "name": "Napoleon",
1580
+ "mechtype": ["Defender", "Controller"],
1581
+ "y_pos": 21,
1582
+ "description": "Perhaps in a tongue-in-cheek nod to its namesake, the Napoleon is a squat frame in comparison to other Harrison Armory designs. Its frame is packed with marvels of Armory engineering – technology that demands nothing less than the best and brightest pilots. In spite of its small stature, the Napoleon employs one of the Armory’s most terrifying new weapons, the Displacer, which manifests pinpoint, one-way blinkspace ruptures on its targets.<br>Notable for more than its stature, this chassis boasts a tremendous record of success, with pilots reporting a .800 return rate in high-KIA operations. The Napoleon is a popular chassis among breach divisions of the Armory’s legions, Think Tank security, and Union Economic Bureau development teams.",
1583
+ "mounts": ["Main/Aux"],
1584
+ "stats": {
1585
+ "size": 0.5,
1586
+ "structure": 4,
1587
+ "stress": 4,
1588
+ "armor": 2,
1589
+ "hp": 6,
1590
+ "evasion": 8,
1591
+ "edef": 8,
1592
+ "heatcap": 8,
1593
+ "repcap": 3,
1594
+ "sensor_range": 5,
1595
+ "tech_attack": 0,
1596
+ "save": 11,
1597
+ "speed": 4,
1598
+ "sp": 7
1599
+ },
1600
+ "traits": [
1601
+ {
1602
+ "name": "Heavy Shielding",
1603
+ "description": "When the Napoleon would take half damage on a successful check or save, it instead reduces the damage to 1."
1604
+ },
1605
+ {
1606
+ "name": "Flash Aegis",
1607
+ "description": "When the Napoleon Braces, it reduces incoming damage to 1 instead of gaining Resistance.",
1608
+ "synergies": [
1609
+ {
1610
+ "locations": ["brace"],
1611
+ "detail": "When the Napoleon Braces, it reduces incoming damage to 1 instead of gaining Resistance."
1612
+ }
1613
+ ]
1614
+ }
1615
+ ],
1616
+ "core_system": {
1617
+ "name": "Trueblack Aegis",
1618
+ "description": "The Trueblack Aegis is a breakthrough in personal shielding developed by the Armory’s Think Tank. Like the Armory’s other NHP-derived technologies, the Aegis is a “black-box” technology: its code and inner workings are highly confidential, and it can typically only be requisitioned by pilots of high rank or standing within Harrison Armory. Some Cosmopolitan pilots have described the appearance of the Aegis as similar to the void – or blindness – they see when looking into blinkspace. It’s safe to assume the device harnesses unstable blinkfield technology to manifest a thin blinkspace bubble within defined parameters. The blinkfield can only maintain coherence for a brief moment but can be flickered on and off to create a total blinkspace dome.",
1619
+ "active_name": "Activate Aegis",
1620
+ "active_effect": "A shimmering, utterly black field quickly envelops your mech, covering it like a second skin. For the rest of the scene, you:<ul><li>reduce all damage to 1, except for damage that ignores reduction;</li><li>gain Immunity to all tech actions, including beneficial ones, and any current tech effects or conditions on you end;</li><li>can only use systems with the Shield tag – any others immediately deactivate (systems that do not require activation are unaffected);</li><li>can’t take quick actions, full actions, or reactions, except for standard moves, Grapple, Ram, Improvised Attack, Activate (Shield systems only), Skill Check, and Boost;</li><li>can’t Overcharge;</li><li>can’t use comms to talk to other characters (as sound doesn’t exit the shield).</li></ul>You can still receive statuses and Heat, and can be affected by involuntary movement. You can otherwise interact normally with the world, including picking up and dragging items, and so on.",
1621
+ "use": "Encounter",
1622
+ "activation": "Quick"
1623
+ },
1624
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_napoleon.png",
1625
+ "license_id": "mf_napoleon"
1626
+ },
1627
+ {
1628
+ "id": "mf_saladin",
1629
+ "license_level": 2,
1630
+ "source": "HA",
1631
+ "name": "Saladin",
1632
+ "mechtype": ["Defender"],
1633
+ "y_pos": 17,
1634
+ "description": "The Saladin is a hardy and efficient platform for full-squad support shielding. Based on early defense-oriented versions of the Genghis, the Saladin became the stuff of Armory legend following the exploits of Harrison I “Fearkiller” during the Interest War.<br>Since its first iteration, the Saladin has proved successful in a defensive and support role; it has even become a mainstay among Union Department of Justic and Human Rights liberator teams engaged in emancipation and refugee escort missions, despite the ideological (and, often, tactical) friction between the Armory and the DoJ/HR. Records from these engagements indicate that the Saladin’s massive bulk alone was a comfort and morale boost to DoJ/HR troopers and their charges, many of whom referred to the mechs as “Big Sal”. Union-flagged Saladin pilots often report null balances on bar tabs following engagements in emancipated systems.",
1635
+ "mounts": ["Flex"],
1636
+ "stats": {
1637
+ "size": 2,
1638
+ "structure": 4,
1639
+ "stress": 4,
1640
+ "armor": 1,
1641
+ "hp": 12,
1642
+ "evasion": 6,
1643
+ "edef": 8,
1644
+ "heatcap": 8,
1645
+ "repcap": 4,
1646
+ "sensor_range": 10,
1647
+ "tech_attack": 0,
1648
+ "save": 10,
1649
+ "speed": 3,
1650
+ "sp": 8
1651
+ },
1652
+ "traits": [
1653
+ {
1654
+ "name": "Reinforced Frame",
1655
+ "description": "The Saladin has Immunity to Shredded."
1656
+ },
1657
+ {
1658
+ "name": "Guardian",
1659
+ "description": "Adjacent allied characters can use the Saladin for hard cover."
1660
+ },
1661
+ {
1662
+ "name": "Warp Shield",
1663
+ "description": "1/round, the Saladin can give +1 difficulty to any attack against it or an allied character within Sensors as a reaction before the roll is made.",
1664
+ "use": "Round"
1665
+ }
1666
+ ],
1667
+ "core_system": {
1668
+ "name": "Tachyon Loop",
1669
+ "description": "Developed by the Think Tank as a joint venture with IPS-Northstar’s Stellar Engineering Unit, the Tachyon Loop uses a closed-loop system to restrain and manipulate a tachyon lance, accelerating tachyons at faster-than-light speeds around a central buckler. The buckler can be carried by a mech or mounted directly, interceding directional incoming fire. As the tachyons travel faster than light, they are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.",
1670
+ "active_name": "Tachyon Shield",
1671
+ "active_effect": "This system projects an accelerated-tachyon shield over an allied character within Sensors. You may choose a new target as a quick action. Gain the Defensive Pulse reaction for the rest of the scene.<br>Defensive Pulse<br>Reaction, 1/round<br>Trigger: Your target is attacked.<br>Effect: You empower their tachyon shield with a pulse of energy. They gain Resistance to all damage from the attack, and if the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight and Range from your target instead of from the attacker. If the attack was part of an area of effect, the new target must be inside the same area of effect from the original attack instead.",
1672
+ "use": "Encounter",
1673
+ "active_actions": [
1674
+ {
1675
+ "name": "Defensive Pulse",
1676
+ "activation": "Reaction",
1677
+ "init": "This system projects an accelerated-tachyon shield over an allied character within Sensors. You may choose a new target as a quick action.",
1678
+ "trigger": "Your target is attacked.",
1679
+ "detail": "You empower their tachyon shield with a pulse of energy. They gain Resistance to all damage from the attack, and if the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight and Range from your target instead of from the attacker. If the attack was part of an area of effect, the new target must be inside the same area of effect from the original attack instead."
1680
+ },
1681
+ {
1682
+ "name": "Retarget Tachyon Shield",
1683
+ "activation": "Quick",
1684
+ "detail": "Change the target of your Tachyon Shield to another allied character within Sensors."
1685
+ }
1686
+ ],
1687
+ "activation": "Quick"
1688
+ },
1689
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_saladin.png",
1690
+ "license_id": "mf_saladin"
1691
+ },
1692
+ {
1693
+ "id": "mf_sherman",
1694
+ "license_level": 2,
1695
+ "source": "HA",
1696
+ "name": "Sherman",
1697
+ "mechtype": ["Striker", "Artillery"],
1698
+ "y_pos": 36,
1699
+ "description": "The Sherman is the classic Harrison Armory frame: any station, nation, world, or state—stellar or interstellar—with an Armory fleet-supply contract fields a backbone force of Sherman mechs. The Sherman is designed to carry a range of Harrison Armory’s main battle-line energy weaponry, with a rugged, versatile reactor to back it up. After the GMS-SP1 Everest, the Sherman is the second-most-common mech in the core systems—so common that GMS has recently begun equipping its stock models with more ablative and wave-scatter defenses, specifically to deal with hostile actors fielding Shermans.<br>At present, the Mk I is in wide use, with exclusive, first-contract Mk II units only now rolling off the lines at Ras Shamra and other Armory special-project worlds.",
1700
+ "mounts": ["Flex", "Main", "Heavy"],
1701
+ "stats": {
1702
+ "size": 1,
1703
+ "structure": 4,
1704
+ "stress": 4,
1705
+ "armor": 1,
1706
+ "hp": 10,
1707
+ "evasion": 7,
1708
+ "edef": 8,
1709
+ "heatcap": 8,
1710
+ "repcap": 4,
1711
+ "sensor_range": 10,
1712
+ "tech_attack": -1,
1713
+ "save": 10,
1714
+ "speed": 3,
1715
+ "sp": 5
1716
+ },
1717
+ "traits": [
1718
+ {
1719
+ "name": "Superior Reactor",
1720
+ "description": "The Sherman gains +1 accuracy on Engineering checks and saves.",
1721
+ "synergies": [
1722
+ {
1723
+ "locations": ["engineering", "skill_check"],
1724
+ "detail": "The Sherman gains +1 accuracy on Engineering checks and saves."
1725
+ }
1726
+ ]
1727
+ },
1728
+ {
1729
+ "name": "Mathur Stop",
1730
+ "description": "When the Sherman clears all heat, you may choose to receive heat equal to half its Heat Cap, putting it in the Danger Zone.",
1731
+ "use": "Free"
1732
+ },
1733
+ {
1734
+ "name": "Vent Heat",
1735
+ "description": "When you Stabilize the Sherman or it exceeds its Heat Cap, it benefits from soft cover until the start of your next turn."
1736
+ }
1737
+ ],
1738
+ "core_system": {
1739
+ "name": "Zone-Focus Mk IV SOLIDCORE",
1740
+ "description": "The ZF4 SOLIDCORE is a hard-mounted, dual-source energy beam weapon. Powered by a millifold power generation system, the ZF4 features a secondary belt-fed rack of solidcore batteries that can be used to overcharge a single impulse beam, extending the weapon’s range and destructive power.",
1741
+ "active_name": "COREBURN Protocol",
1742
+ "active_effect": "Your ZF4 SOLIDCORE immediately gains 3 Charges, to a maximum of 4; additionally, for the rest of this scene, Stabilize generates 2 Charges instead of 1, and all terrain, objects, and deployables take 10 AP energy damage per charge on hit.",
1743
+ "activation": "Protocol",
1744
+ "integrated": ["mw_sherman_integrated"]
1745
+ },
1746
+ "other_art": [
1747
+ {
1748
+ "tag": "mech",
1749
+ "src": "alt_sherman_old.png"
1750
+ }
1751
+ ],
1752
+ "counters": [
1753
+ {
1754
+ "id": "ctr_zf4_solidcore",
1755
+ "name": "ZF4 Charges",
1756
+ "default_value": 1,
1757
+ "min": 1,
1758
+ "max": 4
1759
+ }
1760
+ ],
1761
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_sherman.png",
1762
+ "license_id": "mf_sherman"
1763
+ },
1764
+ {
1765
+ "id": "mf_tokugawa",
1766
+ "license_level": 2,
1767
+ "source": "HA",
1768
+ "name": "Tokugawa",
1769
+ "mechtype": ["Striker"],
1770
+ "y_pos": 5,
1771
+ "description": "HA’s Tokugawa is a relative newcomer on the market, popular in core systems for security, CQB, and ship-boarding applications. The Tokugawa is an unsubtle, imposing mech – a sturdy platform from which its systems can draw necessary power. Unlike other frames, the Tokugawa’s unique reactor is designed to allow standard limitations to be removed with ease. Knowing this, experienced (or foolhardy) pilots can ‘overclock’ the reactor, increasing its output and gaining an incredible power draw for their energy weapons.",
1772
+ "mounts": ["Flex", "Main", "Main"],
1773
+ "stats": {
1774
+ "size": 1,
1775
+ "structure": 4,
1776
+ "stress": 4,
1777
+ "armor": 1,
1778
+ "hp": 8,
1779
+ "evasion": 8,
1780
+ "edef": 6,
1781
+ "heatcap": 8,
1782
+ "repcap": 4,
1783
+ "sensor_range": 10,
1784
+ "tech_attack": -1,
1785
+ "save": 11,
1786
+ "speed": 4,
1787
+ "sp": 6
1788
+ },
1789
+ "traits": [
1790
+ {
1791
+ "name": "Limit Break",
1792
+ "description": "When the Tokugawa is Exposed, its ranged and melee attacks deal +3 energy bonus damage on hit, all of its weapons that would deal kinetic or explosive damage instead deal energy, ranged weapons gain +5 range and melee weapons gain +1 threat.",
1793
+ "synergies": [
1794
+ {
1795
+ "locations": ["active_effects"],
1796
+ "detail": "When the Tokugawa is Exposed, its ranged and melee attacks deal +3 energy bonus damage on hit, all of its weapons that would deal kinetic or explosive damage instead deal energy, ranged weapons gain +5 range and melee weapons gain +1 threat."
1797
+ }
1798
+ ]
1799
+ },
1800
+ {
1801
+ "name": "Plasma Sheath",
1802
+ "description": "When the Tokugawa is in the Danger Zone and attacks with a weapon that deals any amount of energy, all bonus damage becomes burn."
1803
+ }
1804
+ ],
1805
+ "core_system": {
1806
+ "name": "Superheated Reactor Feed",
1807
+ "description": "Pilots of a certain breed thrive at the very edge of catastrophe, risking either glorious success or utter failure in each moment. These daredevils are familiar with the howl of critical heat warnings – the warbling siren song of destruction and superheated reactor feeds. Tokugawa pilots are notorious for supercharging their weapons with excess energy, pushing their heat gauge to the max. Harnessing the Tokugawa’s unique reactor, these pilots churn out damage and make no friends in the engineering bay – assuming they don’t melt into a ball of slag before they make it back from the line.",
1808
+ "active_name": "Radiance",
1809
+ "active_effect": "For the rest of this scene, weapons that deal any energy gain +5 range if they are ranged or +2 threat if they are melee.<br>While you’re Exposed, Limit Break stacks with these bonuses for a total increase of +10 range and +3 threat.",
1810
+ "use": "Encounter",
1811
+ "activation": "Protocol",
1812
+ "passive_name": "Overclock",
1813
+ "passive_actions": [
1814
+ {
1815
+ "name": "Overclock",
1816
+ "activation": "Protocol",
1817
+ "detail": "You cause your mech to become Exposed until the end of your next turn."
1818
+ }
1819
+ ],
1820
+ "active_bonuses": [
1821
+ {
1822
+ "id": "range",
1823
+ "damage_types": ["Energy"],
1824
+ "range_types": ["Range"],
1825
+ "val": 5
1826
+ },
1827
+ {
1828
+ "id": "range",
1829
+ "damage_types": ["Energy"],
1830
+ "range_types": ["Threat"],
1831
+ "val": 2
1832
+ }
1833
+ ],
1834
+ "active_synergies": [
1835
+ {
1836
+ "locations": ["active_effects"],
1837
+ "detail": "All weapons on your mech that deal any Energy Damage gain +5 Range if they are ranged weapons or gain +1 Threat if they are melee weapons."
1838
+ }
1839
+ ]
1840
+ },
1841
+ "image_url": "https://d2c79xe1p61csc.cloudfront.net/frames/mf_tokugawa.png",
1842
+ "license_id": "mf_tokugawa"
1843
+ }
1844
+ ]