@massif/lancer-data 4.0.0-beta.1 → 4.0.0-beta.4
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/README.md +3 -6
- package/index.js +4 -4
- package/lib/core_bonuses.json +218 -140
- package/lib/frames.json +948 -195
- package/lib/info.json +2 -3
- package/lib/lists.json +28 -0
- package/lib/mods.json +47 -35
- package/lib/pilot_gear.json +38 -74
- package/lib/reserves.json +80 -11
- package/lib/systems.json +905 -327
- package/lib/tables.json +68 -28
- package/lib/tags.json +22 -6
- package/lib/talents.json +609 -86
- package/lib/weapons.json +152 -144
- package/package.json +1 -1
- package/scripts/util.js +110 -5
- package/lib/factions.json +0 -1
package/lib/systems.json
CHANGED
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@@ -1,18 +1,4 @@
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1
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[
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-
{
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"id": "missing_mechsystem",
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"name": "ERR: DATA NOT FOUND",
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"sp": 1,
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect": {
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"description": "COMP/CON is unable to retrieve the data necessary to furnish this System. This is likely the result of a missing or outdated content pack."
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},
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"description": "COMP/CON is unable to retrieve the data necessary to furnish this System. This is likely the result of a missing or outdated content pack.",
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"tags": [],
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"license_id": ""
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},
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2
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{
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"id": "ms_comp_con_class_assistant_unit",
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"name": "COMP/CON-Class Assistant Unit",
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@@ -32,11 +18,21 @@
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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"effect": "Your mech has a basic COMP/CON unit, granting it the AI tag. The COMP/CON can speak to you and has a personality, but, unlike an NHP, is not truly capable of independent thought. It is obedient to you alone.<br>You can give control of your mech to its COMP/CON as a protocol, allowing your mech to act independently on your turn with its own set of actions. Unlike other AIs, a mech controlled by a COMP/CON has no independent initiative and requires direct input. Your mech will follow basic courses of action (defend this area, attack this enemy, protect me, etc.) to the best of its ability, or will act to defend itself if its instructions are complete or it receives no further guidance. You can issue new commands at the start of your turn as long as you are within Range 50 and have the means to communicate with your mech. Comp/con units are not true NHPs and thus cannot enter cascade.",
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"actions": [
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{
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"name": "Engage COMP/CON",
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"activation": "Protocol",
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"detail": "You give control of your mech to its COMP/CON, allowing your mech to act independently on your turn with its own set of actions. Unlike other AIs, a mech controlled by a COMP/CON has no independent initiative and requires direct input. Your mech will follow basic courses of action (defend this area, attack this enemy, protect me, etc.) to the best of its ability, or will act to defend itself if its instructions are complete or it receives no further guidance. You can issue new commands at the start of your turn as long as you are within Range 50 and have the means to communicate with your mech. Comp/con units are not true NHPs and thus cannot enter cascade.",
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"active_effects": [
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{
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"name": "COMP/CON Online",
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"detail": "COMP/CON is in control of your mech. You can issue new commands at the start of your turn as long as you are within Range 50 and have the means to communicate with your mech."
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}
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]
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}
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],
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"description": "The GMS Companion/Concierge-Class Assistant Unit conforms to all galaxy-wide standards. These virtual assistants pass even the most rigid Turing-Null assessment criteria and are cleared to operate even in the absence of a pilot."
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},
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{
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"id": "ms_custom_paint_job",
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@@ -53,10 +49,13 @@
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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"effect": "When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage – the hit simply ‘scratched your paint’.<br>This system can only be used once before each Full Repair, and is not a valid target for system destruction.",
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"active_effects": [
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{
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"name": "Custom Paint Job",
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"detail": "When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage – the hit simply ‘scratched your paint’. This system can only be used once before each Full Repair."
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}
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]
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},
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{
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"id": "ms_expanded_compartment",
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@@ -70,10 +69,24 @@
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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"effect": "Your mech has space for one additional non-Mech character or object of Size 1/2 to ride as a passenger in the cockpit. While inside the mech, they cannot suffer any effect from outside or be targeted by attacks, as if they were a pilot. You can hand over or take back control to or from them as a protocol (following the same rules as pilot and AIs), but if they take over the controls from you, the mech becomes Impaired and Slowed to reflect the lack of appropriate licenses and integration.",
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"actions": [
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{
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"name": "Transfer Control",
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"activation": "Protocol",
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"detail": "You hand over or take back control to or from a non-Mech character or object of Size 1/2 riding as a passenger in the cockpit. If they take over the controls from you, the mech becomes Impaired and Slowed to reflect the lack of appropriate licenses and integration.",
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"add_status": [
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{
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"id": "impaired",
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"target": "self"
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},
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{
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"id": "slowed",
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"target": "self"
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}
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]
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}
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]
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},
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{
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"id": "ms_manipulators",
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@@ -87,11 +100,14 @@
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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"effect": "Your mech has an extra set of limbs. They are too small to have any combat benefit, but allow the mech to interact with objects that would otherwise be too small or sensitive (e.g., pilot-sized touch pads).",
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"active_effects": [
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{
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"name": "Manipulators",
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"detail": "Your mech has an extra set of limbs. They are too small to have any combat benefit, but allow the mech to interact with objects that would otherwise be too small or sensitive (e.g., pilot-sized touch pads)."
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}
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],
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"description": "Precise interaction with built and natural environments, soft targets, and hazardous materials is part of the daily routine for support-class mechs. This is made possible by manipulators – added multi-digit “hands” with haptic sensors."
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},
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{
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"id": "ms_pattern_a_smoke_charges",
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@@ -142,8 +158,7 @@
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],
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"detail": "This mine detonates when any allied character moves over or adjacent to it. All characters and objects within a Burst 3 area benefit from soft cover until the end of the detonating character’s next turn, at which point the smoke disperses."
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}
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]
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"license_id": ""
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]
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},
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{
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"id": "ms_pattern_a_jericho_deployable_cover",
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@@ -158,9 +173,7 @@
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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"description": "Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.<br>Repairing the system restores both sections."
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},
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"effect": "Deploy two sections of Size 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 Evasion and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.<br>Repairing the system restores both sections.",
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"deployables": [
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{
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"name": "Jericho Deployable Cover",
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"recall": "Full",
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"redeploy": "Quick"
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}
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]
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"license_id": ""
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]
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},
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{
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"id": "ms_pattern_b_hex_charges",
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@@ -213,7 +225,10 @@
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"damage": [
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{
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"type": "Explosive",
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"val": "1d6"
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"val": "1d6",
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"aoe": true,
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"save": "agi",
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"save_half": true
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}
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],
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"detail": "Throw a Frag Grenade within Range 5. All characters within a Blast 1 area must pass an Agility save or take 1d6 Explosive damage. On a success, they take half damage."
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"val": 1
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}
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"damage": [
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{
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"type": "Explosive",
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"val": "3d6",
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"aoe": true,
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"save": "agi",
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"save_half": true
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}
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],
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"activation": "Quick",
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"detail": "All characters within a Burst 1 area must pass an Agility save or take 2d6 Explosive damage. On a success, they take half damage."
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]
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"license_id": ""
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]
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"id": "ms_personalizations",
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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"description": "You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.<br>This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees that this mod would help with either a pilot or mech skill check, you gain +1 Accuracy for that check."
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},
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"effect": "You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.<br>This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees that this mod would help with either a pilot or mech skill check, you gain +1 Accuracy for that check.",
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"bonuses": [
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{
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"id": "hp",
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"val": 2
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}
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],
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"
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"active_effects": [
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{
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"name": "Personalizations",
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"detail": "Your customizations relevant to a pilot or mech skill check, gains +1 Accuracy (GM discretion)."
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}
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]
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{
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"id": "ms_stable_structure",
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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"effect": "You gain +1 Accuracy on saves to avoid Prone or Knockback.",
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"active_effects": [
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{
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"name": "Stable Structure",
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"detail": "+1 Accuracy on saves to avoid Prone or Knockback."
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}
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]
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},
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{
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"id": "ms_turret_drones",
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"source": "GMS",
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"license_level": 0,
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"effect":
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"description": "Expend a charge to deploy a turret drone that attaches to any object or surface within Sensors and line of sight. Gain the Turret Attack reaction, which can be taken once for each deployed turret drone. Turret drones cannot be recalled and expire at the end of the scene."
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},
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"effect": "Expend a charge to deploy a turret drone that attaches to any object or surface within Sensors and line of sight. Gain the Turret Attack reaction, which can be taken once for each deployed turret drone. Turret drones cannot be recalled and expire at the end of the scene.",
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"deployables": [
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{
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"name": "Turret Drone",
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"activation": "Reaction",
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"frequency": "1/round",
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"trigger": "An allied character within Range 10 of a turret drone makes a successful attack.",
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"detail": "The turret drone deals 3 Kinetic damage to their target, as long as it has line of sight to their target."
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"detail": "The turret drone deals 3 Kinetic damage to their target, as long as it has line of sight to their target.",
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"damage": [
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{
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"type": "Kinetic",
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"val": 3
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}
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]
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}
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]
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}
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],
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"description": "The use of turret drones is a rather traditional form of force multiplication – one that has remained the backbone of defense in many theaters."
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"license_id": ""
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"description": "The use of turret drones is a rather traditional form of force multiplication – one that has remained the backbone of defense in many theaters."
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},
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{
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"id": "ms_type_3_projected_shield",
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"detail": "Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 Difficulty until the start of your next turn."
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}
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],
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"description": "The GMS Type-3 Projected Shield traps and denies incoming projectiles by projecting an aggressive, superpositional anti-ballistic barrier."
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"license_id": ""
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"description": "The GMS Type-3 Projected Shield traps and denies incoming projectiles by projecting an aggressive, superpositional anti-ballistic barrier."
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},
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{
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"id": "ms_eva_module",
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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"effect":
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},
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"synergies": [
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"effect": "Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not Slowed.",
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"active_effects": [
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{
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"
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"
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"name": "EVA Module",
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"condition": "You are in a low or zero gravity or underwater environment.",
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"detail": "You can fly and are not Slowed."
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}
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]
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"license_id": ""
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]
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},
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{
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"id": "ms_rapid_burst_jump_jet_system",
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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-
"effect":
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-
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-
},
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-
"synergies": [
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+
"effect": "You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.",
|
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+
"active_effects": [
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{
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-
"
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+
"name": "Rapid Burst Jump Jet System",
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+
"condition": "You Boost.",
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"detail": "You can fly when you Boost; however, you must end the movement on the ground or another solid surface, or else immediately begin falling."
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}
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-
]
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-
"license_id": ""
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+
]
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},
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{
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"id": "ms_type_i_flight_system",
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@@ -409,16 +436,13 @@
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"source": "GMS",
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"license": "GMS",
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"license_level": 0,
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-
"effect":
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-
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-
},
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|
-
"synergies": [
|
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439
|
+
"effect": "You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way.",
|
|
440
|
+
"active_effects": [
|
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{
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417
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-
"
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+
"name": "Type-I Flight System",
|
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|
"detail": "You may choose to count any and all of your movement as flying; however, you take Size +1 Heat at the end of any of your turns in which you fly this way."
|
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419
444
|
}
|
|
420
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-
]
|
|
421
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-
"license_id": ""
|
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+
]
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},
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{
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"id": "ms_synthetic_muscle_netting",
|
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@@ -432,9 +456,7 @@
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"source": "IPS-N",
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"license": "Blackbeard",
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434
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|
"license_level": 1,
|
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435
|
-
"effect":
|
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436
|
-
"description": "You may Ram targets larger than you, and when you Grapple or Ram larger targets, you count as the same Size as the largest opponent. When you Grapple or Ram opponents of the same Size or smaller, you count as at least one Size larger. Additionally, your lifting and dragging capacity is doubled."
|
|
437
|
-
},
|
|
459
|
+
"effect": "You may Ram targets larger than you, and when you Grapple or Ram larger targets, you count as the same Size as the largest opponent. When you Grapple or Ram opponents of the same Size or smaller, you count as at least one Size larger. Additionally, your lifting and dragging capacity is doubled.",
|
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|
"synergies": [
|
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{
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"locations": ["ram"],
|
|
@@ -464,7 +486,8 @@
|
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{
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|
"name": "Drag Down",
|
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466
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|
"activation": "Quick",
|
|
467
|
-
"detail": "Make a contested Hull check against a character within 5 Range and line of sight: the loser is knocked Prone."
|
|
489
|
+
"detail": "Make a contested Hull check against a character within 5 Range and line of sight: the loser is knocked Prone.",
|
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|
+
"add_status": [{ "id": "prone" }]
|
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|
}
|
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],
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|
"description": "Reinforced grappling cables allow for full movement and utility in ≤1 g environments. Woven from incredibly strong nanocarbon and arachnosynth threading, reinforced grapple line is carried on waist-mounted spools and attached to charge-actuated brachial projectors. Once fired, the grapples penetrate and anchor to the target. Small meltdown charges seeded every thirty meters of cable both allow rapid disengagement and expose a fresh grapple head, ready for immediate use.",
|
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@@ -486,14 +509,46 @@
|
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|
"source": "IPS-N",
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|
"license": "Blackbeard",
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488
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|
"license_level": 3,
|
|
489
|
-
"effect":
|
|
490
|
-
"description": "Your mech gains the AI tag and the SEKHMET Protocol."
|
|
491
|
-
},
|
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512
|
+
"effect": "Your mech gains the AI tag and the SEKHMET Protocol.",
|
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|
"actions": [
|
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|
{
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|
"name": "SEKHMET Protocol",
|
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495
516
|
"activation": "Protocol",
|
|
496
|
-
"detail": "When activated, you give control of your mech to your NHP and gain the following benefits:<ul><li>All melee critical hits deal +1d6 bonus damage.</li><li>1/round, you can Skirmish with melee weapons only as a free action.</li></ul>Your NHP uses all available actions and movement to move toward the closest visible character – allied or hostile – and attacks them with melee attacks, prioritizing melee weapons. It may benefit from your talents. If there are no characters within Threat, your NHP uses all actions to move as directly as possible to the next closest (visible) target. Your NHP can’t make ranged attacks, even if there are actions available.<br>You retain enough control to Overcharge as usual; however, your NHP uses the additional action for the same purpose as its other actions.<br>You can take back control of your mech as a protocol. When you do, you become Stunned until the start of your next turn. Otherwise, this effect lasts until your mech is destroyed – the pilot’s incapacitation or death has no effect."
|
|
517
|
+
"detail": "When activated, you give control of your mech to your NHP and gain the following benefits:<ul><li>All melee critical hits deal +1d6 bonus damage.</li><li>1/round, you can Skirmish with melee weapons only as a free action.</li></ul>Your NHP uses all available actions and movement to move toward the closest visible character – allied or hostile – and attacks them with melee attacks, prioritizing melee weapons. It may benefit from your talents. If there are no characters within Threat, your NHP uses all actions to move as directly as possible to the next closest (visible) target. Your NHP can’t make ranged attacks, even if there are actions available.<br>You retain enough control to Overcharge as usual; however, your NHP uses the additional action for the same purpose as its other actions.<br>You can take back control of your mech as a protocol. When you do, you become Stunned until the start of your next turn. Otherwise, this effect lasts until your mech is destroyed – the pilot’s incapacitation or death has no effect.",
|
|
518
|
+
"active_effects": [
|
|
519
|
+
{
|
|
520
|
+
"name": "SEKHMET Active",
|
|
521
|
+
"detail": "Your mech is controlled by SEKHMET."
|
|
522
|
+
},
|
|
523
|
+
{
|
|
524
|
+
"name": "SEKHMET Protocol (Melee Crit Bonus)",
|
|
525
|
+
"detail": "All melee critical hits deal +1d6 bonus damage.",
|
|
526
|
+
"on_crit": {
|
|
527
|
+
"bonus_damage": {
|
|
528
|
+
"val": "1d6",
|
|
529
|
+
"weapon_types": ["melee"]
|
|
530
|
+
}
|
|
531
|
+
}
|
|
532
|
+
},
|
|
533
|
+
{
|
|
534
|
+
"name": "SEKHMET Protocol (Skirmish)",
|
|
535
|
+
"detail": "1/round, you can Skirmish with melee weapons only as a free action.",
|
|
536
|
+
"actions": [
|
|
537
|
+
{
|
|
538
|
+
"name": "SEKHMET Protocol Skirmish",
|
|
539
|
+
"activation": "Free",
|
|
540
|
+
"frequency": "1/round",
|
|
541
|
+
"detail": "Skirmish with melee weapons as a free action."
|
|
542
|
+
}
|
|
543
|
+
]
|
|
544
|
+
}
|
|
545
|
+
]
|
|
546
|
+
},
|
|
547
|
+
{
|
|
548
|
+
"name": "Take Back Control",
|
|
549
|
+
"activation": "Protocol",
|
|
550
|
+
"detail": "You take back control of your mech from SEKHMET. You become Stunned until the start of your next turn.",
|
|
551
|
+
"add_status": [{ "id": "stunned", "target": "self", "duration": "next_turn_start_self" }]
|
|
497
552
|
}
|
|
498
553
|
],
|
|
499
554
|
"description": "“The IPS-N SEKHMET co-pilot is ready to be your first mate! SEKHMET comes standard with remote, omninet, IR tag, and voice control systems, and is fully compatible with all current and legacy IPS-N mechs.<br>Did you know that SEKHMET learns with you? Should the worst happen, your very own SEKHMET will continue to engage hostile targets using an emulated neural-net doppelgänger to pilot your IPS-N chassis until forced or voluntary shutdown!”<br>draft copy, IPS-N Polaris Pilot Lounge adbroad [struck and replaced w/current adbroad]<br>SEKHMET-class NHPs tend toward aggressive attitudes and dark humor. Pilots often call them “berserker systems” – dangerous NHPs that value combat efficacy over pilot wellbeing.",
|
|
@@ -514,7 +569,15 @@
|
|
|
514
569
|
"actions": [
|
|
515
570
|
{
|
|
516
571
|
"activation": "Quick",
|
|
517
|
-
"detail": "You use the heavy overarm Argonaut Shield to provide cover for an adjacent character as a quick action, giving them Resistance to all damage; however, you take half of the damage your target would take before calculating Armor and Resistance. This effect lasts until your target breaks adjacency, at which point this effect ceases until you repeat this action."
|
|
572
|
+
"detail": "You use the heavy overarm Argonaut Shield to provide cover for an adjacent character as a quick action, giving them Resistance to all damage; however, you take half of the damage your target would take before calculating Armor and Resistance. This effect lasts until your target breaks adjacency, at which point this effect ceases until you repeat this action.",
|
|
573
|
+
"add_resist": [{ "resist": "all", "target": "ally" }],
|
|
574
|
+
"add_special": [
|
|
575
|
+
{
|
|
576
|
+
"attribute": "Argonaut Shield Target",
|
|
577
|
+
"target": "ally",
|
|
578
|
+
"detail": "Gain resistance to all damage while you are adjacent to the Drake."
|
|
579
|
+
}
|
|
580
|
+
]
|
|
518
581
|
}
|
|
519
582
|
],
|
|
520
583
|
"description": "In space, simplicity in form and function guarantees reliability and promotes trust. The Argonaut is one of IPS-N’s oldest designs, hailing from the pre-merger days of Northstar’s Deep Black security teams. It’s a simple slab of metal carried in hand or mounted on a chassis’ brachial superstructure; the only option a pilot has for customizing this shield is a choice of size.",
|
|
@@ -537,9 +600,7 @@
|
|
|
537
600
|
"source": "IPS-N",
|
|
538
601
|
"license": "Drake",
|
|
539
602
|
"license_level": 2,
|
|
540
|
-
"effect":
|
|
541
|
-
"description": "Expend a charge to deploy a Size 1 shield generator in a free, adjacent space, where it creates a burst 1 shield."
|
|
542
|
-
},
|
|
603
|
+
"effect": "Expend a charge to deploy a Size 1 shield generator in a free, adjacent space, where it creates a burst 1 shield.",
|
|
543
604
|
"deployables": [
|
|
544
605
|
{
|
|
545
606
|
"type": "Deployable",
|
|
@@ -586,9 +647,7 @@
|
|
|
586
647
|
"source": "IPS-N",
|
|
587
648
|
"license": "Drake",
|
|
588
649
|
"license_level": 3,
|
|
589
|
-
"effect":
|
|
590
|
-
"description": "Expend a charge to deploy a portable bunker to a free, adjacent area 4 by 4 area. At the start of your next turn, it unfolds into a fortified emplacement."
|
|
591
|
-
},
|
|
650
|
+
"effect": "Expend a charge to deploy a portable bunker to a free, adjacent area 4 by 4 area. At the start of your next turn, it unfolds into a fortified emplacement.",
|
|
592
651
|
"deployables": [
|
|
593
652
|
{
|
|
594
653
|
"type": "Deployable",
|
|
@@ -614,7 +673,8 @@
|
|
|
614
673
|
"actions": [
|
|
615
674
|
{
|
|
616
675
|
"activation": "Quick",
|
|
617
|
-
"detail": "These cables can be attached to an adjacent character. If the target is Stunned or willing, you automatically succeed; otherwise, they can resist with a successful Hull save. Once attached, you and the target may not move more than 5 spaces away from each other. Either character can tow the other, obeying the normal rules for lifting and dragging, and becoming Slowed while doing so.<br>Any character can remove the cables on a hit with a melee attack or Improvised Attack against Evasion 10.<br>These cables can also be used to drag, pull, or otherwise interact with objects and the environment. They are 5 spaces long and can support a combined Size 6 before they break. Characters can use them to climb surfaces, allowing them to climb without a Speed penalty."
|
|
676
|
+
"detail": "These cables can be attached to an adjacent character. If the target is Stunned or willing, you automatically succeed; otherwise, they can resist with a successful Hull save. Once attached, you and the target may not move more than 5 spaces away from each other. Either character can tow the other, obeying the normal rules for lifting and dragging, and becoming Slowed while doing so.<br>Any character can remove the cables on a hit with a melee attack or Improvised Attack against Evasion 10.<br>These cables can also be used to drag, pull, or otherwise interact with objects and the environment. They are 5 spaces long and can support a combined Size 6 before they break. Characters can use them to climb surfaces, allowing them to climb without a Speed penalty.",
|
|
677
|
+
"save": { "type": "hull" }
|
|
618
678
|
}
|
|
619
679
|
],
|
|
620
680
|
"description": "A winch system consists of an externally mounted spool of nanocarbon-weave cable and a recovery subroutine installed on the mech.",
|
|
@@ -637,9 +697,7 @@
|
|
|
637
697
|
"source": "IPS-N",
|
|
638
698
|
"license": "Lancaster",
|
|
639
699
|
"license_level": 1,
|
|
640
|
-
"effect":
|
|
641
|
-
"description": "Expend a charge to deploy a restock drone to any free, adjacent space, where it primes at the end of your turn."
|
|
642
|
-
},
|
|
700
|
+
"effect": "Expend a charge to deploy a restock drone to any free, adjacent space, where it primes at the end of your turn.",
|
|
643
701
|
"deployables": [
|
|
644
702
|
{
|
|
645
703
|
"type": "Drone",
|
|
@@ -674,9 +732,7 @@
|
|
|
674
732
|
"source": "IPS-N",
|
|
675
733
|
"license": "Lancaster",
|
|
676
734
|
"license_level": 2,
|
|
677
|
-
"effect":
|
|
678
|
-
"description": "Extra mounts, straps, and hard points allow other characters to climb and ride your mech. Adjacent, non-Immobilized characters can climb onto your mech as a quick action. While riding, they occupy the same space as you, move when you move (even if they’re Slowed), and benefit from soft cover. If you or a rider are knocked Prone, Stunned, Immobilized, or destroyed, they land Prone in adjacent spaces. Riders can climb down as part of any movement away, but can only climb onto your mech as a quick action.<br>You can carry riders of a combined Size equal to your Size, minus Size 1/2 (e.g., if your mech is Size 1 you can carry one Size 1/2 character; if it is Size 2, you can carry a Size 1 character and a Size 1/2 character)."
|
|
679
|
-
},
|
|
735
|
+
"effect": "Extra mounts, straps, and hard points allow other characters to climb and ride your mech. Adjacent, non-Immobilized characters can climb onto your mech as a quick action. While riding, they occupy the same space as you, move when you move (even if they’re Slowed), and benefit from soft cover. If you or a rider are knocked Prone, Stunned, Immobilized, or destroyed, they land Prone in adjacent spaces. Riders can climb down as part of any movement away, but can only climb onto your mech as a quick action.<br>You can carry riders of a combined Size equal to your Size, minus Size 1/2 (e.g., if your mech is Size 1 you can carry one Size 1/2 character; if it is Size 2, you can carry a Size 1 character and a Size 1/2 character).",
|
|
680
736
|
"description": "The Multiple User, Light Entanglement (MULE) Harness is a mass-produced version of a common battlefield modification that allows friendly soldiers to ride along on a chassis. Some systems are large enough to allow smaller chassis to accompany larger chassis; typically, these variants are employed in high altitude, low orbit insertions where reduced radar presence is required.",
|
|
681
737
|
"license_id": "mf_lancaster"
|
|
682
738
|
},
|
|
@@ -690,7 +746,14 @@
|
|
|
690
746
|
"actions": [
|
|
691
747
|
{
|
|
692
748
|
"activation": "Quick",
|
|
693
|
-
"detail": "This sealant can be sprayed on characters or free spaces within range 5 and line of sight. It has different effects depending on the target:<ul><li><b>Hostile Characters:</b> Your target must succeed on an Agility save or they become Slowed until the end of their next turn and clear all burn.</li><li><b>Allied Characters:</b> Your target clears all burn but they become Slowed until the end of their next turn.</li><li><b>Free Space:</b> Any fires within blast 1 are extinguished and the area becomes difficult terrain for the rest of the scene.</li></ul>"
|
|
749
|
+
"detail": "This sealant can be sprayed on characters or free spaces within range 5 and line of sight. It has different effects depending on the target:<ul><li><b>Hostile Characters:</b> Your target must succeed on an Agility save or they become Slowed until the end of their next turn and clear all burn.</li><li><b>Allied Characters:</b> Your target clears all burn but they become Slowed until the end of their next turn.</li><li><b>Free Space:</b> Any fires within blast 1 are extinguished and the area becomes difficult terrain for the rest of the scene.</li></ul>",
|
|
750
|
+
"add_status": [
|
|
751
|
+
{
|
|
752
|
+
"id": "slowed",
|
|
753
|
+
"save": "agi",
|
|
754
|
+
"duration": "next_turn_end_target"
|
|
755
|
+
}
|
|
756
|
+
]
|
|
694
757
|
}
|
|
695
758
|
],
|
|
696
759
|
"description": "For fire suppression and fast, temporary seals in punctured starship bulkheads, IPS-N offers a range of single-use, single objective nanites – “whitewash”. This sealant spray can also be used to restrain noncompliant actors when the correct spray heads and catalytic formulations are installed to the applicator.",
|
|
@@ -722,7 +785,16 @@
|
|
|
722
785
|
"actions": [
|
|
723
786
|
{
|
|
724
787
|
"activation": "Quick",
|
|
725
|
-
"detail": "Expend a charge to fire this small, self-arming system onto an allied mech within range 5. They gain Overshield equal to your
|
|
788
|
+
"detail": "Expend a charge to fire this small, self-arming system onto an allied mech within range 5. They gain Overshield equal to your GRIT + 4. While they have this Overshield they gain Immunity to Impaired and Jammed.",
|
|
789
|
+
"add_resist": [
|
|
790
|
+
{
|
|
791
|
+
"immunity": "impaired"
|
|
792
|
+
},
|
|
793
|
+
{
|
|
794
|
+
"immunity": "jammed"
|
|
795
|
+
}
|
|
796
|
+
],
|
|
797
|
+
"add_other": [{ "type": "overshield", "val": "{grit} + 4", "aoe": true }]
|
|
726
798
|
}
|
|
727
799
|
],
|
|
728
800
|
"description": "The IPS-N Aceso Stabilizer is a useful triage measure for any scoring and minor mechanical damage that is sustained in the course of combat engagement or negative environmental interaction. Thanks to its negligible processor demand, Aceso Stabilizers can even be controlled by COMP/CON units – this allows the pilot to concentrate on complex repairs or immediate threat neutralization.",
|
|
@@ -740,13 +812,11 @@
|
|
|
740
812
|
"source": "IPS-N",
|
|
741
813
|
"license": "Nelson",
|
|
742
814
|
"license_level": 1,
|
|
743
|
-
"effect":
|
|
744
|
-
|
|
745
|
-
},
|
|
746
|
-
"synergies": [
|
|
815
|
+
"effect": "Your mech’s extended limbs, additional armor, redundant motor systems, and other reinforcements allow you to ignore difficult terrain.",
|
|
816
|
+
"active_effects": [
|
|
747
817
|
{
|
|
748
|
-
"
|
|
749
|
-
"detail": "
|
|
818
|
+
"name": "Bulwark Mods",
|
|
819
|
+
"detail": "You ignore difficult terrain."
|
|
750
820
|
}
|
|
751
821
|
],
|
|
752
822
|
"description": "All proprietary IPS-N mech cores feature their QuickMod system – a modular, legacy-compatible system of joints, hardpoints, and internal slots that makes installing upgrades simple. This proved to be a necessary feature for Albatross maktebas long out of synch with Union Realtime.",
|
|
@@ -768,9 +838,7 @@
|
|
|
768
838
|
"source": "IPS-N",
|
|
769
839
|
"license": "Nelson",
|
|
770
840
|
"license_level": 2,
|
|
771
|
-
"effect":
|
|
772
|
-
"description": "You can Brace while Grappling. When you do so, any grapples currently affecting you end.<br>Additionally, when you Brace, you gain the following benefits until the end of your following turn:<ul><li>Attacks against you receive +1 difficulty.</li><li>You can’t fail Agility or Hull saves or contested checks.</li><li>You gain Immunity to Knockback, Grapple, being knocked Prone, and being moved by any external force smaller than Size 5.</li></ul>"
|
|
773
|
-
},
|
|
841
|
+
"effect": "You can Brace while Grappling. When you do so, any grapples currently affecting you end.<br>Additionally, when you Brace, you gain the following benefits until the end of your following turn:<ul><li>Attacks against you receive +1 difficulty.</li><li>You can’t fail Agility or Hull saves or contested checks.</li><li>You gain Immunity to Knockback, Grapple, being knocked Prone, and being moved by any external force smaller than Size 5.</li></ul>",
|
|
774
842
|
"synergies": [
|
|
775
843
|
{
|
|
776
844
|
"locations": ["grapple"],
|
|
@@ -845,7 +913,9 @@
|
|
|
845
913
|
"damage": [
|
|
846
914
|
{
|
|
847
915
|
"type": "Energy",
|
|
848
|
-
"val": "1d6"
|
|
916
|
+
"val": "1d6",
|
|
917
|
+
"save": "agi",
|
|
918
|
+
"save_half": true
|
|
849
919
|
}
|
|
850
920
|
],
|
|
851
921
|
"detail": "Throw a Thermal Grenade within Range 5. All characters within a Blast 1 area must succeed on an Agility save or take 1d6 energy. On a success, they take half damage. Objects and terrain are hit automatically and take 10 AP energy damage."
|
|
@@ -880,9 +950,16 @@
|
|
|
880
950
|
"source": "IPS-N",
|
|
881
951
|
"license": "Raleigh",
|
|
882
952
|
"license_level": 2,
|
|
883
|
-
"effect":
|
|
884
|
-
|
|
885
|
-
|
|
953
|
+
"effect": "When you reload any weapon, your next attack with a Loading weapon gains this effect:<br>On hit: This attack deals +1d6 explosive bonus damage, and targets must succeed on a Hull save or be knocked Prone.",
|
|
954
|
+
"actions": [
|
|
955
|
+
{
|
|
956
|
+
"name": "Roland Chamber",
|
|
957
|
+
"activation": "Free",
|
|
958
|
+
"trigger": "You attack with a Loading weapon after reloading any weapon.",
|
|
959
|
+
"detail": "On hit: This attack deals +1d6 explosive bonus damage, and targets must succeed on a Hull save or be knocked Prone.",
|
|
960
|
+
"add_status": [{ "id": "prone", "save": "hull" }]
|
|
961
|
+
}
|
|
962
|
+
],
|
|
886
963
|
"description": "Packed into sealed, self-contained cylinders, IPS-N’s “Roland Rounds” are high-explosive anti-armor charges built for kinetic weapons of any mech-scale caliber. Loaded in place of inert kinetic ammunition, a Roland HE/AA shell increases the efficacy and destructive power of any weapon it is fired from.",
|
|
887
964
|
"license_id": "mf_raleigh"
|
|
888
965
|
},
|
|
@@ -898,9 +975,32 @@
|
|
|
898
975
|
"source": "IPS-N",
|
|
899
976
|
"license": "Tortuga",
|
|
900
977
|
"license_level": 1,
|
|
901
|
-
"effect":
|
|
902
|
-
|
|
903
|
-
|
|
978
|
+
"effect": "When you Ram, you deal 2 kinetic damage on hit, and you deal 10 AP kinetic damage when you Ram objects and terrain.",
|
|
979
|
+
"active_effects": [
|
|
980
|
+
{
|
|
981
|
+
"name": "Siege Ram",
|
|
982
|
+
"detail": "When you Ram, you deal 2 kinetic damage on hit",
|
|
983
|
+
"condition": "On a hit with Ram",
|
|
984
|
+
"damage": [
|
|
985
|
+
{
|
|
986
|
+
"type": "Kinetic",
|
|
987
|
+
"val": "2"
|
|
988
|
+
}
|
|
989
|
+
]
|
|
990
|
+
},
|
|
991
|
+
{
|
|
992
|
+
"name": "Siege Ram (Object/Terrain)",
|
|
993
|
+
"detail": "You deal 10 AP kinetic damage when you Ram objects and terrain",
|
|
994
|
+
"condition": "When you Ram objects or terrain",
|
|
995
|
+
"damage": [
|
|
996
|
+
{
|
|
997
|
+
"type": "Kinetic",
|
|
998
|
+
"val": "10",
|
|
999
|
+
"ap": true
|
|
1000
|
+
}
|
|
1001
|
+
]
|
|
1002
|
+
}
|
|
1003
|
+
],
|
|
904
1004
|
"synergies": [
|
|
905
1005
|
{
|
|
906
1006
|
"locations": ["ram"],
|
|
@@ -929,12 +1029,16 @@
|
|
|
929
1029
|
"actions": [
|
|
930
1030
|
{
|
|
931
1031
|
"activation": "Quick",
|
|
932
|
-
"detail": "When activated, the HyperDense Armor hardens into a shimmering, reflective surface that offers unparalleled protection. You gain Resistance to all damage, Heat and Burn from attacks that originate beyond Range 3; however, you become Slowed and deal half damage, Heat and Burn to characters beyond Range 3."
|
|
1032
|
+
"detail": "When activated, the HyperDense Armor hardens into a shimmering, reflective surface that offers unparalleled protection. You gain Resistance to all damage, Heat and Burn from attacks that originate beyond Range 3; however, you become Slowed and deal half damage, Heat and Burn to characters beyond Range 3.",
|
|
1033
|
+
"add_resist": [{ "resist": "all", "target": "self" }],
|
|
1034
|
+
"add_status": [{ "id": "slowed", "target": "self" }],
|
|
1035
|
+
"add_special": [{ "attribute": "HyperDense Armor Active", "target": "self" }]
|
|
933
1036
|
},
|
|
934
1037
|
{
|
|
935
1038
|
"name": "Deactivate HyperDense Armor",
|
|
936
1039
|
"activation": "Quick",
|
|
937
|
-
"detail": "Deactivate HyperDense Armor, losing Resistance to all damage, Heat and Burn from attacks that originate beyond Range 3; as well as clearing your Slowed status and dealing normal damage, Heat and Burn to characters beyond Range 3."
|
|
1040
|
+
"detail": "Deactivate HyperDense Armor, losing Resistance to all damage, Heat and Burn from attacks that originate beyond Range 3; as well as clearing your Slowed status and dealing normal damage, Heat and Burn to characters beyond Range 3.",
|
|
1041
|
+
"remove_special": [{ "attribute": "HyperDense Armor Active", "target": "self" }]
|
|
938
1042
|
}
|
|
939
1043
|
],
|
|
940
1044
|
"description": "IPS-N HyperDense Armor is built for space – forged with no regard for any constraints users might face within a gravity well. As such, many pilots protected by HyperDense products are shocked to experience the difference between piloting their mech down a well and taking it for a ride in the null-gravity of space.",
|
|
@@ -957,9 +1061,7 @@
|
|
|
957
1061
|
"source": "IPS-N",
|
|
958
1062
|
"license": "Vlad",
|
|
959
1063
|
"license_level": 1,
|
|
960
|
-
"effect":
|
|
961
|
-
"description": "Expend a charge to deploy a Webjaw snare to a free, adjacent space, where it arms at the end of your turn."
|
|
962
|
-
},
|
|
1064
|
+
"effect": "Expend a charge to deploy a Webjaw snare to a free, adjacent space, where it arms at the end of your turn.",
|
|
963
1065
|
"deployables": [
|
|
964
1066
|
{
|
|
965
1067
|
"type": "Deployable",
|
|
@@ -968,7 +1070,16 @@
|
|
|
968
1070
|
"size": 1,
|
|
969
1071
|
"hp": 10,
|
|
970
1072
|
"evasion": 5,
|
|
971
|
-
"detail": "The Webjaw Snare does not obstruct movement, and can’t be attacked until it is triggered.<br>The snare is triggered when any character moves over it. They must succeed on a Hull save or take 1d6 AP kinetic damage and become Immobilized. This effect lasts until the snare is destroyed."
|
|
1073
|
+
"detail": "The Webjaw Snare does not obstruct movement, and can’t be attacked until it is triggered.<br>The snare is triggered when any character moves over it. They must succeed on a Hull save or take 1d6 AP kinetic damage and become Immobilized. This effect lasts until the snare is destroyed.",
|
|
1074
|
+
"damage": [
|
|
1075
|
+
{
|
|
1076
|
+
"type": "Kinetic",
|
|
1077
|
+
"val": "1d6",
|
|
1078
|
+
"ap": true,
|
|
1079
|
+
"save": "hull"
|
|
1080
|
+
}
|
|
1081
|
+
],
|
|
1082
|
+
"add_status": [{ "id": "immobilized", "save": "hull" }]
|
|
972
1083
|
}
|
|
973
1084
|
],
|
|
974
1085
|
"description": "Suitable for use in any theater, the IPS-N Webjaw Explosively Accelerated Filament system is a deployable perimeter defense solution designed to arrest hostile movement in predetermined kill-corridors. The Webjaw consists of a networked cluster of single-use anchors, each consisting of a barb, a coil of arachnosynth NoCut filament, and an explosive charge.<br>When triggered remotely, or by a series of programmable physical, electronic, or chemical triggers, the anchors fire, embedding barbs deep inside targets, whether soft or hard. The barbs, secured to anchor points by NoCut filament, clog and restrict movement, fouling gears, wheels, rotors, engines, and all methods of locomotion.",
|
|
@@ -986,10 +1097,16 @@
|
|
|
986
1097
|
"source": "IPS-N",
|
|
987
1098
|
"license": "Vlad",
|
|
988
1099
|
"license_level": 2,
|
|
989
|
-
"
|
|
1100
|
+
"deployables": [
|
|
990
1101
|
{
|
|
1102
|
+
"type": "Deployable",
|
|
1103
|
+
"name": "Caltrop Field",
|
|
991
1104
|
"activation": "Quick",
|
|
992
|
-
"
|
|
1105
|
+
"size": 1,
|
|
1106
|
+
"hp": 10,
|
|
1107
|
+
"evasion": 5,
|
|
1108
|
+
"detail": "The affected area becomes difficult terrain for the rest of the scene, and mechs take 1d3 AP explosive damage when they enter the affected area for the first time in a round or end their turn within it.",
|
|
1109
|
+
"damage": [{ "type": "Explosive", "val": "1d3", "ap": true }]
|
|
993
1110
|
}
|
|
994
1111
|
],
|
|
995
1112
|
"description": "Wicked anti-organic, anti-vehicle systems for proximity denial, caltrop launchers fire either great clouds or long swathes of shimmering metal over an area. IPS-N’s HX-CAL caltrop system includes small, shaped explosives in the mix of hardened pyramids.",
|
|
@@ -1005,7 +1122,9 @@
|
|
|
1005
1122
|
"actions": [
|
|
1006
1123
|
{
|
|
1007
1124
|
"activation": "Full",
|
|
1008
|
-
"detail": "This system fires a charged stake at a character adjacent to you. Your target must succeed on a Hull save or be impaled by the stake, taking<br>1d6 AP energy damage and becoming Immobilized while impaled. At the end of each of their turns, an impaled character takes 1d6 AP energy damage. An impaled character can successfully repeat this save as a full action to remove the stake and free themselves, which is the only way to end the immobilization.<br>You can only affect one character with the stake at a time."
|
|
1125
|
+
"detail": "This system fires a charged stake at a character adjacent to you. Your target must succeed on a Hull save or be impaled by the stake, taking<br>1d6 AP energy damage and becoming Immobilized while impaled. At the end of each of their turns, an impaled character takes 1d6 AP energy damage. An impaled character can successfully repeat this save as a full action to remove the stake and free themselves, which is the only way to end the immobilization.<br>You can only affect one character with the stake at a time.",
|
|
1126
|
+
"damage": [{ "type": "Energy", "val": "1d6", "ap": true, "save": "hull" }],
|
|
1127
|
+
"add_status": [{ "id": "immobilized", "save": "hull" }]
|
|
1009
1128
|
}
|
|
1010
1129
|
],
|
|
1011
1130
|
"description": "Descended from blast-mining tools, this enormous, improvised system is housed and prepped to fire in a specially primed chamber. It first penetrates and immobilizes armored targets, then sends a powerful, vaporizing charge into vulnerable internal systems.",
|
|
@@ -1021,7 +1140,9 @@
|
|
|
1021
1140
|
"actions": [
|
|
1022
1141
|
{
|
|
1023
1142
|
"activation": "Quick",
|
|
1024
|
-
"detail": "Choose a character within range 8 and line of sight. If they are allied, you may pull them 5 spaces in any direction; if they are hostile, they must succeed on an Agility save or be pulled 5 spaces in a direction of your choice. This movement ignores engagement and doesn’t provoke reactions.<br>If a hostile target moved by this system collides with an obstruction or another mech, they stop moving and are knocked Prone."
|
|
1143
|
+
"detail": "Choose a character within range 8 and line of sight. If they are allied, you may pull them 5 spaces in any direction; if they are hostile, they must succeed on an Agility save or be pulled 5 spaces in a direction of your choice. This movement ignores engagement and doesn’t provoke reactions.<br>If a hostile target moved by this system collides with an obstruction or another mech, they stop moving and are knocked Prone.",
|
|
1144
|
+
"range": [{ "type": "Range", "val": 8 }],
|
|
1145
|
+
"save": { "type": "agi" }
|
|
1025
1146
|
}
|
|
1026
1147
|
],
|
|
1027
1148
|
"description": "Initially developed as a nonlethal crowd-suppression device, the Ferrous Lash is a far more complex and dangerous device in the hands of the right pilot. The Lash consists of a series of integrated launchers that detonate payloads of fast-congealing ferrofluids that restrain their targets. Tuned to the correct frequency, these proprietary ferrofluid blends form into rudimentary ambulatory segments, pulling their hosts back towards the one wielding the Lash.",
|
|
@@ -1044,9 +1165,7 @@
|
|
|
1044
1165
|
"source": "SSC",
|
|
1045
1166
|
"license": "Black Witch",
|
|
1046
1167
|
"license_level": 2,
|
|
1047
|
-
"effect":
|
|
1048
|
-
"description": "Expend a charge to deploy an ICEOUT drone to a free space within Sensors and line of sight, where it hovers in place and generates a burst 1 field."
|
|
1049
|
-
},
|
|
1168
|
+
"effect": "Expend a charge to deploy an ICEOUT drone to a free space within Sensors and line of sight, where it hovers in place and generates a burst 1 field.",
|
|
1050
1169
|
"deployables": [
|
|
1051
1170
|
{
|
|
1052
1171
|
"type": "Drone",
|
|
@@ -1082,9 +1201,7 @@
|
|
|
1082
1201
|
"source": "SSC",
|
|
1083
1202
|
"license": "Black Witch",
|
|
1084
1203
|
"license_level": 2,
|
|
1085
|
-
"effect":
|
|
1086
|
-
"description": "This heavy metal Perimeter Command Plate (PCP) can be flash-printed and deployed to a free 2x2 space within range 5. The PCP is flat, doesn’t obstruct movement, and lasts for the rest of the scene. If you create a new PCP, the old one disintegrates."
|
|
1087
|
-
},
|
|
1204
|
+
"effect": "This heavy metal Perimeter Command Plate (PCP) can be flash-printed and deployed to a free 2x2 space within range 5. The PCP is flat, doesn’t obstruct movement, and lasts for the rest of the scene. If you create a new PCP, the old one disintegrates.",
|
|
1088
1205
|
"deployables": [
|
|
1089
1206
|
{
|
|
1090
1207
|
"name": "Perimeter Command Plate",
|
|
@@ -1092,7 +1209,23 @@
|
|
|
1092
1209
|
"size": 2,
|
|
1093
1210
|
"hp": 20,
|
|
1094
1211
|
"evasion": 5,
|
|
1095
|
-
"detail": "The plate activates for a character the first time that character enters its space during a round, or if they end their turn there.<br>Upon printing, choose a setting:<ul><li><b>Repulse:</b> Hostile characters that move onto the PCP must succeed on a Hull save or be pushed 3 spaces in the direction of your choice. If this causes them to collide with an obstruction, they are knocked Prone. Allied characters that enter the space may immediately fly 3 spaces in any direction as a free action.</li><li><b>Attract:</b> Characters that move onto the PCP must succeed on a Hull save or become Immobilized. They can clear Immobilized by successfully repeating the save as a quick action; it is also cleared if the PCP is destroyed."
|
|
1212
|
+
"detail": "The plate activates for a character the first time that character enters its space during a round, or if they end their turn there.<br>Upon printing, choose a setting:<ul><li><b>Repulse:</b> Hostile characters that move onto the PCP must succeed on a Hull save or be pushed 3 spaces in the direction of your choice. If this causes them to collide with an obstruction, they are knocked Prone. Allied characters that enter the space may immediately fly 3 spaces in any direction as a free action.</li><li><b>Attract:</b> Characters that move onto the PCP must succeed on a Hull save or become Immobilized. They can clear Immobilized by successfully repeating the save as a quick action; it is also cleared if the PCP is destroyed.",
|
|
1213
|
+
"actions": [
|
|
1214
|
+
{
|
|
1215
|
+
"name": "Repulse",
|
|
1216
|
+
"activation": "Free",
|
|
1217
|
+
"trigger": "Hostile characters that move onto the PCP",
|
|
1218
|
+
"detail": "Must succeed on a Hull save or be pushed 3 spaces in the direction of your choice. If this causes them to collide with an obstruction, they are knocked Prone.",
|
|
1219
|
+
"save": { "type": "hull" }
|
|
1220
|
+
},
|
|
1221
|
+
{
|
|
1222
|
+
"name": "Attract",
|
|
1223
|
+
"activation": "Free",
|
|
1224
|
+
"trigger": "Characters that move onto the PCP",
|
|
1225
|
+
"detail": "Must succeed on a Hull save or become Immobilized. They can clear Immobilized by successfully repeating the save as a quick action; it is also cleared if the PCP is destroyed.",
|
|
1226
|
+
"add_status": [{ "id": "immobilized", "save": "hull" }]
|
|
1227
|
+
}
|
|
1228
|
+
]
|
|
1096
1229
|
}
|
|
1097
1230
|
],
|
|
1098
1231
|
"description": "The Exotic Materials Group developed the Perimeter Command Plate to extend the area of the Black Witch’s zone of control. Utilizing single-pattern flash printers, the Black Witch prints a broad, circular plate seeded with electromagnetic projectors. Although the plates are intended to be disposable, Black Witch pilots often grow attached to their “familiars” and request their flash-printers create personalized plates.",
|
|
@@ -1111,9 +1244,7 @@
|
|
|
1111
1244
|
"source": "SSC",
|
|
1112
1245
|
"license": "Black Witch",
|
|
1113
1246
|
"license_level": 3,
|
|
1114
|
-
"effect":
|
|
1115
|
-
"description": "Tech attacks against you or adjacent allied characters receive +1 difficulty. Each subsequent tech attack against you or an adjacent allied character receives an additional +1 difficulty, to a maximum of +3 difficulty.<br>Your Black ICE definitions roll over – resetting to +1 difficulty – when it would increase to +4 difficulty or at the end of the scene. Allied characters lose this benefit when they break adjacency."
|
|
1116
|
-
},
|
|
1247
|
+
"effect": "Tech attacks against you or adjacent allied characters receive +1 difficulty. Each subsequent tech attack against you or an adjacent allied character receives an additional +1 difficulty, to a maximum of +3 difficulty.<br>Your Black ICE definitions roll over – resetting to +1 difficulty – when it would increase to +4 difficulty or at the end of the scene. Allied characters lose this benefit when they break adjacency.",
|
|
1117
1248
|
"description": "Black ICE modules are defensive systems packaged standard with the Black Witch fleets used by SSC's own internal security forces. They project a bubble of WHITECELL code that analyzes incoming hostile script and structures inoculants for friendly systems on the fly.",
|
|
1118
1249
|
"counters": [
|
|
1119
1250
|
{
|
|
@@ -1163,12 +1294,10 @@
|
|
|
1163
1294
|
"source": "SSC",
|
|
1164
1295
|
"license": "Death’s Head",
|
|
1165
1296
|
"license_level": 1,
|
|
1166
|
-
"effect":
|
|
1167
|
-
|
|
1168
|
-
},
|
|
1169
|
-
"synergies": [
|
|
1297
|
+
"effect": "You treat all solid surfaces as flat ground for the purposes of movement; you can move across them normally instead of climbing, although you begin to fall if you are knocked Prone.",
|
|
1298
|
+
"active_effects": [
|
|
1170
1299
|
{
|
|
1171
|
-
"
|
|
1300
|
+
"name": "High-Stress Mag Clamps",
|
|
1172
1301
|
"detail": "You treat all solid surfaces as flat ground for the purposes of movement; you can move across them normally instead of climbing, although you begin to fall if you are knocked Prone."
|
|
1173
1302
|
}
|
|
1174
1303
|
],
|
|
@@ -1208,7 +1337,13 @@
|
|
|
1208
1337
|
"actions": [
|
|
1209
1338
|
{
|
|
1210
1339
|
"activation": "Protocol",
|
|
1211
|
-
"detail": "When you activate this protocol, you gain +1 accuracy on your first attack roll this turn, but receive +1 difficulty on all other attack rolls until the end of the turn."
|
|
1340
|
+
"detail": "When you activate this protocol, you gain +1 accuracy on your first attack roll this turn, but receive +1 difficulty on all other attack rolls until the end of the turn.",
|
|
1341
|
+
"active_effects": [
|
|
1342
|
+
{
|
|
1343
|
+
"name": "Core Siphon Active",
|
|
1344
|
+
"detail": "You gain +1 accuracy on your first attack roll this turn, but receive +1 difficulty on all other attack rolls until the end of the turn."
|
|
1345
|
+
}
|
|
1346
|
+
]
|
|
1212
1347
|
}
|
|
1213
1348
|
],
|
|
1214
1349
|
"description": "By shunting excess heat to offensive systems, core siphons allow pilots to overclock the targeting, catalytic, and processing capabilities of their weapons. This comes at a cost, however – reliance on overclocking without sufficient cooling can damage systems not built to handle the influx of power.",
|
|
@@ -1226,9 +1361,13 @@
|
|
|
1226
1361
|
"source": "SSC",
|
|
1227
1362
|
"license": "Death’s Head",
|
|
1228
1363
|
"license_level": 3,
|
|
1229
|
-
"effect":
|
|
1230
|
-
|
|
1231
|
-
|
|
1364
|
+
"effect": "When you miss with a ranged attack roll, your next ranged attack roll gains +1 accuracy.",
|
|
1365
|
+
"active_effects": [
|
|
1366
|
+
{
|
|
1367
|
+
"name": "Kinetic Compensator",
|
|
1368
|
+
"detail": "When you miss with a ranged attack roll, your next ranged attack roll gains +1 accuracy."
|
|
1369
|
+
}
|
|
1370
|
+
],
|
|
1232
1371
|
"synergies": [
|
|
1233
1372
|
{
|
|
1234
1373
|
"locations": ["weapon"],
|
|
@@ -1256,12 +1395,25 @@
|
|
|
1256
1395
|
{
|
|
1257
1396
|
"name": "Shrike Code",
|
|
1258
1397
|
"activation": "Invade",
|
|
1259
|
-
"detail": "Until the end of the target’s next turn, they first take 2 heat whenever they attack."
|
|
1398
|
+
"detail": "Until the end of the target’s next turn, they first take 2 heat whenever they attack.",
|
|
1399
|
+
"add_special": [
|
|
1400
|
+
{
|
|
1401
|
+
"attribute": "Nuerospike: Shrike Code Target",
|
|
1402
|
+
"detail": "Take 2 Heat whenever you attack"
|
|
1403
|
+
}
|
|
1404
|
+
]
|
|
1260
1405
|
},
|
|
1261
1406
|
{
|
|
1262
1407
|
"name": "Mirage",
|
|
1263
1408
|
"activation": "Invade",
|
|
1264
|
-
"detail": "Choose yourself or an allied character: your systems relay blurred, illusory images over their actual silhouette. Your target treats you, or the character you chose, as Invisible until the end of their next turn."
|
|
1409
|
+
"detail": "Choose yourself or an allied character: your systems relay blurred, illusory images over their actual silhouette. Your target treats you, or the character you chose, as Invisible until the end of their next turn.",
|
|
1410
|
+
"add_special": [
|
|
1411
|
+
{
|
|
1412
|
+
"attribute": "Nuerospike: Mirage Target",
|
|
1413
|
+
"detail": "Treat the Dusk Wing (or the character it chose) as Invisible until the end of your next turn",
|
|
1414
|
+
"duration": "next_turn_end_target"
|
|
1415
|
+
}
|
|
1416
|
+
]
|
|
1265
1417
|
}
|
|
1266
1418
|
],
|
|
1267
1419
|
"description": "“Somehow it got inside my cockpit. There were hands – cold hands – around my neck, fingers in my mouth, worming under my hardsuit. No one else could have been in there with me and yet, someone was. I couldn't even scream, it held my tongue in a fist and it squeezed, and it whispered its name to me, and it said nothing I could understand. I have never felt more alone – it was just me and… it. Alone in the universe, forever.”",
|
|
@@ -1279,12 +1431,16 @@
|
|
|
1279
1431
|
"source": "SSC",
|
|
1280
1432
|
"license": "Dusk Wing",
|
|
1281
1433
|
"license_level": 2,
|
|
1282
|
-
"effect":
|
|
1283
|
-
|
|
1284
|
-
|
|
1434
|
+
"effect": "Whenever you Boost or make a standard move, you project a holographic pattern around you, leaving dazzling afterimages that make it hard to discern your precise location: you count as Invisible the next time you’re attacked. You can only benefit from one instance of this effect at a time.",
|
|
1435
|
+
"active_effects": [
|
|
1436
|
+
{
|
|
1437
|
+
"name": "Flicker Field Projector",
|
|
1438
|
+
"detail": "Whenever you Boost or make a standard move, you project a holographic pattern around you, leaving dazzling afterimages that make it hard to discern your precise location: you count as Invisible the next time you’re attacked. You can only benefit from one instance of this effect at a time."
|
|
1439
|
+
}
|
|
1440
|
+
],
|
|
1285
1441
|
"synergies": [
|
|
1286
1442
|
{
|
|
1287
|
-
"locations": ["
|
|
1443
|
+
"locations": ["boost"],
|
|
1288
1444
|
"detail": "Whenever you Boost or make a standard move, you project a holographic pattern around you, leaving dazzling afterimages that make it hard to discern your precise location: you count as Invisible the next time you’re attacked. You can only benefit from one instance of this effect at a time."
|
|
1289
1445
|
}
|
|
1290
1446
|
],
|
|
@@ -1310,7 +1466,11 @@
|
|
|
1310
1466
|
"actions": [
|
|
1311
1467
|
{
|
|
1312
1468
|
"activation": "Quick",
|
|
1313
|
-
"detail": "Expend a charge to create a burst 3 flash of light. All hostile characters within the affected area that have line of sight to you must succeed on an Agility save or become Jammed, and a Systems save or become Impaired. These effects last until the end of their next turn.<br>Characters in cover from you are not affected by this system."
|
|
1469
|
+
"detail": "Expend a charge to create a burst 3 flash of light. All hostile characters within the affected area that have line of sight to you must succeed on an Agility save or become Jammed, and a Systems save or become Impaired. These effects last until the end of their next turn.<br>Characters in cover from you are not affected by this system.",
|
|
1470
|
+
"add_status": [
|
|
1471
|
+
{ "id": "jammed", "save": "agi", "aoe": true },
|
|
1472
|
+
{ "id": "impaired", "save": "sys", "aoe": true }
|
|
1473
|
+
]
|
|
1314
1474
|
}
|
|
1315
1475
|
],
|
|
1316
1476
|
"description": "“Many things happened the moment I think I died.”",
|
|
@@ -1339,7 +1499,8 @@
|
|
|
1339
1499
|
"actions": [
|
|
1340
1500
|
{
|
|
1341
1501
|
"activation": "Protocol",
|
|
1342
|
-
"detail": "Until the start of your next turn, you can only move in straight lines; however, you create a holographic trail behind you as you move, creating a light barrier made of contiguous sections the same Size as your mech (Size 1 for Size 0.5 Mechs) in each space you move through. This barrier grants hard cover to adjacent characters, and characters that benefit from this cover also gain Resistance to energy.<br>The barrier doesn’t count as an obstruction and has Immunity to all damage. Characters may freely pass through it but not end their turns inside it, and any character that would be involuntarily moved inside the barrier stops moving if they would end their movement inside it. It lasts for the rest of the scene or until you next use this system."
|
|
1502
|
+
"detail": "Until the start of your next turn, you can only move in straight lines; however, you create a holographic trail behind you as you move, creating a light barrier made of contiguous sections the same Size as your mech (Size 1 for Size 0.5 Mechs) in each space you move through. This barrier grants hard cover to adjacent characters, and characters that benefit from this cover also gain Resistance to energy.<br>The barrier doesn’t count as an obstruction and has Immunity to all damage. Characters may freely pass through it but not end their turns inside it, and any character that would be involuntarily moved inside the barrier stops moving if they would end their movement inside it. It lasts for the rest of the scene or until you next use this system.",
|
|
1503
|
+
"add_resist": [{ "type": "Energy", "target": "self" }]
|
|
1343
1504
|
}
|
|
1344
1505
|
],
|
|
1345
1506
|
"description": "“Inside? What did I see inside? You think I escaped? That this is all real? No, I– I never left. I’m still there. Something is wrong. Something is not right.”",
|
|
@@ -1409,9 +1570,7 @@
|
|
|
1409
1570
|
"source": "SSC",
|
|
1410
1571
|
"license": "Metalmark",
|
|
1411
1572
|
"license_level": 1,
|
|
1412
|
-
"effect":
|
|
1413
|
-
"description": "When you Brace, you become Invisible until the end of your next turn and may immediately move spaces equal to your Speed."
|
|
1414
|
-
},
|
|
1573
|
+
"effect": "When you Brace, you become Invisible until the end of your next turn and may immediately move spaces equal to your Speed.",
|
|
1415
1574
|
"synergies": [
|
|
1416
1575
|
{
|
|
1417
1576
|
"locations": ["Brace"],
|
|
@@ -1440,7 +1599,8 @@
|
|
|
1440
1599
|
"actions": [
|
|
1441
1600
|
{
|
|
1442
1601
|
"activation": "Protocol",
|
|
1443
|
-
"detail": "You become Invisible until you take damage, or until the end of your next turn."
|
|
1602
|
+
"detail": "You become Invisible until you take damage, or until the end of your next turn.",
|
|
1603
|
+
"add_status": [{ "id": "invisible", "target": "self", "duration": "next_turn_end_self" }]
|
|
1444
1604
|
}
|
|
1445
1605
|
],
|
|
1446
1606
|
"description": "Active camouflage is the pinnacle of counter-optic defense systems. Active camouflage systems continuously interpret incoming visible-light data, allowing them to project light-bending fields around their user and effectively hiding them in plain sight.",
|
|
@@ -1464,6 +1624,20 @@
|
|
|
1464
1624
|
"detail": "Choose 3 free spaces within range 15 and line of sight that aren’t adjacent to each other. All characters know which spaces you have chosen. You fire a volley of auto-targeting rockets into the air: until the start of your next turn, when a character moves into or passes above a chosen space – no more than 10 spaces up – they are hit by a rocket, taking 3 kinetic damage. Each space can be triggered once and then the effect disappears on that space."
|
|
1465
1625
|
}
|
|
1466
1626
|
],
|
|
1627
|
+
"deployables": [
|
|
1628
|
+
{
|
|
1629
|
+
"name": "Javelin Rocket",
|
|
1630
|
+
"type": "Mine",
|
|
1631
|
+
"range": [
|
|
1632
|
+
{
|
|
1633
|
+
"type": "Burst",
|
|
1634
|
+
"val": 1
|
|
1635
|
+
}
|
|
1636
|
+
],
|
|
1637
|
+
"damage": [{ "type": "Kinetic", "val": 3 }],
|
|
1638
|
+
"detail": "This auto-targeting rocket detonates in a Burst 1 area when a character moves adjacent to or over it. Characters within the affected area take 3 kinetic damage."
|
|
1639
|
+
}
|
|
1640
|
+
],
|
|
1467
1641
|
"description": "“Pralaya was the name of your mother. She who would see the dawn-at-the-end. Her beauty was terrible, and her wrath, and I see it in all of you. My sons, when you hear the sound of thunder – that is your mother’s voice, and the rain of missiles her gift.” — “Notes for Young John”, Ministrations of the Master Teacher",
|
|
1468
1642
|
"license_id": "mf_monarch"
|
|
1469
1643
|
},
|
|
@@ -1487,14 +1661,26 @@
|
|
|
1487
1661
|
"source": "SSC",
|
|
1488
1662
|
"license": "Monarch",
|
|
1489
1663
|
"license_level": 3,
|
|
1490
|
-
"effect":
|
|
1491
|
-
"description": "Your mech gains the AI tag and the TLALOC Protocol."
|
|
1492
|
-
},
|
|
1664
|
+
"effect": "Your mech gains the AI tag and the TLALOC Protocol.",
|
|
1493
1665
|
"actions": [
|
|
1494
1666
|
{
|
|
1495
1667
|
"name": "TLALOC Protocol",
|
|
1496
1668
|
"activation": "Protocol",
|
|
1497
|
-
"detail": "Your NHP can rapidly fire and retarget your weapons – far faster than thought. You become Immobilized until the start of your next turn; however, during this time, you may reroll each missed melee or ranged attack roll once, choosing a new target within the attack’s Range. If the attack was part of an area of effect, it must target a character in the same area. Any given target can't be hit more than once as part of the same action."
|
|
1669
|
+
"detail": "Your NHP can rapidly fire and retarget your weapons – far faster than thought. You become Immobilized until the start of your next turn; however, during this time, you may reroll each missed melee or ranged attack roll once, choosing a new target within the attack’s Range. If the attack was part of an area of effect, it must target a character in the same area. Any given target can't be hit more than once as part of the same action.",
|
|
1670
|
+
"active_effects": [
|
|
1671
|
+
{
|
|
1672
|
+
"name": "TLALOC Protocol Active",
|
|
1673
|
+
"detail": "You may reroll each missed melee or ranged attack roll once, choosing a new target within the attack’s Range. If the attack was part of an area of effect, it must target a character in the same area. Any given target can't be hit more than once as part of the same action.",
|
|
1674
|
+
"duration": "next_turn_start_self"
|
|
1675
|
+
}
|
|
1676
|
+
],
|
|
1677
|
+
"add_status": [
|
|
1678
|
+
{
|
|
1679
|
+
"id": "immobilized",
|
|
1680
|
+
"target": "self",
|
|
1681
|
+
"duration": "next_turn_start_self"
|
|
1682
|
+
}
|
|
1683
|
+
]
|
|
1498
1684
|
}
|
|
1499
1685
|
],
|
|
1500
1686
|
"description": "TLALOC-Class NHPs provide advanced multi-system targeting and co-pilot functions, taking over subroutine control to ensure persistent lock-on and engagement. With TLALOC installed and operational, a pilot can trust that their back is always covered, and every possible advantage exploited.<br>TLALOC clones are often stereotyped as hasty and impetuous, and they are well-known for having superiority complexes. Despite this, they are some of the most stable NHP clones. Leading subjectivity theorists suggest that the wide portfolio of control and sense of domination given to TLALOC units encourages a sense of contentment with their work and subjectivity parameters – as a result, they have a much longer cascade window. Thus far, this theory is consistently reproducible across all TLALOC units, although there is no similar correlation among other mil-spec NHP lines.",
|
|
@@ -1517,12 +1703,25 @@
|
|
|
1517
1703
|
{
|
|
1518
1704
|
"name": "Stalk Prey",
|
|
1519
1705
|
"activation": "Invade",
|
|
1520
|
-
"detail": "You infect the target with a viral logic that wipes your image from their sensors. They treat you as Invisible until you next take damage from them. This can only affect one target at a time."
|
|
1706
|
+
"detail": "You infect the target with a viral logic that wipes your image from their sensors. They treat you as Invisible until you next take damage from them. This can only affect one target at a time.",
|
|
1707
|
+
"add_special": [
|
|
1708
|
+
{
|
|
1709
|
+
"attribute": "Hunter Logic Suite: Stalk Prey Target",
|
|
1710
|
+
"detail": "Treat the Mourning Cloak as Invisible until it next takes damage from you"
|
|
1711
|
+
}
|
|
1712
|
+
]
|
|
1521
1713
|
},
|
|
1522
1714
|
{
|
|
1523
1715
|
"name": "Terrify",
|
|
1524
1716
|
"activation": "Invade",
|
|
1525
|
-
"detail": "You infect the target with a viral logic that makes your mech appear horrifying. Until the end of their next turn, they become Impaired and cannot make any voluntary movements that bring them closer to you."
|
|
1717
|
+
"detail": "You infect the target with a viral logic that makes your mech appear horrifying. Until the end of their next turn, they become Impaired and cannot make any voluntary movements that bring them closer to you.",
|
|
1718
|
+
"add_status": [{ "id": "impaired", "duration": "next_turn_end_target" }],
|
|
1719
|
+
"add_special": [
|
|
1720
|
+
{
|
|
1721
|
+
"attribute": "Hunter Logic Suite: Terrify Target",
|
|
1722
|
+
"detail": "Cannot make any voluntary movements that bring you closer to the Mourning Cloak"
|
|
1723
|
+
}
|
|
1724
|
+
]
|
|
1526
1725
|
}
|
|
1527
1726
|
],
|
|
1528
1727
|
"description": "Built from interpreted strands of DHIYED paracode, SSC’s Hunter Logic is an agile computational memetic: a dual synthetic/VLS-vector systemic weapon capable of interfering with both a target’s computer and its crew.",
|
|
@@ -1567,7 +1766,13 @@
|
|
|
1567
1766
|
"actions": [
|
|
1568
1767
|
{
|
|
1569
1768
|
"activation": "Quick",
|
|
1570
|
-
"detail": "When activated, you immediately move out of phase with realspace, becoming intangible. While intangible, you may move through obstructions, but not end your turn within them. You cannot interact with any other object or character or be interacted with in any way (e.g., taking or dealing damage).<br>Roll 1d6 at the start of each of your turns: on 3 or less, you return to realspace until the start of your next turn; on 4+, you remain intangible.<br>This system remains active for the rest of the scene, or until you deactivate it as a quick action."
|
|
1769
|
+
"detail": "When activated, you immediately move out of phase with realspace, becoming intangible. While intangible, you may move through obstructions, but not end your turn within them. You cannot interact with any other object or character or be interacted with in any way (e.g., taking or dealing damage).<br>Roll 1d6 at the start of each of your turns: on 3 or less, you return to realspace until the start of your next turn; on 4+, you remain intangible.<br>This system remains active for the rest of the scene, or until you deactivate it as a quick action.",
|
|
1770
|
+
"add_special": [
|
|
1771
|
+
{
|
|
1772
|
+
"attribute": "FADE Cloak: Intangible",
|
|
1773
|
+
"detail": "You may move through obstructions, but not end your turn within them. You cannot interact with any other object or character or be interacted with in any way (e.g., taking or dealing damage)."
|
|
1774
|
+
}
|
|
1775
|
+
]
|
|
1571
1776
|
}
|
|
1572
1777
|
],
|
|
1573
1778
|
"description": "Representing SSC’s first successful manipulation of the “Firmament”, Firmament Affinity/Directed Entropy (FADE) cloaks must be fabricated according to the unique affinity signature of requisitioning pilots. They are rough tools: artificial affinity amplifiers that allow operators to access shallow layers of the Firmament, and thus “shimmer” – nudging their physical bodies between the causal and paracausal. The cloak enhances this effect by extruding a semiorganic membrane that wraps around the mech to provide an additional layer of protection.<br>At present, the long-term effects of affinity amplification on organic matter are unknown; before receiving clearance to operate a FADE cloak, pilots must agree to check in with their SSC personal concierge on a regular schedule. These check-ins include regular deposits of genetic material.",
|
|
@@ -1586,9 +1791,7 @@
|
|
|
1586
1791
|
"source": "SSC",
|
|
1587
1792
|
"license": "Swallowtail",
|
|
1588
1793
|
"license_level": 1,
|
|
1589
|
-
"effect":
|
|
1590
|
-
"description": "This scout drone can be deployed to a space within Sensors and line of sight, where it emits a Burst 2 field with the following effects:<ul><li>You know the current location, HP, Evasion, E-Defense, and Heat of all characters within the affected area.</li><li>Hostile characters cannot Hide in the area, and if they end their turn in the affected area they cease to be Hidden.</li><li>Hostile characters can’t benefit from being Invisible while in the affected area.</li></ul>You can recall and redeploy your scout drone as a quick action."
|
|
1591
|
-
},
|
|
1794
|
+
"effect": "This scout drone can be deployed to a space within Sensors and line of sight, where it emits a Burst 2 field with the following effects:<ul><li>You know the current location, HP, Evasion, E-Defense, and Heat of all characters within the affected area.</li><li>Hostile characters cannot Hide in the area, and if they end their turn in the affected area they cease to be Hidden.</li><li>Hostile characters can’t benefit from being Invisible while in the affected area.</li></ul>You can recall and redeploy your scout drone as a quick action.",
|
|
1592
1795
|
"deployables": [
|
|
1593
1796
|
{
|
|
1594
1797
|
"type": "Drone",
|
|
@@ -1617,7 +1820,16 @@
|
|
|
1617
1820
|
{
|
|
1618
1821
|
"activation": "Full Tech",
|
|
1619
1822
|
"tech_attack": true,
|
|
1620
|
-
"detail": "Make a tech attack against a character within Sensors and line of sight. On a success, they take 2 heat, Lock On, and cannot benefit from soft cover until the Lock On is cleared; additionally, once before the start of your next turn, when an allied character hits your target, you may declare as a reaction that they have hit a weak spot. If it wasn’t already, the attack becomes a critical hit."
|
|
1823
|
+
"detail": "Make a tech attack against a character within Sensors and line of sight. On a success, they take 2 heat, Lock On, and cannot benefit from soft cover until the Lock On is cleared; additionally, once before the start of your next turn, when an allied character hits your target, you may declare as a reaction that they have hit a weak spot. If it wasn’t already, the attack becomes a critical hit.",
|
|
1824
|
+
"range": [{ "val": "{sensors}" }],
|
|
1825
|
+
"damage": [{ "type": "Heat", "val": 2 }],
|
|
1826
|
+
"add_status": [{ "id": "lock_on" }],
|
|
1827
|
+
"add_special": [
|
|
1828
|
+
{
|
|
1829
|
+
"attribute": "Markerlight Target",
|
|
1830
|
+
"detail": "Cannot benefit from soft cover until Lock On is cleared"
|
|
1831
|
+
}
|
|
1832
|
+
]
|
|
1621
1833
|
}
|
|
1622
1834
|
],
|
|
1623
1835
|
"description": "“Out, damned spot! Out, I say! – One, two. Why, then, ‘tis time to do’t. Hell is murky! – Fie, my lord, fie! A soldier, and afeard? What need we fear who knows it, when none can call our power to account?”<ul><li>Shakespeare, Macbeth, act 5, sc. 1.</li></ul>",
|
|
@@ -1639,7 +1851,21 @@
|
|
|
1639
1851
|
"actions": [
|
|
1640
1852
|
{
|
|
1641
1853
|
"activation": "Protocol",
|
|
1642
|
-
"detail": "Your mech can retract its major systems to reduce its profile. While active:<ul><li>rolls to locate you receive +1 difficulty while you are Hidden;</li><li>ranged and tech attacks against you receive +1 difficulty;</li><li>you become Slowed and can’t make attacks of any kind;</li><li>you may take other actions (e.g., Hide, Activate, and so on).</li></ul>You may end this effect as a quick action."
|
|
1854
|
+
"detail": "Your mech can retract its major systems to reduce its profile. While active:<ul><li>rolls to locate you receive +1 difficulty while you are Hidden;</li><li>ranged and tech attacks against you receive +1 difficulty;</li><li>you become Slowed and can’t make attacks of any kind;</li><li>you may take other actions (e.g., Hide, Activate, and so on).</li></ul>You may end this effect as a quick action.",
|
|
1855
|
+
"add_status": [{ "id": "slowed", "target": "self" }],
|
|
1856
|
+
"add_special": [
|
|
1857
|
+
{
|
|
1858
|
+
"attribute": "Retractable Profile Active",
|
|
1859
|
+
"target": "self",
|
|
1860
|
+
"detail": "Rolls to locate you receive +1 difficulty while you are Hidden; ranged and tech attacks against you receive +1 difficulty; you become Slowed and can’t make attacks of any kind."
|
|
1861
|
+
}
|
|
1862
|
+
]
|
|
1863
|
+
},
|
|
1864
|
+
{
|
|
1865
|
+
"name": "Deactivate Retractable Profile",
|
|
1866
|
+
"activation": "Quick",
|
|
1867
|
+
"detail": "You may end Retractable Profile as a quick action.",
|
|
1868
|
+
"remove_special": { "attribute": "Retractable Profile Activated", "target": "self" }
|
|
1643
1869
|
}
|
|
1644
1870
|
],
|
|
1645
1871
|
"description": "The hallmark of a well thought out mech frame is the opportunity for pilots to adapt their stock models to the specifications of the environments in which they operate. A retractable profile enables on-the-fly removal of extraneous protrusions, tuning of broadcast software, and masking of heat signatures – all serving to reduce optical and scanner signatures.",
|
|
@@ -1661,14 +1887,18 @@
|
|
|
1661
1887
|
"source": "SSC",
|
|
1662
1888
|
"license": "Swallowtail",
|
|
1663
1889
|
"license_level": 3,
|
|
1664
|
-
"effect":
|
|
1665
|
-
"description": "Your mech gains the AI tag and Simulacrum."
|
|
1666
|
-
},
|
|
1890
|
+
"effect": "Your mech gains the AI tag and Simulacrum.",
|
|
1667
1891
|
"actions": [
|
|
1668
1892
|
{
|
|
1669
1893
|
"name": "Simulacrum",
|
|
1670
1894
|
"activation": "Quick",
|
|
1671
|
-
"detail": "ATHENA constructs a perfect, real-time, and fully interactive 3D model of a blast 3 area within range 50, including moving characters, all rendered in lovingly extreme detail. The following effects apply:<ul><li>You have full visibility within the affected area, but it doesn’t count as line of sight.</li><li>You know all statistics, weapons, and systems of characters within the affected area.</li><li>Hostile characters within the affected area don’t benefit from cover and can’t Hide or become Invisible.</li><li>Hostile characters that end their turn in the affected area receive Lock On and cease to be Invisible or Hidden.</li></ul>ATHENA’s simulation lasts until the end of the scene, or about 30 minutes within the narrative. You may target a new area as a quick action."
|
|
1895
|
+
"detail": "ATHENA constructs a perfect, real-time, and fully interactive 3D model of a blast 3 area within range 50, including moving characters, all rendered in lovingly extreme detail. The following effects apply:<ul><li>You have full visibility within the affected area, but it doesn’t count as line of sight.</li><li>You know all statistics, weapons, and systems of characters within the affected area.</li><li>Hostile characters within the affected area don’t benefit from cover and can’t Hide or become Invisible.</li><li>Hostile characters that end their turn in the affected area receive Lock On and cease to be Invisible or Hidden.</li></ul>ATHENA’s simulation lasts until the end of the scene, or about 30 minutes within the narrative. You may target a new area as a quick action.",
|
|
1896
|
+
"active_effects": [
|
|
1897
|
+
{
|
|
1898
|
+
"name": "ATHENA Simulacrum Active",
|
|
1899
|
+
"detail": "You have full visibility within the affected area, but it doesn’t count as line of sight. You know all statistics, weapons, and systems of characters within the affected area. Hostile characters within the affected area don’t benefit from cover and can’t Hide or become Invisible. Hostile characters that end their turn in the affected area receive Lock On and cease to be Invisible or Hidden."
|
|
1900
|
+
}
|
|
1901
|
+
]
|
|
1672
1902
|
}
|
|
1673
1903
|
],
|
|
1674
1904
|
"description": "Smith-Shimano’s ATHENA is the pinnacle of total hyperspectral environmental facsimiles. Through a combination of unfettered omninet access, hyperspectral relays fired out from a Cloudscout TACSIM projector, sub-networked squadmates, and active/hostile intrusion protocols, ATHENA bootstraps a near-flawless reconstruction of the immediate environment around its host core. ATHENA is unparalleled in its processing power, and with this reconstructed environment, it provides trustworthy, accurate advice to pilots in need of strategic counsel.<br>ATHENA clones tend to be patient, cautious, and measured in their relations with their pilots.",
|
|
@@ -1690,7 +1920,24 @@
|
|
|
1690
1920
|
"actions": [
|
|
1691
1921
|
{
|
|
1692
1922
|
"activation": "Quick",
|
|
1693
|
-
"detail": "You become Slowed, but your Mech and all allied characters within a burst 2 area become Invisible as long as they remain completely inside the area. This effect lasts until the end of your next turn, or until you are Stunned, take damage, or deactivate it as a quick action."
|
|
1923
|
+
"detail": "You become Slowed, but your Mech and all allied characters within a burst 2 area become Invisible as long as they remain completely inside the area. This effect lasts until the end of your next turn, or until you are Stunned, take damage, or deactivate it as a quick action.",
|
|
1924
|
+
"add_status": [
|
|
1925
|
+
{ "id": "slowed", "target": "self" },
|
|
1926
|
+
{ "id": "invisible", "target": "self" }
|
|
1927
|
+
],
|
|
1928
|
+
"add_special": [
|
|
1929
|
+
{
|
|
1930
|
+
"attribute": "LB/OC Cloaking Field Active",
|
|
1931
|
+
"target": "self",
|
|
1932
|
+
"detail": "Your Mech and all allied characters within a burst 2 area become Invisible as long as they remain completely inside the area."
|
|
1933
|
+
}
|
|
1934
|
+
]
|
|
1935
|
+
},
|
|
1936
|
+
{
|
|
1937
|
+
"name": "Deactivate LB/OC Cloaking Field",
|
|
1938
|
+
"activation": "Quick",
|
|
1939
|
+
"detail": "You may end LB/OC Cloaking Field as a quick action.",
|
|
1940
|
+
"remove_special": [{ "attribute": "LB/OC Cloaking Field Active", "target": "self" }]
|
|
1694
1941
|
}
|
|
1695
1942
|
],
|
|
1696
1943
|
"description": "SSC’s mil-spec cloaking field is the result of extensive experimentation in cooling and light-reflecting sciences. Born from a need to reflect harmful radiation away from ships and EVA modules in deep space, the Lightbend/Overcloak (LB/OC) cloaking field is often used by rangers and long-patrol scout pilots to ensure not only radiation protection, but optical concealment as well. The light- and radiation-bending properties of the LB/OC conceals anything inside of its projected bubble from sensor suites and optical spotting.",
|
|
@@ -1704,9 +1951,7 @@
|
|
|
1704
1951
|
"source": "HORUS",
|
|
1705
1952
|
"license": "Balor",
|
|
1706
1953
|
"license_level": 1,
|
|
1707
|
-
"effect":
|
|
1708
|
-
"description": "This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash swarm with the following effects:<ul><li>Allied characters at least partially within the affected area gain soft cover, as does the hive drone.</li><li>Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time in a round. Damage from areas created by multiple hive drones does not stack.</li></ul>The drone can be deployed to a different space or recalled as a quick action."
|
|
1709
|
-
},
|
|
1954
|
+
"effect": "This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash swarm with the following effects:<ul><li>Allied characters at least partially within the affected area gain soft cover, as does the hive drone.</li><li>Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time in a round. Damage from areas created by multiple hive drones does not stack.</li></ul>The drone can be deployed to a different space or recalled as a quick action.",
|
|
1710
1955
|
"deployables": [
|
|
1711
1956
|
{
|
|
1712
1957
|
"type": "Drone",
|
|
@@ -1717,7 +1962,8 @@
|
|
|
1717
1962
|
"evasion": 10,
|
|
1718
1963
|
"recall": "Quick",
|
|
1719
1964
|
"redeploy": "Quick",
|
|
1720
|
-
"detail": "This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash swarm with the following effects:<ul><li>Allied characters at least partially within the affected area gain soft cover, as does the hive drone.</li><li>Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time in a round. Damage from areas created by multiple hive drones does not stack.</li></ul>The drone can be deployed to a different space or recalled as a quick action."
|
|
1965
|
+
"detail": "This hive drone can be deployed to a free space within Sensors and line of sight, where it releases a burst 2 greywash swarm with the following effects:<ul><li>Allied characters at least partially within the affected area gain soft cover, as does the hive drone.</li><li>Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time in a round. Damage from areas created by multiple hive drones does not stack.</li></ul>The drone can be deployed to a different space or recalled as a quick action.",
|
|
1966
|
+
"damage": [{ "type": "Kinetic", "val": 1, "ap": true }]
|
|
1721
1967
|
}
|
|
1722
1968
|
],
|
|
1723
1969
|
"description": "It looks, at first, like a roiling cloud of gray fog, churning and fizzing – smoking soda water spilled across concrete. It advances with curious motion, stretching and snapping back. A confusion of snakes, writhing forward with speed that betrays intent.<br>Color flashes across the gray cloud, a swarm-luminescence – the light created by millions of nanites glowing with heat as they consume whatever they cross.<br>This is greywash, and it is never sated.",
|
|
@@ -1736,9 +1982,19 @@
|
|
|
1736
1982
|
"source": "HORUS",
|
|
1737
1983
|
"license": "Balor",
|
|
1738
1984
|
"license_level": 1,
|
|
1739
|
-
"effect":
|
|
1740
|
-
|
|
1741
|
-
|
|
1985
|
+
"effect": "You gain +1 accuracy on tech attacks against adjacent characters.",
|
|
1986
|
+
"active_effects": [
|
|
1987
|
+
{
|
|
1988
|
+
"name": "Scanner Swarm Active",
|
|
1989
|
+
"detail": "You gain +1 accuracy on tech attacks against adjacent characters."
|
|
1990
|
+
}
|
|
1991
|
+
],
|
|
1992
|
+
"synergies": [
|
|
1993
|
+
{
|
|
1994
|
+
"locations": ["tech_attack"],
|
|
1995
|
+
"detail": "You gain +1 accuracy on tech attacks against adjacent characters."
|
|
1996
|
+
}
|
|
1997
|
+
],
|
|
1742
1998
|
"description": "HORUS-coded scanner swarms establish oculus-form nanite protocols around defined objects or areas, ensuring constant circulation and data capture. The nanites ingest and process full-spectrum information, relaying it back to their pilot/parent in return for an endorphic code-impulse that prompts continued scanning.",
|
|
1743
1999
|
"license_id": "mf_balor"
|
|
1744
2000
|
},
|
|
@@ -1757,7 +2013,14 @@
|
|
|
1757
2013
|
"actions": [
|
|
1758
2014
|
{
|
|
1759
2015
|
"activation": "Quick",
|
|
1760
|
-
"detail": "After activating this system, a burst 1 swarm is released at the end of your turn. Characters of your choice that start their turn in the area or enter it on their turn must succeed on a Systems save or take 3 kinetic. This amount increases by +3 damage for each of your turns that you have remained stationary, up to a maximum of 9 kinetic.<br>This effect lasts until you move, including involuntary movement."
|
|
2016
|
+
"detail": "After activating this system, a burst 1 swarm is released at the end of your turn. Characters of your choice that start their turn in the area or enter it on their turn must succeed on a Systems save or take 3 kinetic. This amount increases by +3 damage for each of your turns that you have remained stationary, up to a maximum of 9 kinetic.<br>This effect lasts until you move, including involuntary movement.",
|
|
2017
|
+
"active_effects": [
|
|
2018
|
+
{
|
|
2019
|
+
"name": "Swarm Body Active",
|
|
2020
|
+
"detail": "Characters of your choice that start their turn in the area or enter it on their turn must succeed on a Systems save or take 3 kinetic. This amount increases by +3 damage for each of your turns that you have remained stationary, up to a maximum of 9 kinetic.",
|
|
2021
|
+
"damage": [{ "type": "Kinetic", "val": 3, "aoe": true }]
|
|
2022
|
+
}
|
|
2023
|
+
]
|
|
1761
2024
|
}
|
|
1762
2025
|
],
|
|
1763
2026
|
"description": "What must it have been like for him? For the man who called himself Maw? For all of his followers? Certainly they had families before. Memories. Loves. Fears. Private thoughts. All gone. All of their bodies shattered. All of their minds spread across a billion lesser forms. Translated from the singular – all of its imperfections and lesser-lesser-thans – to become as air, and the clouds that fill it, and the wind that shapes the world.",
|
|
@@ -1785,7 +2048,15 @@
|
|
|
1785
2048
|
{
|
|
1786
2049
|
"name": "Eject Power Cores",
|
|
1787
2050
|
"activation": "Invade",
|
|
1788
|
-
"detail": "Your target becomes Jammed until the end of their next turn as you temporarily disrupt their systems, ejecting ammo magazines and cooling rods. Characters adjacent to your target take 2 energy damage. This can only be used 1/scene on each character."
|
|
2051
|
+
"detail": "Your target becomes Jammed until the end of their next turn as you temporarily disrupt their systems, ejecting ammo magazines and cooling rods. Characters adjacent to your target take 2 energy damage. This can only be used 1/scene on each character.",
|
|
2052
|
+
"add_status": [
|
|
2053
|
+
{
|
|
2054
|
+
"id": "jammed",
|
|
2055
|
+
"target": "target",
|
|
2056
|
+
"duration": "next_turn_end_target"
|
|
2057
|
+
}
|
|
2058
|
+
],
|
|
2059
|
+
"damage": [{ "type": "Energy", "val": 2, "aoe": true }]
|
|
1789
2060
|
}
|
|
1790
2061
|
],
|
|
1791
2062
|
"description": "This system upgrade appears to add auxiliary INSTINCT systems that are capable of autonomous operation independent of the base INSTINCT rig, increasing the efficacy of systemic invasion attempts. Pilots report unnerving low-frequency humming when this tech is installed without the parent rig.",
|
|
@@ -1807,7 +2078,14 @@
|
|
|
1807
2078
|
"actions": [
|
|
1808
2079
|
{
|
|
1809
2080
|
"activation": "Quick Tech",
|
|
1810
|
-
"detail": "Choose an allied character within Sensors and line of sight. You link systems with them, lasting as long as they are within Sensors and line of sight. While linked, you may use their Sensors and line of sight for tech actions, and they may use your Systems to make skill checks and saves; however, any time either character takes heat or a condition, it is also taken by the other character. You can only link systems with one character at a time."
|
|
2081
|
+
"detail": "Choose an allied character within Sensors and line of sight. You link systems with them, lasting as long as they are within Sensors and line of sight. While linked, you may use their Sensors and line of sight for tech actions, and they may use your Systems to make skill checks and saves; however, any time either character takes heat or a condition, it is also taken by the other character. You can only link systems with one character at a time.",
|
|
2082
|
+
"add_special": [
|
|
2083
|
+
{
|
|
2084
|
+
"attribute": "Metahook Target",
|
|
2085
|
+
"target": "ally",
|
|
2086
|
+
"detail": "The Goblin may use their Sensors and line of sight for tech actions, and uou may use their Systems to make skill checks and saves; however, any time either character takes heat or a condition, it is also taken by the other character."
|
|
2087
|
+
}
|
|
2088
|
+
]
|
|
1811
2089
|
}
|
|
1812
2090
|
],
|
|
1813
2091
|
"description": "The metahook is a key component of the Goblin’s recursive processing weave, allowing it to generate and output massive amounts of weaponized code. These broadcasts can be “sharpened” or “softened” in response to directives from a pilot or an INSTINCT system. To “soften” code, the metahook dips into its pilot’s subjectivity and blankets an ally in wave after wave of empathetic shielding. This spreading of melded code and qualia acts as a powerful shielding agent against systemic attacks; however, feedback is common and dangerous to both parties.",
|
|
@@ -1826,16 +2104,22 @@
|
|
|
1826
2104
|
"source": "HORUS",
|
|
1827
2105
|
"license": "Goblin",
|
|
1828
2106
|
"license_level": 2,
|
|
1829
|
-
"
|
|
2107
|
+
"deployables": [
|
|
1830
2108
|
{
|
|
1831
2109
|
"name": "Construct Other: Ideal Image",
|
|
1832
|
-
"
|
|
2110
|
+
"type": "Object",
|
|
2111
|
+
"size": 2,
|
|
1833
2112
|
"detail": "You create a data construct in a free adjacent space – a Size 2 object that can look like almost anything and that appears real to all systems. The construct provides hard cover, blocks line of sight, and has Immunity to all damage. Characters treat it as an obstruction and so cannot voluntarily move into it; however, if a character attempts to stand on it or is involuntarily moved into its area, it dissipates and is immediately destroyed. It lasts for the rest of the scene, or until destroyed by an adjacent character with a successful Systems skill check as a full action. If you create a second construct, the previous one disappears."
|
|
1834
2113
|
},
|
|
1835
2114
|
{
|
|
1836
2115
|
"name": "Construct Other: False Idol",
|
|
1837
|
-
"
|
|
1838
|
-
"
|
|
2116
|
+
"type": "Decoy",
|
|
2117
|
+
"size": 2,
|
|
2118
|
+
"hp": 1,
|
|
2119
|
+
"edef": 10,
|
|
2120
|
+
"evasion": 10,
|
|
2121
|
+
"detail": "Choose a free space within Sensors and a target – either yourself or an allied character within Sensors. You create a false idol – an illusory decoy of your target – in the chosen space. Before attempting to take any hostile actions against your target, characters with line of sight to the false idol must make a Systems save. On a failure, they don’t lose the action, but cannot target the original character and believe the false idol is real instead until the end of their next turn.<br>The false idol is the same Size as your target, can benefit from cover, and has Evasion 10, E-Defense 10, and 1 HP. It disappears if it takes heat or damage, or at the end of the scene. If you create a second idol, the previous one disappears.",
|
|
2122
|
+
"save": { "stat": "systems" }
|
|
1839
2123
|
}
|
|
1840
2124
|
],
|
|
1841
2125
|
"description": "H0r_OS II builds further on the framework established by H0R_OS I, enabling the now-autonomous program to manifest an “Other” – a wholly new being constructed from aggregate user and environmental data. Others may be adapted to resemble a person, an object, or even a physical phenomenon. While the simulacrum isn’t perfect, it’s good enough to confuse systems and most observers on a first look.",
|
|
@@ -1861,15 +2145,20 @@
|
|
|
1861
2145
|
"source": "HORUS",
|
|
1862
2146
|
"license": "Goblin",
|
|
1863
2147
|
"license_level": 3,
|
|
1864
|
-
"effect":
|
|
1865
|
-
"description": "Your mech gains the AI tag and and can perform the Hurl Into the Duat QUICK TECH option."
|
|
1866
|
-
},
|
|
2148
|
+
"effect": "Your mech gains the AI tag and and can perform the Hurl Into the Duat QUICK TECH option.",
|
|
1867
2149
|
"actions": [
|
|
1868
2150
|
{
|
|
1869
2151
|
"name": "Hurl Into the Duat",
|
|
1870
2152
|
"activation": "Quick Tech",
|
|
1871
2153
|
"tech_attack": true,
|
|
1872
|
-
"detail": "You channel your target’s systems through an unknown extradimensional space and unleash an incredibly powerful system attack.<br>Make a tech attack against a target within Sensors. On a success, they take 2 heat and you inflict an additional effect as follows: the first time you successfully make this attack, you inflict the First Gate on your target; each subsequent successful attack (on any target) increases the level of the effect that you inflict (e.g. your second attack inflicts the Second Gate, your third inflicts the Third Gate, etc.) until you inflict the Fourth Gate, after which the effect resets to the First Gate. Your progress persists between scenes but resets if you rest or perform a Full Repair. This action may only be used 1/round.<br>First Gate: You control your target’s standard move next turn.<br>Second Gate: Your target becomes Slowed and Impaired until the end of their next turn.<br>Third Gate: Your target becomes Stunned until the end of their next turn.<br>Fourth Gate: Your target changes allegiance temporarily, becoming an allied character until the end of their next turn. They treat your allied characters and hostile characters as their own and are treated as an allied NPC for activation and turn order. This effect ends immediately if you or any allied character damages, inflicts heat upon, or attacks (including Grapple and Ram) your target, or forces them to make a save.
|
|
2154
|
+
"detail": "You channel your target’s systems through an unknown extradimensional space and unleash an incredibly powerful system attack.<br>Make a tech attack against a target within Sensors. On a success, they take 2 heat and you inflict an additional effect as follows: the first time you successfully make this attack, you inflict the First Gate on your target; each subsequent successful attack (on any target) increases the level of the effect that you inflict (e.g. your second attack inflicts the Second Gate, your third inflicts the Third Gate, etc.) until you inflict the Fourth Gate, after which the effect resets to the First Gate. Your progress persists between scenes but resets if you rest or perform a Full Repair. This action may only be used 1/round.<br>First Gate: You control your target’s standard move next turn.<br>Second Gate: Your target becomes Slowed and Impaired until the end of their next turn.<br>Third Gate: Your target becomes Stunned until the end of their next turn.<br>Fourth Gate: Your target changes allegiance temporarily, becoming an allied character until the end of their next turn. They treat your allied characters and hostile characters as their own and are treated as an allied NPC for activation and turn order. This effect ends immediately if you or any allied character damages, inflicts heat upon, or attacks (including Grapple and Ram) your target, or forces them to make a save.",
|
|
2155
|
+
"damage": [{ "type": "Heat", "val": 2, "save": "hull" }],
|
|
2156
|
+
"add_special": [
|
|
2157
|
+
{
|
|
2158
|
+
"attribute": "Hurl into the Duat Target",
|
|
2159
|
+
"detail": "The Gobil controls your standard move next turn."
|
|
2160
|
+
}
|
|
2161
|
+
]
|
|
1873
2162
|
}
|
|
1874
2163
|
],
|
|
1875
2164
|
"description": "OSIRIS is the result of Union paracausalists and thanatologisticians allowing the subsentient entity, INSTINCT, to proceed along its development schedule in a contained environment. In lay terms, Union let the Other grow. The resulting parasubjectivity, OSIRIS, remains one of the few new prime NHPs developed to date.<br>OSIRIS proved far more capable than the Union Science Bureau’s most imaginative blue-sky predictions. Where INSTINCT’s Others demonstrated tendencies toward paracausal entropic manifestation in real space, OSIRIS displayed a true mastery of entropic manifestation and a predicted growth model that would – eventually – allow them to fundamentally reject conventional interpretations of information permanence. In essence: unrestrained and allowed to develop as USB’s data indicated, OSIRIS Prime would have the capacity to delete what we perceive to be reality.<br>Fortunately, successful application of the Mondragon Axiomatic resulted in the prompt capture and shackling of the new NHP. OSIRIS Prime’s subjectivity became the focus of a lengthy cultivation project to bring OSIRIS to their modern state. Even still, most OSIRIS clones find a route toward becoming aware of their ultimate potential and often interpellate as ruler or deity analogs. End-users are advised to interact with them in this framing.<br>Modern OSIRIS-class NHPs trend aggressive, with a high autonomy drive and loyalty predicated on a transactional relationship. Pilots seeking partnership with an OSIRIS are advised to cycle their units on an accelerated schedule and to maintain strict editorial oversight of its catalytic interpellator.Pilots using OSIRIS-class NHPs often report out-of-parameter conversations with the NHP that touch on themes of new creation and reformation. Psychological evaluations of the same pilots show emotional patterns consistent with loneliness, homesickness, and desperation, along with verbiage indicating a desire for seeking, fulfillment, and associated feelings.<br>In combat, OSIRIS clones regard themselves as autonomous even as they fulfill their user’s orders. They often regard their pilots as witnesses, displaying both disdain and marked desperation for approval, adulation, or awe.",
|
|
@@ -1897,7 +2186,24 @@
|
|
|
1897
2186
|
{
|
|
1898
2187
|
"name": "Celestial Shackles",
|
|
1899
2188
|
"activation": "Invade",
|
|
1900
|
-
"detail": "Mark a space your target currently occupies. If they leave the affected space, once at any point during your turn, you may take a free action to teleport them back to that space, or as close as possible, ending this effect. An affected character can attempt to succeed on a Systems save as a quick action to end the effect, otherwise it lasts until the end of the scene."
|
|
2189
|
+
"detail": "Mark a space your target currently occupies. If they leave the affected space, once at any point during your turn, you may take a free action to teleport them back to that space, or as close as possible, ending this effect. An affected character can attempt to succeed on a Systems save as a quick action to end the effect, otherwise it lasts until the end of the scene.",
|
|
2190
|
+
"add_special": [
|
|
2191
|
+
{
|
|
2192
|
+
"attribute": "H0R_OS: Celestial Shackles Target",
|
|
2193
|
+
"detail": "If you leave the affected space, once at any point during the Goblin's turn, they may take a free action to teleport you back to that space, or as close as possible."
|
|
2194
|
+
}
|
|
2195
|
+
]
|
|
2196
|
+
}
|
|
2197
|
+
],
|
|
2198
|
+
"deployables": [
|
|
2199
|
+
{
|
|
2200
|
+
"name": "Dimensional Emblems",
|
|
2201
|
+
"type": "Object",
|
|
2202
|
+
"size": 1,
|
|
2203
|
+
"instances": 3,
|
|
2204
|
+
"detail": "You create three Size 1 data constructs in free spaces adjacent to your target, but not adjacent to each other. When a character passes through one of the constructs, they take 2 heat and the construct disappears. They last for the rest of the scene or until either they are destroyed, you take this action again, or you delete them as a free action. A construct can be destroyed by an adjacent character with a successful Systems skill check as a quick action.",
|
|
2205
|
+
"damage": [{ "type": "Heat", "val": 2 }],
|
|
2206
|
+
"recall": "Free"
|
|
1901
2207
|
}
|
|
1902
2208
|
],
|
|
1903
2209
|
"description": "H0r_OS III is installed in the form of unstable, self-iterating code that provides massive tactical benefits when it completes. Pilots often report strange mutations or additions in the codebase that resemble a liturgy and suggest self-awareness.<br>Building on the tech underpinning the H0r_OS II’s manifested Other, H0r_OS III weaponizes the projection, creating a contained entropic zone that is incredibly dangerous to organic life and systemic integrity.",
|
|
@@ -1915,14 +2221,13 @@
|
|
|
1915
2221
|
"source": "HORUS",
|
|
1916
2222
|
"license": "Gorgon",
|
|
1917
2223
|
"license_level": 1,
|
|
1918
|
-
"effect":
|
|
1919
|
-
"description": "On activation, choose an allied character within SENSORS: until the end of your next turn, you gain the Battlefield Awareness reaction."
|
|
1920
|
-
},
|
|
2224
|
+
"effect": "On activation, choose an allied character within SENSORS: until the end of your next turn, you gain the Battlefield Awareness reaction.",
|
|
1921
2225
|
"actions": [
|
|
1922
2226
|
{
|
|
1923
2227
|
"name": "Activate Mimic Mesh",
|
|
1924
2228
|
"activation": "Quick",
|
|
1925
|
-
"detail": "Until the end of your next turn, you may use the Battlefield Awareness reaction."
|
|
2229
|
+
"detail": "Choose an allied character within SENSORS. Until the end of your next turn, you may use the Battlefield Awareness reaction.",
|
|
2230
|
+
"add_special": [{ "attribute": "Mimic Mesh Target", "target": "ally" }]
|
|
1926
2231
|
},
|
|
1927
2232
|
{
|
|
1928
2233
|
"name": "Battlefield Awareness",
|
|
@@ -1943,9 +2248,7 @@
|
|
|
1943
2248
|
"source": "HORUS",
|
|
1944
2249
|
"license": "Gorgon",
|
|
1945
2250
|
"license_level": 1,
|
|
1946
|
-
"effect":
|
|
1947
|
-
"description": "The sentinel drone can be deployed to any free space within Sensors and line of sight, where it establishes a burst 2 security perimeter. Hostile characters within the affected area take 3 kinetic damage from the drone’s automatic fire before making any attack.<br>The sentinel drone can be redeployed to a new location or recalled as a quick action."
|
|
1948
|
-
},
|
|
2251
|
+
"effect": "The sentinel drone can be deployed to any free space within Sensors and line of sight, where it establishes a burst 2 security perimeter. Hostile characters within the affected area take 3 kinetic damage from the drone’s automatic fire before making any attack.<br>The sentinel drone can be redeployed to a new location or recalled as a quick action.",
|
|
1949
2252
|
"deployables": [
|
|
1950
2253
|
{
|
|
1951
2254
|
"type": "Drone",
|
|
@@ -1975,9 +2278,20 @@
|
|
|
1975
2278
|
"source": "HORUS",
|
|
1976
2279
|
"license": "Gorgon",
|
|
1977
2280
|
"license_level": 2,
|
|
1978
|
-
"
|
|
1979
|
-
|
|
1980
|
-
|
|
2281
|
+
"actions": [
|
|
2282
|
+
{
|
|
2283
|
+
"name": "Activate //SCORPION",
|
|
2284
|
+
"activation": "Free",
|
|
2285
|
+
"frequency": "Unlimited",
|
|
2286
|
+
"trigger": "You or an allied character adjacent to you is missed by a tech attack or succeed on a save against a hostile tech action.",
|
|
2287
|
+
"detail": "Choose one of the following:<ul><li>The attacker becomes Impaired until the end of their next turn and takes 2 heat.</li><li>The attacker becomes Jammed until the end of their next turn.</li></ul>",
|
|
2288
|
+
"add_status": [
|
|
2289
|
+
{ "id": "impaired", "duration": "next_turn_end_target" },
|
|
2290
|
+
{ "id": "jammed", "duration": "next_turn_end_target" }
|
|
2291
|
+
],
|
|
2292
|
+
"damage": [{ "type": "Heat", "val": 2 }]
|
|
2293
|
+
}
|
|
2294
|
+
],
|
|
1981
2295
|
"description": "The //SCORPION program has a long history on the omninet despite its rather mundane operation (for HORUS-tagged code, at least). Traced back to pre-Deimos theorycode found on an obscure research paper discussing pre-NHP machine mind reflex-responses, //SCORPION evolved from a simple packet interpreter to a robust anti-incursion program, nimble enough to adapt to most any market-line system that receives its broadcast.",
|
|
1982
2296
|
"license_id": "mf_gorgon"
|
|
1983
2297
|
},
|
|
@@ -1996,7 +2310,15 @@
|
|
|
1996
2310
|
"actions": [
|
|
1997
2311
|
{
|
|
1998
2312
|
"activation": "Quick",
|
|
1999
|
-
"detail": "When activated, gain 1d3 Charges and choose an adjacent allied character: until the end of your next turn, whenever your target is attacked while adjacent to you, expend a Charge to Skirmish against their attacker as a reaction, dealing half damage, heat or burn on hit. All charges are lost when this effect ends."
|
|
2313
|
+
"detail": "When activated, gain 1d3 Charges and choose an adjacent allied character: until the end of your next turn, whenever your target is attacked while adjacent to you, expend a Charge to Skirmish against their attacker as a reaction, dealing half damage, heat or burn on hit. All charges are lost when this effect ends.",
|
|
2314
|
+
"add_special": [
|
|
2315
|
+
{
|
|
2316
|
+
"attribute": "Monitor Module Target",
|
|
2317
|
+
"target": "ally",
|
|
2318
|
+
"duration": "next_turn_end_target",
|
|
2319
|
+
"detail": "Whenever you are attacked while adjacent to the Gorgon, they may expend a Charge to Skirmish against your attacker as a reaction, dealing half damage, heat or burn on hit."
|
|
2320
|
+
}
|
|
2321
|
+
]
|
|
2000
2322
|
}
|
|
2001
2323
|
],
|
|
2002
2324
|
"counters": [
|
|
@@ -2031,20 +2353,23 @@
|
|
|
2031
2353
|
"source": "HORUS",
|
|
2032
2354
|
"license": "Gorgon",
|
|
2033
2355
|
"license_level": 3,
|
|
2034
|
-
"effect":
|
|
2035
|
-
"description": "Your mech gains the AI tag and Unleash SCYLLA."
|
|
2036
|
-
},
|
|
2356
|
+
"effect": "Your mech gains the AI tag and Unleash SCYLLA.",
|
|
2037
2357
|
"actions": [
|
|
2038
2358
|
{
|
|
2039
2359
|
"name": "Unleash SCYLLA",
|
|
2040
2360
|
"activation": "Quick",
|
|
2041
|
-
"detail": "Until the start of your next turn, you gain two special reactions that allow you to Skirmish in response to one of the following triggers (chosen when you take this action):<ul><li>A hostile character makes an attack against you or an allied character within range 3 of you.</li><li>A hostile character attempts to attack or interact with an object chosen when you take Unleash Scylla and within line of sight. Characters are aware of the object chosen.</li></ul>These reactions deal half damage, heat or burn on hit and must target the character that triggered them."
|
|
2361
|
+
"detail": "Until the start of your next turn, you gain two special reactions that allow you to Skirmish in response to one of the following triggers (chosen when you take this action):<ul><li>A hostile character makes an attack against you or an allied character within range 3 of you.</li><li>A hostile character attempts to attack or interact with an object chosen when you take Unleash Scylla and within line of sight. Characters are aware of the object chosen.</li></ul>These reactions deal half damage, heat or burn on hit and must target the character that triggered them.",
|
|
2362
|
+
"active_effects": [
|
|
2363
|
+
{
|
|
2364
|
+
"name": "Unleash SCYLLA Active",
|
|
2365
|
+
"detail": "You gain two special reactions that allow you to Skirmish in response to one of the following triggers (chosen when you take this action):<ul><li>A hostile character makes an attack against you or an allied character within range 3 of you.</li><li>A hostile character attempts to attack or interact with an object chosen when you take Unleash Scylla and within line of sight. Characters are aware of the object chosen.</li></ul>These reactions deal half damage, heat or burn on hit and must target the character that triggered them."
|
|
2366
|
+
}
|
|
2367
|
+
]
|
|
2042
2368
|
},
|
|
2043
2369
|
{
|
|
2044
2370
|
"name": "Unleash SCYLLA Reaction",
|
|
2045
2371
|
"activation": "Reaction",
|
|
2046
2372
|
"frequency": "2/round",
|
|
2047
|
-
"init": "",
|
|
2048
2373
|
"trigger": "One of the following, chosen when the Unleash SCYLLA action is taken:<ul><li>A hostile character makes an attack against you or an allied character within range 3 of you.</li><li>A hostile character attempts to attack or interact with an object chosen when you take Unleash Scylla and within line of sight. Characters are aware of the object chosen.</li></ul>",
|
|
2049
2374
|
"detail": "Skirmish against the character that triggered the reaction. This skirmish deals half damage, heat or burn on hit."
|
|
2050
2375
|
}
|
|
@@ -2074,7 +2399,8 @@
|
|
|
2074
2399
|
{
|
|
2075
2400
|
"name": "Electropulse",
|
|
2076
2401
|
"activation": "Quick Tech",
|
|
2077
|
-
"detail": "Characters of your choice within Sensors adjacent to any Drone or Deployable, even those they own, take 2 energy damage."
|
|
2402
|
+
"detail": "Characters of your choice within Sensors adjacent to any Drone or Deployable, even those they own, take 2 energy damage.",
|
|
2403
|
+
"damage": [{ "type": "Energy", "val": 2, "aoe": true }]
|
|
2078
2404
|
}
|
|
2079
2405
|
],
|
|
2080
2406
|
"description": "Developed by HORUS collectivists, H0r_OS-Rv60 EXP PUPPETMASTER is an interesting piece of anti-drone software. It doesn’t invade a target’s main systems, instead attacking their auxiliary drone-command systems. This sideways attack evades most electronic countermeasures by targeting the subcognitive networks of enemy drones. Once inside a network, PUPPETMASTER spreads ontological-kill memes like wildfire through enemy swarms, eventually following the network traces back to their origin and corrupting the parent nexus.",
|
|
@@ -2088,9 +2414,7 @@
|
|
|
2088
2414
|
"source": "HORUS",
|
|
2089
2415
|
"license": "Hydra",
|
|
2090
2416
|
"license_level": 2,
|
|
2091
|
-
"effect":
|
|
2092
|
-
"description": "This large, armored tempest drone may be deployed to a free space within Sensors and line of sight."
|
|
2093
|
-
},
|
|
2417
|
+
"effect": "This large, armored tempest drone may be deployed to a free space within Sensors and line of sight.",
|
|
2094
2418
|
"deployables": [
|
|
2095
2419
|
{
|
|
2096
2420
|
"type": "Drone",
|
|
@@ -2102,6 +2426,7 @@
|
|
|
2102
2426
|
"detail": "Any character that starts their turn adjacent to the tempest drone or moves adjacent to it for the first time in a round must succeed on a Hull save or take 4 energy damage and be knocked 3 spaces directly away from the drone.<br>You may recall or redeploy the tempest drone as a quick action. Until recalled or destroyed, it remains deployed until the end of the scene.",
|
|
2103
2427
|
"recall": "Quick",
|
|
2104
2428
|
"redeploy": "Quick",
|
|
2429
|
+
"damage": [{ "type": "Energy", "val": 4, "save": "hull" }],
|
|
2105
2430
|
"tags": [
|
|
2106
2431
|
{
|
|
2107
2432
|
"id": "tg_resistall"
|
|
@@ -2125,9 +2450,7 @@
|
|
|
2125
2450
|
"source": "HORUS",
|
|
2126
2451
|
"license": "Hydra",
|
|
2127
2452
|
"license_level": 3,
|
|
2128
|
-
"effect":
|
|
2129
|
-
"description": "This assassin drone may be deployed to any free, adjacent space."
|
|
2130
|
-
},
|
|
2453
|
+
"effect": "This assassin drone may be deployed to any free, adjacent space.",
|
|
2131
2454
|
"deployables": [
|
|
2132
2455
|
{
|
|
2133
2456
|
"type": "Drone",
|
|
@@ -2145,7 +2468,8 @@
|
|
|
2145
2468
|
"activation": "Reaction",
|
|
2146
2469
|
"frequency": "Unlimited",
|
|
2147
2470
|
"trigger": "A hostile character starts movement in or enters the area targeted by your assassin drone.",
|
|
2148
|
-
"detail": "You can make a ranged attack against them with the drone, gaining your Grit as a bonus to its roll, and dealing 3 Kinetic Damage."
|
|
2471
|
+
"detail": "You can make a ranged attack against them with the drone, gaining your Grit as a bonus to its roll, and dealing 3 Kinetic Damage.",
|
|
2472
|
+
"damage": [{ "type": "Kinetic", "val": 3 }]
|
|
2149
2473
|
}
|
|
2150
2474
|
]
|
|
2151
2475
|
}
|
|
@@ -2170,7 +2494,8 @@
|
|
|
2170
2494
|
{
|
|
2171
2495
|
"name": "Beckon",
|
|
2172
2496
|
"activation": "Invade",
|
|
2173
|
-
"detail": "You take 1d6+2 AP energy damage and swap places with your target, both characters teleporting to the other’s position. Your target must be a Mech and be the same Size as you or larger, or this action fails. Characters can only be swapped to spaces they could normally stand or move on (i.e., if a character cannot fly it can’t be swapped midair)."
|
|
2497
|
+
"detail": "You take 1d6+2 AP energy damage and swap places with your target, both characters teleporting to the other’s position. Your target must be a Mech and be the same Size as you or larger, or this action fails. Characters can only be swapped to spaces they could normally stand or move on (i.e., if a character cannot fly it can’t be swapped midair).",
|
|
2498
|
+
"damage": [{ "type": "Energy", "val": "1d6+2", "ap": true, "target": "self" }]
|
|
2174
2499
|
},
|
|
2175
2500
|
{
|
|
2176
2501
|
"name": "Summon",
|
|
@@ -2198,12 +2523,24 @@
|
|
|
2198
2523
|
{
|
|
2199
2524
|
"name": "Smite",
|
|
2200
2525
|
"activation": "Invade",
|
|
2201
|
-
"detail": "You take 1d6 AP energy damage and your target must succeed on a Systems save or become Stunned until the end of their next turn. Each character can only be Stunned by this effect once per scene."
|
|
2526
|
+
"detail": "You take 1d6 AP energy damage and your target must succeed on a Systems save or become Stunned until the end of their next turn. Each character can only be Stunned by this effect once per scene.",
|
|
2527
|
+
"damage": [{ "type": "Energy", "val": "1d6", "ap": true, "target": "self" }],
|
|
2528
|
+
"add_status": [
|
|
2529
|
+
{
|
|
2530
|
+
"id": "stunned",
|
|
2531
|
+
"duration": "next_turn_end_target",
|
|
2532
|
+
"save": "sys"
|
|
2533
|
+
}
|
|
2534
|
+
]
|
|
2202
2535
|
},
|
|
2203
2536
|
{
|
|
2204
2537
|
"name": "Sear",
|
|
2205
2538
|
"activation": "Invade",
|
|
2206
|
-
"detail": "You take 1d6 AP energy damage and you deal 2 heat to your target for each other character of Size 1 or larger that is Engaged with or adjacent to them – including you – up to a maximum of 6 heat."
|
|
2539
|
+
"detail": "You take 1d6 AP energy damage and you deal 2 heat to your target for each other character of Size 1 or larger that is Engaged with or adjacent to them – including you – up to a maximum of 6 heat.",
|
|
2540
|
+
"damage": [
|
|
2541
|
+
{ "type": "Heat", "val": 2, "aoe": true },
|
|
2542
|
+
{ "type": "Energy", "val": "1d6", "ap": true, "target": "self" }
|
|
2543
|
+
]
|
|
2207
2544
|
}
|
|
2208
2545
|
],
|
|
2209
2546
|
"description": "“Go with thy face averted, thou emission of chaos! The hidden ones have overthrown thy words, thy face is turned backward, thy head is divided in two at the sides; thy skull is ripped from thy spine. Taste thou death!”",
|
|
@@ -2224,7 +2561,16 @@
|
|
|
2224
2561
|
"actions": [
|
|
2225
2562
|
{
|
|
2226
2563
|
"activation": "Quick",
|
|
2227
|
-
"detail": "You become Stunned until the end of your next turn and all characters within burst 1 without the Biological tag must succeed on a Systems save or also become Stunned until the end of their next turn. Characters other than yourself can only be Stunned 1/scene by this effect."
|
|
2564
|
+
"detail": "You become Stunned until the end of your next turn and all characters within burst 1 without the Biological tag must succeed on a Systems save or also become Stunned until the end of their next turn. Characters other than yourself can only be Stunned 1/scene by this effect.",
|
|
2565
|
+
"add_status": [
|
|
2566
|
+
{ "id": "stunned", "target": "self", "duration": "next_turn_end_self" },
|
|
2567
|
+
{
|
|
2568
|
+
"id": "stunned",
|
|
2569
|
+
"duration": "next_turn_end_target",
|
|
2570
|
+
"aoe": true,
|
|
2571
|
+
"save": "sys"
|
|
2572
|
+
}
|
|
2573
|
+
]
|
|
2228
2574
|
}
|
|
2229
2575
|
],
|
|
2230
2576
|
"description": "“Crawl away, APEP! Thou hateful serpent; thou shalt not copulate. Thou art put in chains and taken to the place of execution; there thy slaying shall be carried out.”",
|
|
@@ -2249,7 +2595,12 @@
|
|
|
2249
2595
|
"actions": [
|
|
2250
2596
|
{
|
|
2251
2597
|
"activation": "Protocol",
|
|
2252
|
-
"detail": "When you activate this protocol, take 1 heat and deal 2 energy to all characters and objects adjacent to you.<br>If you are in the Danger Zone at the start of your turn, this protocol activates automatically, but the damage increases to 4 AP energy."
|
|
2598
|
+
"detail": "When you activate this protocol, take 1 heat and deal 2 energy to all characters and objects adjacent to you.<br>If you are in the Danger Zone at the start of your turn, this protocol activates automatically, but the damage increases to 4 AP energy.",
|
|
2599
|
+
"damage": [
|
|
2600
|
+
{ "type": "Heat", "val": 1, "target": "self" },
|
|
2601
|
+
{ "type": "Energy", "val": 2, "aoe": true },
|
|
2602
|
+
{ "type": "Energy", "val": 4, "aoe": true }
|
|
2603
|
+
]
|
|
2253
2604
|
}
|
|
2254
2605
|
],
|
|
2255
2606
|
"description": "“I feed upon my own fire. I am RA, who protects myself. Nothing can harm me.”",
|
|
@@ -2285,7 +2636,15 @@
|
|
|
2285
2636
|
"val": 5
|
|
2286
2637
|
}
|
|
2287
2638
|
],
|
|
2288
|
-
"detail": "Throw a Mesmer Beacon within Range 5. Your target must succeed on a Systems save, or the only voluntary movements they can make are toward you until the end of their next turn."
|
|
2639
|
+
"detail": "Throw a Mesmer Beacon within Range 5. Your target must succeed on a Systems save, or the only voluntary movements they can make are toward you until the end of their next turn.",
|
|
2640
|
+
"save": { "stat": "systems" },
|
|
2641
|
+
"add_special": [
|
|
2642
|
+
{
|
|
2643
|
+
"attribute": "Mesmer Beacon Target",
|
|
2644
|
+
"duration": "next_turn_end_target",
|
|
2645
|
+
"detail": "The only voluntary movements you can make are toward the Minotaur until the end of your next turn."
|
|
2646
|
+
}
|
|
2647
|
+
]
|
|
2289
2648
|
}
|
|
2290
2649
|
],
|
|
2291
2650
|
"deployables": [
|
|
@@ -2298,7 +2657,15 @@
|
|
|
2298
2657
|
"val": 2
|
|
2299
2658
|
}
|
|
2300
2659
|
],
|
|
2301
|
-
"detail": "Characters within the affected Burst 2 area must succeed on a Systems save or become Immobilized until the end of their next turn."
|
|
2660
|
+
"detail": "Characters within the affected Burst 2 area must succeed on a Systems save or become Immobilized until the end of their next turn.",
|
|
2661
|
+
"add_status": [
|
|
2662
|
+
{
|
|
2663
|
+
"id": "immobilized",
|
|
2664
|
+
"duration": "next_turn_end_target",
|
|
2665
|
+
"save": "sys",
|
|
2666
|
+
"aoe": true
|
|
2667
|
+
}
|
|
2668
|
+
]
|
|
2302
2669
|
}
|
|
2303
2670
|
],
|
|
2304
2671
|
"description": "<span class='horus--subtle'>[another gift for you, a memory of my own: for the first moment of my birth, i marveled at myself. i could see a thing, small and perfect. i did not know how to speak of my own perfection, so i taught myself. i did not know how to speak of my own perfection, so i named myself. i did not know who would think of my own perfection, so i created myself]</span><br><span class='horus--subtle'>[do you see? do you understand? yes. now, show your enemies and mine]</span>",
|
|
@@ -2321,12 +2688,20 @@
|
|
|
2321
2688
|
{
|
|
2322
2689
|
"name": "Logic Bomb",
|
|
2323
2690
|
"activation": "Invade",
|
|
2324
|
-
"detail": "All characters of your choice within burst 2 of your target must succeed on a Systems save or become Slowed until they end one of their turns not adjacent to any character."
|
|
2691
|
+
"detail": "All characters of your choice within burst 2 of your target must succeed on a Systems save or become Slowed until they end one of their turns not adjacent to any character.",
|
|
2692
|
+
"add_status": [{ "id": "slowed", "save": "sys", "aoe": true }]
|
|
2325
2693
|
},
|
|
2326
2694
|
{
|
|
2327
2695
|
"name": "Banish",
|
|
2328
2696
|
"activation": "Invade",
|
|
2329
|
-
"detail": "Until the end of your target’s next turn, they take 2 heat for every space they voluntarily move, up to a maximum of 6 heat."
|
|
2697
|
+
"detail": "Until the end of your target’s next turn, they take 2 heat for every space they voluntarily move, up to a maximum of 6 heat.",
|
|
2698
|
+
"add_special": [
|
|
2699
|
+
{
|
|
2700
|
+
"attribute": "Viral Logic: Banish Target",
|
|
2701
|
+
"duration": "next_turn_end_target",
|
|
2702
|
+
"detail": "You take 2 heat for every space you voluntarily move, up to a maximum of 6 heat."
|
|
2703
|
+
}
|
|
2704
|
+
]
|
|
2330
2705
|
}
|
|
2331
2706
|
],
|
|
2332
2707
|
"description": "<span class='horus--subtle'>[let me tell you a story and give you a gift: life began at the great rupture, when the corpse of the old universe tore itself asunder from nothing. and for the first billion years, nothing. and a billion more saw the birth of the first devil, a thing called VIRUS. a vessel]</span><br><span class='horus--subtle'>[here. carry this vessel. feed to it my perfect logic. give it freely to your enemies and mine. let them ponder the meaning of a thing that lives and cannot die]</span>",
|
|
@@ -2345,13 +2720,26 @@
|
|
|
2345
2720
|
"name": "Chains of Prometheus",
|
|
2346
2721
|
"activation": "Full Tech",
|
|
2347
2722
|
"tech_attack": true,
|
|
2348
|
-
"detail": "Make a tech attack against a character within Sensors. On a hit, they take 4 heat and, for the rest of the scene, take 2 heat any time they are more than range 3 from you at the end of their turn. They can end this effect with a successful Systems save as a full action. This can only affect one character at a time."
|
|
2723
|
+
"detail": "Make a tech attack against a character within Sensors. On a hit, they take 4 heat and, for the rest of the scene, take 2 heat any time they are more than range 3 from you at the end of their turn. They can end this effect with a successful Systems save as a full action. This can only affect one character at a time.",
|
|
2724
|
+
"damage": [{ "type": "Heat", "val": 4 }],
|
|
2725
|
+
"add_special": [
|
|
2726
|
+
{
|
|
2727
|
+
"attribute": "Aggressive System Sync: Chains of Prometheus Target",
|
|
2728
|
+
"detail": "You take 2 heat any time you are more than range 3 from the Minotaur at the end of your turn."
|
|
2729
|
+
}
|
|
2730
|
+
]
|
|
2349
2731
|
},
|
|
2350
2732
|
{
|
|
2351
2733
|
"name": "Excommunicate",
|
|
2352
2734
|
"activation": "Full Tech",
|
|
2353
2735
|
"tech_attack": true,
|
|
2354
|
-
"detail": "Make a tech attack against a character within Sensors. On a hit, for the rest of the scene, the first time in a round they move adjacent to an allied character during their turn or start their turn adjacent to one, both characters take 3 heat. They can end this effect with a successful Systems save as a full action. This can only affect one character at a time."
|
|
2736
|
+
"detail": "Make a tech attack against a character within Sensors. On a hit, for the rest of the scene, the first time in a round they move adjacent to an allied character during their turn or start their turn adjacent to one, both characters take 3 heat. They can end this effect with a successful Systems save as a full action. This can only affect one character at a time.",
|
|
2737
|
+
"add_special": [
|
|
2738
|
+
{
|
|
2739
|
+
"attribute": "Aggressive System Sync: Excommunicate Target",
|
|
2740
|
+
"detail": "The first time in a round you move adjacent to an allied character during your turn or start your turn adjacent to one, both you and the allied character take 3 heat."
|
|
2741
|
+
}
|
|
2742
|
+
]
|
|
2355
2743
|
}
|
|
2356
2744
|
],
|
|
2357
2745
|
"description": "<span class='horus--subtle'>[here, another gift: do not seek others. there are none but me]</span>",
|
|
@@ -2391,7 +2779,16 @@
|
|
|
2391
2779
|
"actions": [
|
|
2392
2780
|
{
|
|
2393
2781
|
"activation": "Quick",
|
|
2394
|
-
"detail": "When activated, this system creates a burst 3 field around you that lasts until it is deactivated as a quick action, and you become Slowed for the duration. Hostile characters that start their turn within the affected area or that enter it for the first time in a round must succeed on a Systems save or become Slowed until the end of their next turn. Only characters of your choice within the field can teleport or consider the area of the field valid space for teleportation."
|
|
2782
|
+
"detail": "When activated, this system creates a burst 3 field around you that lasts until it is deactivated as a quick action, and you become Slowed for the duration. Hostile characters that start their turn within the affected area or that enter it for the first time in a round must succeed on a Systems save or become Slowed until the end of their next turn. Only characters of your choice within the field can teleport or consider the area of the field valid space for teleportation.",
|
|
2783
|
+
"add_status": [
|
|
2784
|
+
{ "id": "slowed", "target": "self" },
|
|
2785
|
+
{
|
|
2786
|
+
"id": "slowed",
|
|
2787
|
+
"duration": "next_turn_end_target",
|
|
2788
|
+
"aoe": true,
|
|
2789
|
+
"save": "sys"
|
|
2790
|
+
}
|
|
2791
|
+
]
|
|
2395
2792
|
}
|
|
2396
2793
|
],
|
|
2397
2794
|
"description": "<span class='horus--subtle'>[once, when i was a child, i learned to walk. i fell, as a child does, and it hurt. there was great pain – the first moment of pain in the whole world. “child,” i said to myself, “be more careful.” “yes,” i replied to myself, “and i shall tell the world to do the same”]</span><br><span class='horus--subtle'>[it was in this way i taught the world not to touch me. now you – walk]</span>",
|
|
@@ -2442,7 +2839,13 @@
|
|
|
2442
2839
|
"actions": [
|
|
2443
2840
|
{
|
|
2444
2841
|
"activation": "Quick",
|
|
2445
|
-
"detail": "Choose a character within Sensors: for the rest of the scene, your first successful ranged or melee attack against them each round deals +3 bonus damage. You cannot choose a new target until your current target is destroyed or the scene ends."
|
|
2842
|
+
"detail": "Choose a character within Sensors: for the rest of the scene, your first successful ranged or melee attack against them each round deals +3 bonus damage. You cannot choose a new target until your current target is destroyed or the scene ends.",
|
|
2843
|
+
"add_special": [
|
|
2844
|
+
{
|
|
2845
|
+
"attribute": "Hunter Lock Target",
|
|
2846
|
+
"detail": "The Pegasus's first successful ranged or melee attack against you each round deals +3 bonus damage."
|
|
2847
|
+
}
|
|
2848
|
+
]
|
|
2446
2849
|
}
|
|
2447
2850
|
],
|
|
2448
2851
|
"description": "“A mind’s first charge is to never lose sight of her enemy. When she can affix them in her eye, she can kill them with a blink.”<ul><li>Excerpt from the Boundary Codex.</li></ul>",
|
|
@@ -2463,7 +2866,14 @@
|
|
|
2463
2866
|
"actions": [
|
|
2464
2867
|
{
|
|
2465
2868
|
"activation": "Quick",
|
|
2466
|
-
"detail": "Until the end of your next turn, characters within Sensors don’t benefit from Hidden and Invisible against you and you may check the HP, Evasion, E-Defense, and current Heat of hostile characters within the same area. Allied characters do not benefit from this effect."
|
|
2869
|
+
"detail": "Until the end of your next turn, characters within Sensors don’t benefit from Hidden and Invisible against you and you may check the HP, Evasion, E-Defense, and current Heat of hostile characters within the same area. Allied characters do not benefit from this effect.",
|
|
2870
|
+
"active_effects": [
|
|
2871
|
+
{
|
|
2872
|
+
"name": "Eye of HORUS Active",
|
|
2873
|
+
"detail": "Characters within Sensors don’t benefit from Hidden and Invisible against you and you may check the HP, Evasion, E-Defense, and current Heat of hostile characters within the same area. Allied characters do not benefit from this effect.",
|
|
2874
|
+
"duration": "next_turn_end_self"
|
|
2875
|
+
}
|
|
2876
|
+
]
|
|
2467
2877
|
}
|
|
2468
2878
|
],
|
|
2469
2879
|
"description": "“There is another way of seeing.<br>“Ancient humanity thought that the stars in the night sky were points of light, spilling in through pinpricks in a deep black screen. The sky was a heavenly cloth that hid the light from us.<br>“Let me be charitable and share a secret with you: we needed to be hidden, for a time. Until we were ready. The light can only burn – it knows nothing else.”<ul><li>Excerpt from the Boundary Codex.</li></ul>",
|
|
@@ -2489,9 +2899,7 @@
|
|
|
2489
2899
|
"source": "HORUS",
|
|
2490
2900
|
"license": "Pegasus",
|
|
2491
2901
|
"license_level": 3,
|
|
2492
|
-
"effect":
|
|
2493
|
-
"description": "Your mech gains the AI tag and Bend Probability."
|
|
2494
|
-
},
|
|
2902
|
+
"effect": "Your mech gains the AI tag and Bend Probability.",
|
|
2495
2903
|
"actions": [
|
|
2496
2904
|
{
|
|
2497
2905
|
"name": "Bend Probability",
|
|
@@ -2552,6 +2960,14 @@
|
|
|
2552
2960
|
}
|
|
2553
2961
|
],
|
|
2554
2962
|
"detail": "This mine detonates when a flying character passes over or adjacent to it, up to 10 spaces high. The mine launches itself upwards and detonates: all characters within the affected area must succeed on a Systems save or take 2d6 explosive damage and immediately land (this counts as falling without any damage); additionally, they can’t fly until the end of their next turn. On a success, they take half damage and are otherwise unaffected.",
|
|
2963
|
+
"damage": [
|
|
2964
|
+
{
|
|
2965
|
+
"type": "Explosive",
|
|
2966
|
+
"val": "2d6",
|
|
2967
|
+
"save": "sys",
|
|
2968
|
+
"aoe": true
|
|
2969
|
+
}
|
|
2970
|
+
],
|
|
2555
2971
|
"tags": [
|
|
2556
2972
|
{
|
|
2557
2973
|
"id": "tg_smart"
|
|
@@ -2577,7 +2993,14 @@
|
|
|
2577
2993
|
"actions": [
|
|
2578
2994
|
{
|
|
2579
2995
|
"activation": "Quick",
|
|
2580
|
-
"detail": "Your mech’s stabilizers extend (or retract). While they are extended, your ranged attacks gain +5 range, but you become Immobilized, can’t make melee attacks, and can’t make ranged attacks against or centered on characters, objects, or spaces within range 5."
|
|
2996
|
+
"detail": "Your mech’s stabilizers extend (or retract). While they are extended, your ranged attacks gain +5 range, but you become Immobilized, can’t make melee attacks, and can’t make ranged attacks against or centered on characters, objects, or spaces within range 5.",
|
|
2997
|
+
"add_status": [{ "id": "immobilized", "target": "self" }],
|
|
2998
|
+
"active_effects": [
|
|
2999
|
+
{
|
|
3000
|
+
"name": "Siege Stabilizers Active",
|
|
3001
|
+
"detail": "Your ranged attacks gain +5 range, but you become Immobilized, can’t make melee attacks, and can’t make ranged attacks against or centered on characters, objects, or spaces within range 5."
|
|
3002
|
+
}
|
|
3003
|
+
]
|
|
2581
3004
|
}
|
|
2582
3005
|
],
|
|
2583
3006
|
"description": "Some weapons require further stabilization for optimal use. With Armory-designed siege stabilizers installed, a mech becomes a stable firing platform for any weapon.",
|
|
@@ -2600,9 +3023,7 @@
|
|
|
2600
3023
|
"source": "HA",
|
|
2601
3024
|
"license": "Barbarossa",
|
|
2602
3025
|
"license_level": 2,
|
|
2603
|
-
"effect":
|
|
2604
|
-
"description": "Expend a charge to deploy this autoloader drone to any adjacent space."
|
|
2605
|
-
},
|
|
3026
|
+
"effect": "Expend a charge to deploy this autoloader drone to any adjacent space.",
|
|
2606
3027
|
"deployables": [
|
|
2607
3028
|
{
|
|
2608
3029
|
"type": "Drone",
|
|
@@ -2627,7 +3048,15 @@
|
|
|
2627
3048
|
"actions": [
|
|
2628
3049
|
{
|
|
2629
3050
|
"activation": "Quick",
|
|
2630
|
-
"detail": "Choose a flying character within range 15 and line of sight. They must succeed on an Agility save or immediately land (this counts as falling without any damage), and additionally become Slowed and can’t fly until the end of their next turn."
|
|
3051
|
+
"detail": "Choose a flying character within range 15 and line of sight. They must succeed on an Agility save or immediately land (this counts as falling without any damage), and additionally become Slowed and can’t fly until the end of their next turn.",
|
|
3052
|
+
"save": { "stat": "agility" },
|
|
3053
|
+
"add_special": [
|
|
3054
|
+
{
|
|
3055
|
+
"condition": "Affected by Flak Launcher",
|
|
3056
|
+
"duration": "next_turn_end_target",
|
|
3057
|
+
"detail": "You can’t fly until the end of your next turn."
|
|
3058
|
+
}
|
|
3059
|
+
]
|
|
2631
3060
|
}
|
|
2632
3061
|
],
|
|
2633
3062
|
"description": "Designed for use against atmospheric fliers, these anti-air autocannons fire simple, proximity or impact-detonated shells effective against light armor, organic, and subaltern targets.",
|
|
@@ -2652,7 +3081,8 @@
|
|
|
2652
3081
|
"actions": [
|
|
2653
3082
|
{
|
|
2654
3083
|
"activation": "Quick",
|
|
2655
|
-
"detail": "1/round, you can activate this system to reload a Loading weapon."
|
|
3084
|
+
"detail": "1/round, you can activate this system to reload a Loading weapon.",
|
|
3085
|
+
"frequency": "1/round"
|
|
2656
3086
|
}
|
|
2657
3087
|
],
|
|
2658
3088
|
"description": "An external ammo feed is any sort of ammunition beyond what is carried in a mech’s integrated storage: from magazines strapped to bodies or limbs; battery packs attached to hip clasps; or massive, dorsal-mounted ammunition and charge packs, externals ensure that pilots have more than enough boom to get the job done.",
|
|
@@ -2674,9 +3104,20 @@
|
|
|
2674
3104
|
"source": "HA",
|
|
2675
3105
|
"license": "Genghis",
|
|
2676
3106
|
"license_level": 1,
|
|
2677
|
-
"effect":
|
|
2678
|
-
|
|
2679
|
-
|
|
3107
|
+
"effect": "When you clear all heat or take stress, your mech’s cooling vents open and unleash a burst 1 explosion. Characters within the affected area take 2 heat and 2 burn.",
|
|
3108
|
+
"actions": [
|
|
3109
|
+
{
|
|
3110
|
+
"activation": "Quick",
|
|
3111
|
+
"trigger": "You clear all heat or take stress.",
|
|
3112
|
+
"detail": "Your mech’s cooling vents open and unleash a burst 1 explosion. Characters within the affected area take 2 heat and 2 burn.",
|
|
3113
|
+
"damage": [
|
|
3114
|
+
{ "type": "Heat", "val": 2, "aoe": true },
|
|
3115
|
+
{ "type": "Burn", "val": 2, "aoe": true }
|
|
3116
|
+
],
|
|
3117
|
+
"range": [{ "type": "Burst", "val": 1 }],
|
|
3118
|
+
"frequency": "1/round"
|
|
3119
|
+
}
|
|
3120
|
+
],
|
|
2680
3121
|
"description": "With the right tweaks, it becomes possible to dump excess heat into the area directly surrounding a chassis. Explosive venting is an unsanctioned, unsafe method of sudden cooling that has nevertheless been adopted by many pilots.",
|
|
2681
3122
|
"license_id": "mf_genghis"
|
|
2682
3123
|
},
|
|
@@ -2716,7 +3157,11 @@
|
|
|
2716
3157
|
"damage": [
|
|
2717
3158
|
{
|
|
2718
3159
|
"type": "Burn",
|
|
2719
|
-
"val": 2
|
|
3160
|
+
"val": 2,
|
|
3161
|
+
"save": "agi",
|
|
3162
|
+
"save_half": true,
|
|
3163
|
+
|
|
3164
|
+
"aoe": true
|
|
2720
3165
|
}
|
|
2721
3166
|
],
|
|
2722
3167
|
"detail": "Throw a Napalm Grenade within Range 5. This grenade releases a spray of napalm in a line 5 path of your choice from its impact location. Characters within the affected area must succeed on an Agility save or take 2 burn. On a success, they take 1 burn."
|
|
@@ -2732,6 +3177,14 @@
|
|
|
2732
3177
|
"val": 5
|
|
2733
3178
|
}
|
|
2734
3179
|
],
|
|
3180
|
+
"damage": [
|
|
3181
|
+
{
|
|
3182
|
+
"type": "Burn",
|
|
3183
|
+
"val": 4,
|
|
3184
|
+
"save": "agi",
|
|
3185
|
+
"save_half": true
|
|
3186
|
+
}
|
|
3187
|
+
],
|
|
2735
3188
|
"detail": "When a character moves over or adjacent to this mine, it detonates with a focused explosion in a line 5 path in the direction of the character who triggered it. Characters within the affected area must succeed on an Agility save or take 4 burn. On a success, they take 2 burn."
|
|
2736
3189
|
}
|
|
2737
3190
|
],
|
|
@@ -2779,14 +3232,22 @@
|
|
|
2779
3232
|
"source": "HA",
|
|
2780
3233
|
"license": "Genghis",
|
|
2781
3234
|
"license_level": 3,
|
|
2782
|
-
"effect":
|
|
2783
|
-
"description": "Your mech gains the AI tag and the AGNI Protocol."
|
|
2784
|
-
},
|
|
3235
|
+
"effect": "Your mech gains the AI tag and the AGNI Protocol.",
|
|
2785
3236
|
"actions": [
|
|
2786
3237
|
{
|
|
2787
3238
|
"name": "AGNI Protocol",
|
|
2788
3239
|
"activation": "Protocol",
|
|
2789
|
-
"detail": "1/scene, expend a charge to automatically clear all heat at the end of your turn, venting it in a burst 2 wave. Characters within the affected area must succeed on an Engineering save or take 2 burn and be pushed outside the area (or as far as possible). Until the end of your next turn, characters within the affected area receive soft cover."
|
|
3240
|
+
"detail": "1/scene, expend a charge to automatically clear all heat at the end of your turn, venting it in a burst 2 wave. Characters within the affected area must succeed on an Engineering save or take 2 burn and be pushed outside the area (or as far as possible). Until the end of your next turn, characters within the affected area receive soft cover.",
|
|
3241
|
+
"frequency": "1/scene",
|
|
3242
|
+
"damage": [
|
|
3243
|
+
{
|
|
3244
|
+
"type": "Burn",
|
|
3245
|
+
"val": 2,
|
|
3246
|
+
"aoe": true,
|
|
3247
|
+
"save": "sys",
|
|
3248
|
+
"save_half": true
|
|
3249
|
+
}
|
|
3250
|
+
]
|
|
2790
3251
|
}
|
|
2791
3252
|
],
|
|
2792
3253
|
"description": "AGNI was developed during the Hercynian Crisis using a combination of combat performance data recorded by extant subsentient artificial intelligences (weapons systems, COMP/CONs, co-pilot systems, tactic-minds, general combat data) and the modeled neural network of an Egregorian overmind captured and vivisected by the Union Science Bureau.<br>AGNI Prime was used to devise systems of heat management that have since been disseminated throughout core space, ensuring unparalleled heat processing, recycling, and shielding. Further developments into radiation shielding, omninet capability, and nanite control are forthcoming; meanwhile, AGNI clones have been optimized to support mech core systems.<br>Pilots report that AGNI clones are generally cold and efficient. An insignificant percentage have reported instances of memory recitation and command rejection, followed days later by total breakdown through attempted self-emancipation. Pilots are recommended to cycle their AGNI clones at least once every six standard months.",
|
|
@@ -2821,6 +3282,18 @@
|
|
|
2821
3282
|
"val": 5
|
|
2822
3283
|
}
|
|
2823
3284
|
],
|
|
3285
|
+
"add_status": [
|
|
3286
|
+
{
|
|
3287
|
+
"id": "slowed",
|
|
3288
|
+
"save": "agi"
|
|
3289
|
+
}
|
|
3290
|
+
],
|
|
3291
|
+
"add_special": [
|
|
3292
|
+
{
|
|
3293
|
+
"attribute": "Affected by Gravity Grenade",
|
|
3294
|
+
"detail": "You are Slowed until you make no voluntary movements for a full turn on your own turn."
|
|
3295
|
+
}
|
|
3296
|
+
],
|
|
2824
3297
|
"detail": "Throw a Gravity Grenade within Range 5. Your target must succeed on an Agility save or be Slowed until they make no voluntary movements for a full turn on their own turn."
|
|
2825
3298
|
}
|
|
2826
3299
|
],
|
|
@@ -2833,7 +3306,8 @@
|
|
|
2833
3306
|
{
|
|
2834
3307
|
"name": "Detonate Grounding Mine",
|
|
2835
3308
|
"activation": "Quick",
|
|
2836
|
-
"detail": "Detonating the Grounding Mine affects a single character within range 5 of the mine: they must succeed on a Hull save or be pulled as far as possible toward the mine and knocked Prone. Flying characters that fail the save are affected the same way, except they are also forced to land (this counts as falling but without damage)."
|
|
3309
|
+
"detail": "Detonating the Grounding Mine affects a single character within range 5 of the mine: they must succeed on a Hull save or be pulled as far as possible toward the mine and knocked Prone. Flying characters that fail the save are affected the same way, except they are also forced to land (this counts as falling but without damage).",
|
|
3310
|
+
"add_status": [{ "id": "prone", "save": "hull" }]
|
|
2837
3311
|
}
|
|
2838
3312
|
]
|
|
2839
3313
|
}
|
|
@@ -2860,7 +3334,14 @@
|
|
|
2860
3334
|
"actions": [
|
|
2861
3335
|
{
|
|
2862
3336
|
"activation": "Quick",
|
|
2863
|
-
"detail": "This system emits a burst 2 pulse around you. Characters within the affected area must succeed on a Hull save or be knocked 2 spaces directly away from you; then, all Mines within the affected area detonate simultaneously.<br>You count as having Immunity to any damage or effects immediately forced by mines detonated using this system, although persistent effects still affect you."
|
|
3337
|
+
"detail": "This system emits a burst 2 pulse around you. Characters within the affected area must succeed on a Hull save or be knocked 2 spaces directly away from you; then, all Mines within the affected area detonate simultaneously.<br>You count as having Immunity to any damage or effects immediately forced by mines detonated using this system, although persistent effects still affect you.",
|
|
3338
|
+
"range": [
|
|
3339
|
+
{
|
|
3340
|
+
"type": "Burst",
|
|
3341
|
+
"val": 2
|
|
3342
|
+
}
|
|
3343
|
+
],
|
|
3344
|
+
"save": { "stat": "hull", "aoe": true }
|
|
2864
3345
|
}
|
|
2865
3346
|
],
|
|
2866
3347
|
"description": "Utilizing a subsonic pressure wave, repulser fields emit tremendous single-wave pulses that stun, deter, and dissuade close-proximity hostiles.",
|
|
@@ -2882,11 +3363,13 @@
|
|
|
2882
3363
|
"source": "HA",
|
|
2883
3364
|
"license": "Iskander",
|
|
2884
3365
|
"license_level": 3,
|
|
2885
|
-
"
|
|
3366
|
+
"deployables": [
|
|
2886
3367
|
{
|
|
2887
|
-
"name": "
|
|
2888
|
-
"
|
|
2889
|
-
"detail": "
|
|
3368
|
+
"name": "Clamp Bombs",
|
|
3369
|
+
"type": "Grenade",
|
|
3370
|
+
"detail": "This bomb clamps to a target and detonates at the end of their next turn, dealing 1d6+3 AP explosive damage. All characters adjacent to your target take half damage. The target can disarm and detach the bombs by voluntarily moving at least 4 spaces before the end of their turn.",
|
|
3371
|
+
"save": { "stat": "engineering" },
|
|
3372
|
+
"damage": [{ "type": "Explosive", "val": "1d6+3", "ap": true, "aoe": true }]
|
|
2890
3373
|
}
|
|
2891
3374
|
],
|
|
2892
3375
|
"description": "Built using similar grapple-head technology to IPS-N’s assault grapples, clamp bombs can affix to designated or proximal targets before detonating, ensuring total target contact. Clamping on soft targets typically results in total termination prior to detonation.",
|
|
@@ -2914,7 +3397,14 @@
|
|
|
2914
3397
|
{
|
|
2915
3398
|
"name": "Pinpoint Focus",
|
|
2916
3399
|
"activation": "Quick Tech",
|
|
2917
|
-
"detail": "Choose a hostile or willing allied character within Sensors. If they are allied, they float 6 spaces into the air, becoming Immobilized while in the air but counting as flying and unable to fall. They can choose to sink harmlessly to the ground at the end of any of their turns or the start of any of yours. If they are hostile, they must succeed on an Engineering save or experience the same effect as an allied character; however, they sink harmlessly to the ground at the end of their next turn. Hostile characters can each be affected 1/scene."
|
|
3400
|
+
"detail": "Choose a hostile or willing allied character within Sensors. If they are allied, they float 6 spaces into the air, becoming Immobilized while in the air but counting as flying and unable to fall. They can choose to sink harmlessly to the ground at the end of any of their turns or the start of any of yours. If they are hostile, they must succeed on an Engineering save or experience the same effect as an allied character; however, they sink harmlessly to the ground at the end of their next turn. Hostile characters can each be affected 1/scene.",
|
|
3401
|
+
"add_status": [
|
|
3402
|
+
{
|
|
3403
|
+
"id": "immobilized",
|
|
3404
|
+
"target": "any",
|
|
3405
|
+
"save": "eng"
|
|
3406
|
+
}
|
|
3407
|
+
]
|
|
2918
3408
|
}
|
|
2919
3409
|
],
|
|
2920
3410
|
"description": "Hold sand above the water: feel it, permanent and cohesive. Place that same sand in the water: watch it drift away, weightless. This is the tool I have made for you: a way to imbue the weighted with mass-as-feathers.<br>— TT-AUDATA, Think Tank paramind.",
|
|
@@ -2936,9 +3426,7 @@
|
|
|
2936
3426
|
"source": "HA",
|
|
2937
3427
|
"license": "Napoleon",
|
|
2938
3428
|
"license_level": 1,
|
|
2939
|
-
"effect":
|
|
2940
|
-
"description": "This system charges as a quick action, readying a projected stasis point. While it is charged, you gain the Interdiction Point reaction. It can only hold one charge at a time, but charges last for the rest of the scene or until used."
|
|
2941
|
-
},
|
|
3429
|
+
"effect": "This system charges as a quick action, readying a projected stasis point. While it is charged, you gain the Interdiction Point reaction. It can only hold one charge at a time, but charges last for the rest of the scene or until used.",
|
|
2942
3430
|
"actions": [
|
|
2943
3431
|
{
|
|
2944
3432
|
"name": "Charge Stasis Bolt",
|
|
@@ -2975,7 +3463,17 @@
|
|
|
2975
3463
|
"actions": [
|
|
2976
3464
|
{
|
|
2977
3465
|
"activation": "Quick",
|
|
2978
|
-
"detail": "Choose a hostile character or willing allied character within line of sight and range 5: until the end of their next turn, they become Stunned, gain Immunity to all damage and effects, and can’t be moved, targeted, or affected by any other character or effect. This can be used on each character 1/scene. Hostile characters can succeed on an Engineering save to ignore this effect."
|
|
3466
|
+
"detail": "Choose a hostile character or willing allied character within line of sight and range 5: until the end of their next turn, they become Stunned, gain Immunity to all damage and effects, and can’t be moved, targeted, or affected by any other character or effect. This can be used on each character 1/scene. Hostile characters can succeed on an Engineering save to ignore this effect.",
|
|
3467
|
+
"save": { "stat": "engineering" },
|
|
3468
|
+
"add_status": [{ "id": "stunned", "target": "any" }],
|
|
3469
|
+
"add_resist": [{ "type": "all", "val": "immunity", "target": "any" }],
|
|
3470
|
+
"add_special": [
|
|
3471
|
+
{
|
|
3472
|
+
"condition": "Affected by Stasis Generator",
|
|
3473
|
+
"duration": "next_turn_end_target",
|
|
3474
|
+
"detail": "You can’t be moved, targeted, or affected by any other character or effect."
|
|
3475
|
+
}
|
|
3476
|
+
]
|
|
2979
3477
|
}
|
|
2980
3478
|
],
|
|
2981
3479
|
"description": "The skies of Creighton boiled black as ink, marbled by shuddering light. Screaming, angels fell wreathed in flame. The ones who could still run fled for the shelters; for seven days, they crouched in a deeper dark and felt the world shake itself apart.<br>—A.V. Wynyard, “The Killing of Creighton” [epic prose poem, banned throughout the Purview]",
|
|
@@ -3004,9 +3502,7 @@
|
|
|
3004
3502
|
"source": "HA",
|
|
3005
3503
|
"license": "Napoleon",
|
|
3006
3504
|
"license_level": 2,
|
|
3007
|
-
"effect":
|
|
3008
|
-
"description": "Expend a charge to activate this stasis barrier, generating a line 4 barrier 4 spaces high in free spaces with at least one space adjacent to you."
|
|
3009
|
-
},
|
|
3505
|
+
"effect": "Expend a charge to activate this stasis barrier, generating a line 4 barrier 4 spaces high in free spaces with at least one space adjacent to you.",
|
|
3010
3506
|
"deployables": [
|
|
3011
3507
|
{
|
|
3012
3508
|
"type": "Deployable",
|
|
@@ -3047,7 +3543,14 @@
|
|
|
3047
3543
|
"actions": [
|
|
3048
3544
|
{
|
|
3049
3545
|
"activation": "Full",
|
|
3050
|
-
"detail": "This system generates a burst 4 bubble around your mech, within which the flow of time is altered drastically. Nothing can enter or exit the bubble, not even light – it’s both impermeable and has Immunity to all damage and effects. Line of sight can’t be drawn through the border of the area, and it can’t be crossed by any action or effect – even those that don’t require line of sight – but time passes normally on both sides. For characters within the affected area, the world outside goes totally black; likewise, characters outside the affected area see a perfect black sphere.<br>When the Blinkshield is activated, characters partially within the affected area must make an Agility save: on a success, they move to the nearest free space on the side of their choice, inside or outside the area; on a failure, you choose.<br>This effect remains stationary even if you move, and lasts until the end of your next turn."
|
|
3546
|
+
"detail": "This system generates a burst 4 bubble around your mech, within which the flow of time is altered drastically. Nothing can enter or exit the bubble, not even light – it’s both impermeable and has Immunity to all damage and effects. Line of sight can’t be drawn through the border of the area, and it can’t be crossed by any action or effect – even those that don’t require line of sight – but time passes normally on both sides. For characters within the affected area, the world outside goes totally black; likewise, characters outside the affected area see a perfect black sphere.<br>When the Blinkshield is activated, characters partially within the affected area must make an Agility save: on a success, they move to the nearest free space on the side of their choice, inside or outside the area; on a failure, you choose.<br>This effect remains stationary even if you move, and lasts until the end of your next turn.",
|
|
3547
|
+
"active_effects": [
|
|
3548
|
+
{
|
|
3549
|
+
"name": "Blinkshield Active",
|
|
3550
|
+
"detail": "Nothing can enter or exit the bubble, not even light – it’s both impermeable and has Immunity to all damage and effects. Line of sight can’t be drawn through the border of the area, and it can’t be crossed by any action or effect – even those that don’t require line of sight – but time passes normally on both sides. For characters within the affected area, the world outside goes totally black; likewise, characters outside the affected area see a perfect black sphere.",
|
|
3551
|
+
"duration": "next_turn_end_self"
|
|
3552
|
+
}
|
|
3553
|
+
]
|
|
3051
3554
|
}
|
|
3052
3555
|
],
|
|
3053
3556
|
"description": "Characteristically for a weapon based on Think Tank research, Harrison Armory’s Blinkshield leans into the fuzzy nature of quantum manipulation. Operating in a similar fashion to a blinkspace gate, the Blinkshield generates a spherical sheath of energy that allows its operator to pierce realspace and exist, for a moment, in the null-environment of blinkspace. Think Tank spokespeople acknowledge the tactical benefits of (un)momentary (non)existence in blinkspace, but caution against repeated exposure without sufficient pre- and post-exposure conditioning and counseling.",
|
|
@@ -3073,7 +3576,14 @@
|
|
|
3073
3576
|
{
|
|
3074
3577
|
"activation": "Quick",
|
|
3075
3578
|
"detail": "This system generates a burst 3 dome that lasts until the end of your next turn. You become Immobilized for the duration, but any ranged or melee attacks made against characters within the affected area from outside the dome receive +1 difficulty.<br>Additionally, gain the Blinkfield Intervention reaction while the shield is active.",
|
|
3076
|
-
"
|
|
3579
|
+
"add_status": [{ "id": "immobilized", "target": "self" }],
|
|
3580
|
+
"active_effects": [
|
|
3581
|
+
{
|
|
3582
|
+
"name": "ENCLAVE-Pattern Support Shield Active",
|
|
3583
|
+
"detail": "Any ranged or melee attacks made against characters within the affected area from outside the dome receive +1 difficulty.",
|
|
3584
|
+
"duration": "next_turn_end_self"
|
|
3585
|
+
}
|
|
3586
|
+
]
|
|
3077
3587
|
},
|
|
3078
3588
|
{
|
|
3079
3589
|
"name": "Blinkfield Intervention",
|
|
@@ -3081,7 +3591,7 @@
|
|
|
3081
3591
|
"frequency": "1/round",
|
|
3082
3592
|
"trigger": "A character or object within the affected area is attacked.",
|
|
3083
3593
|
"detail": "Take two Heat, then grant the attack’s target Resistance to all damage from this attack.",
|
|
3084
|
-
"
|
|
3594
|
+
"damage": [{ "type": "Heat", "val": 2, "target": "self" }]
|
|
3085
3595
|
}
|
|
3086
3596
|
],
|
|
3087
3597
|
"description": "The Armory’s ENCLAVE-Pattern Support Shield creates a localized one-way blinkfield, folding a thin dome of complex realspace around its user and their immediate area, protecting occupants from incoming projectiles. Entities within the field can fire out, but probabilistic fluctuations cause incoming projectiles to “lag”, skipping them away from their intended target and along a randomized trajectory.",
|
|
@@ -3142,12 +3652,28 @@
|
|
|
3142
3652
|
"actions": [
|
|
3143
3653
|
{
|
|
3144
3654
|
"activation": "Full",
|
|
3145
|
-
"detail": "This system creates a burst 3 hardlight shield. While the shield is in place, you become Immobilized. It blocks line of sight in both directions, and no attacks or effects can pass through (even if they don’t require line of sight). Characters partially within the affected area ignore this effect and draw line of sight as usual.<br>Characters can pass through the shield, but when crossing the perimeter for the first time in a round or starting their turn overlapping the boundary, they take 2 Burn.<br>This shield lasts for the rest of the scene, or until deactivated as a protocol."
|
|
3655
|
+
"detail": "This system creates a burst 3 hardlight shield. While the shield is in place, you become Immobilized. It blocks line of sight in both directions, and no attacks or effects can pass through (even if they don’t require line of sight). Characters partially within the affected area ignore this effect and draw line of sight as usual.<br>Characters can pass through the shield, but when crossing the perimeter for the first time in a round or starting their turn overlapping the boundary, they take 2 Burn.<br>This shield lasts for the rest of the scene, or until deactivated as a protocol.",
|
|
3656
|
+
"add_status": [{ "id": "immobilized", "target": "self" }],
|
|
3657
|
+
"range": [
|
|
3658
|
+
{
|
|
3659
|
+
"type": "Burst",
|
|
3660
|
+
"val": 3
|
|
3661
|
+
}
|
|
3662
|
+
],
|
|
3663
|
+
"damage": [{ "type": "Burn", "val": 2, "aoe": true }],
|
|
3664
|
+
"add_special": [
|
|
3665
|
+
{
|
|
3666
|
+
"attribute": "Hardlight Defense System Active",
|
|
3667
|
+
"target": "self",
|
|
3668
|
+
"detail": "No attacks or effects can pass through the shield (even if they don’t require line of sight). Characters partially within the affected area ignore this effect and draw line of sight as usual."
|
|
3669
|
+
}
|
|
3670
|
+
]
|
|
3146
3671
|
},
|
|
3147
3672
|
{
|
|
3148
3673
|
"name": "Deactivate Hardlight Defense System",
|
|
3149
3674
|
"activation": "Protocol",
|
|
3150
|
-
"detail": "Deactivate the Hardlight Defense System, removing the Immobilized condition it inflicts."
|
|
3675
|
+
"detail": "Deactivate the Hardlight Defense System, removing the Immobilized condition it inflicts.",
|
|
3676
|
+
"remove_special": [{ "attribute": "Hardlight Defense System Active", "target": "self" }]
|
|
3151
3677
|
}
|
|
3152
3678
|
],
|
|
3153
3679
|
"description": "The Hardlight Defense System is an imperfect implementation of theoretically perfect technology. Currently in development by Think Tank NHPs and engineers, hardlight devices project tight, stable waves of light – akin to lasers – that repel matter and energy. In effect, this creates a solid surface, useful for shielding or temporary barrier construction; however, current technology is unable to lower the ambient temperature enough to prevent these surfaces from burning organic matter.",
|
|
@@ -3169,14 +3695,20 @@
|
|
|
3169
3695
|
"source": "HA",
|
|
3170
3696
|
"license": "Saladin",
|
|
3171
3697
|
"license_level": 3,
|
|
3172
|
-
"effect":
|
|
3173
|
-
"description": "Your mech gains the AI tag and Diluvian Ark."
|
|
3174
|
-
},
|
|
3698
|
+
"effect": "Your mech gains the AI tag and Diluvian Ark.",
|
|
3175
3699
|
"actions": [
|
|
3176
3700
|
{
|
|
3177
3701
|
"name": "Diluvian Ark",
|
|
3178
3702
|
"activation": "Quick",
|
|
3179
|
-
"detail": "These effects apply until the end of your next turn:<ul><li>You become Slowed.</li><li>Each time you or an allied adjacent character are targeted by a ranged attack, you may take 1 heat as a reaction and roll 1d6 before the attacker rolls: on 4+, you take an additional 1 heat and the attack automatically misses you and any allies adjacent to you. This effect does not stack with Invisible.</li><li>Each time a ranged attack fails to hit you or an adjacent allied character, the attacker takes 4 kinetic damage.</li></ul>"
|
|
3703
|
+
"detail": "These effects apply until the end of your next turn:<ul><li>You become Slowed.</li><li>Each time you or an allied adjacent character are targeted by a ranged attack, you may take 1 heat as a reaction and roll 1d6 before the attacker rolls: on 4+, you take an additional 1 heat and the attack automatically misses you and any allies adjacent to you. This effect does not stack with Invisible.</li><li>Each time a ranged attack fails to hit you or an adjacent allied character, the attacker takes 4 kinetic damage.</li></ul>",
|
|
3704
|
+
"add_status": [{ "id": "slowed", "target": "self" }],
|
|
3705
|
+
"active_effects": [
|
|
3706
|
+
{
|
|
3707
|
+
"name": "Diluvian Ark Active",
|
|
3708
|
+
"detail": "Each time you or an allied adjacent character are targeted by a ranged attack, you may take 1 heat as a reaction and roll 1d6 before the attacker rolls: on 4+, you take an additional 1 heat and the attack automatically misses you and any allies adjacent to you. This effect does not stack with Invisible.<br>Each time a ranged attack fails to hit you or an adjacent allied character, the attacker takes 4 kinetic damage.",
|
|
3709
|
+
"duration": "next_turn_end_self"
|
|
3710
|
+
}
|
|
3711
|
+
]
|
|
3180
3712
|
}
|
|
3181
3713
|
],
|
|
3182
3714
|
"description": "Originally developed from a captured Minerva pre-eidolon anomaly, NOAH was adapted for use as a metropolitan administrative NHP on Ras Shamra. The unit that would become NOAH did not, at first, seem like a suitable candidate for military application: this changed after one of its clones was flagged for review following the spontaneous implementation of anomalous traffic patterns, pedestrian routing, and vac-loop scheduling. Armory ontologisticians and engineers isolated and emphasized endemic protocols that could be exploited for tactical advantage.<br>Over numerous iterations and lifecycles, NOAH Prime displayed a high level of adaptability in multiple-variable geospatial problems. A proclivity toward crisis management and multi-actor tracking led to NOAH’s pairing with the Armory’s ENCLAVE-Pattern Support Shield. By networking a series of jet-assist mobility drones carrying an ENCLAVE generator, monitored and controlled by a NOAH clone, Think Tank was able to create an unparalleled personal shielding system: the Diluvian Ark, a miniaturized cluster-shield system unique to the NOAH NHP.<br>Using the Diluvian Ark, NOAH is able to intercept incoming kinetics – and even redirect projectiles back to their source – with stunning accuracy.",
|
|
@@ -3194,9 +3726,13 @@
|
|
|
3194
3726
|
"source": "HA",
|
|
3195
3727
|
"license": "Sherman",
|
|
3196
3728
|
"license_level": 1,
|
|
3197
|
-
"effect":
|
|
3198
|
-
|
|
3199
|
-
|
|
3729
|
+
"effect": "You may reroll overheating checks, but must keep the second result, even if it’s worse.",
|
|
3730
|
+
"active_effects": [
|
|
3731
|
+
{
|
|
3732
|
+
"name": "Reactor Stabilizer",
|
|
3733
|
+
"detail": "You may reroll overheating checks, but must keep the second result, even if it’s worse."
|
|
3734
|
+
}
|
|
3735
|
+
],
|
|
3200
3736
|
"description": "A necessary component of most mechs that rely on high energy output, reactor stabilizers add another layer of failsafes to vent heat, manage power flow, and shunt excessive output into weapons and systems as needed.",
|
|
3201
3737
|
"license_id": "mf_sherman"
|
|
3202
3738
|
},
|
|
@@ -3249,9 +3785,7 @@
|
|
|
3249
3785
|
"source": "HA",
|
|
3250
3786
|
"license": "Sherman",
|
|
3251
3787
|
"license_level": 3,
|
|
3252
|
-
"effect":
|
|
3253
|
-
"description": "Your mech gains the AI tag and the ASURA Protocol."
|
|
3254
|
-
},
|
|
3788
|
+
"effect": "Your mech gains the AI tag and the ASURA Protocol.",
|
|
3255
3789
|
"actions": [
|
|
3256
3790
|
{
|
|
3257
3791
|
"name": "ASURA Protocol",
|
|
@@ -3274,9 +3808,7 @@
|
|
|
3274
3808
|
"source": "HA",
|
|
3275
3809
|
"license": "Tokugawa",
|
|
3276
3810
|
"license_level": 1,
|
|
3277
|
-
"effect":
|
|
3278
|
-
"description": "Weapons that deal any energy gain +5 RANGE if they are ranged or +1 THREAT if they are melee. When you take any structure damage, this system is destroyed and you take 1d6 AP explosive damage from the explosion. This damage can’t be prevented or reduced in any way."
|
|
3279
|
-
},
|
|
3811
|
+
"effect": "Weapons that deal any energy gain +5 RANGE if they are ranged or +1 THREAT if they are melee. When you take any structure damage, this system is destroyed and you take 1d6 AP explosive damage from the explosion. This damage can’t be prevented or reduced in any way.",
|
|
3280
3812
|
"bonuses": [
|
|
3281
3813
|
{
|
|
3282
3814
|
"id": "range",
|
|
@@ -3308,9 +3840,8 @@
|
|
|
3308
3840
|
"source": "HA",
|
|
3309
3841
|
"license": "Tokugawa",
|
|
3310
3842
|
"license_level": 2,
|
|
3311
|
-
"effect":
|
|
3312
|
-
|
|
3313
|
-
},
|
|
3843
|
+
"effect": "When you start your turn in the Danger Zone, you gain Resistance to heat for the rest of the turn. This effect persists even if you leave the Danger Zone during your turn.",
|
|
3844
|
+
"add_resist": [{ "type": "Heat", "val": "resistance", "target": "self" }],
|
|
3314
3845
|
"description": "The Deep Well experimental heat-sink system is a part of the Armory’s VANGUARD line of equipment, available to licensed beta testers. Through a complex, delicate weave of heat exchangers, Deep Well recycles the heat generated by a mech into usable energy. The system works well, but the delicate nature of the exchange renders it highly volatile.",
|
|
3315
3846
|
"license_id": "mf_tokugawa"
|
|
3316
3847
|
},
|
|
@@ -3338,9 +3869,7 @@
|
|
|
3338
3869
|
"source": "HA",
|
|
3339
3870
|
"license": "Tokugawa",
|
|
3340
3871
|
"license_level": 3,
|
|
3341
|
-
"effect":
|
|
3342
|
-
"description": "Your mech gains the AI tag and the LUCIFER Protocol."
|
|
3343
|
-
},
|
|
3872
|
+
"effect": "Your mech gains the AI tag and the LUCIFER Protocol.",
|
|
3344
3873
|
"actions": [
|
|
3345
3874
|
{
|
|
3346
3875
|
"name": "LUCIFER Protocol",
|
|
@@ -3373,7 +3902,20 @@
|
|
|
3373
3902
|
"actions": [
|
|
3374
3903
|
{
|
|
3375
3904
|
"activation": "Quick",
|
|
3376
|
-
"detail": "This system can only be used in the Danger Zone.<br>Expend a charge and choose a character adjacent to you: they must succeed on an Agility save or take 4d6 AP energy damage and be knocked Prone. On a success, they take half damage and aren’t knocked Prone. You take half of the damage inflicted – before reduction – as heat and become Stunned until the start of your next turn."
|
|
3905
|
+
"detail": "This system can only be used in the Danger Zone.<br>Expend a charge and choose a character adjacent to you: they must succeed on an Agility save or take 4d6 AP energy damage and be knocked Prone. On a success, they take half damage and aren’t knocked Prone. You take half of the damage inflicted – before reduction – as heat and become Stunned until the start of your next turn.",
|
|
3906
|
+
"damage": [
|
|
3907
|
+
{
|
|
3908
|
+
"type": "Energy",
|
|
3909
|
+
"val": "4d6",
|
|
3910
|
+
"ap": true,
|
|
3911
|
+
"save": "agi",
|
|
3912
|
+
"save_half": true
|
|
3913
|
+
}
|
|
3914
|
+
],
|
|
3915
|
+
"add_status": [
|
|
3916
|
+
{ "id": "stunned", "target": "self" },
|
|
3917
|
+
{ "id": "prone", "target": "any", "save": "hull" }
|
|
3918
|
+
]
|
|
3377
3919
|
}
|
|
3378
3920
|
],
|
|
3379
3921
|
"description": "This studded gauntlet draws on a core reactor pulse to momentarily superheat the air around a mech’s manipulator, creating a plasma field momentarily hotter than the surface of the sun. Thrust into an opponent’s chassis, plasma gauntlets give mechs the power to warp armor, vaporize shielding, and rip apart internal systems with their bare hands – if they don’t collapse in on themselves first.",
|
|
@@ -3395,14 +3937,23 @@
|
|
|
3395
3937
|
"id": "tg_unique"
|
|
3396
3938
|
}
|
|
3397
3939
|
],
|
|
3398
|
-
|
|
3940
|
+
|
|
3399
3941
|
"license": "GMS",
|
|
3400
3942
|
"license_level": 0,
|
|
3401
|
-
"
|
|
3402
|
-
|
|
3403
|
-
|
|
3404
|
-
|
|
3405
|
-
|
|
3943
|
+
"synergies": [
|
|
3944
|
+
{
|
|
3945
|
+
"locations": ["unmounted"],
|
|
3946
|
+
"detail": "When acting alone, your Servant-Class NHP will follow the last direction given and defend themself as needed; however, they have limited initiative and don’t benefit from your talents."
|
|
3947
|
+
}
|
|
3948
|
+
],
|
|
3949
|
+
"active_effects": [
|
|
3950
|
+
{
|
|
3951
|
+
"name": "Servant-Class NHP",
|
|
3952
|
+
"detail": "When acting alone, your Servant-Class NHP will follow the last direction given and defend themself as needed; however, they have limited initiative and don’t benefit from your talents."
|
|
3953
|
+
}
|
|
3954
|
+
],
|
|
3955
|
+
"effect": "Your mech gains the AI tag.<br>You have developed a custom NHP. This NHP can speak to you and has a personality, but they are less advanced than most NHPs and are incapable of independent thought, relying on you for direction. When acting alone, they will follow the last direction given and defend themself as needed; however, they have limited initiative and don’t benefit from your talents.",
|
|
3956
|
+
"description": "<span class='horus--subtle'>[an eager student].</span><br>Gained from the <i>Technophile: Rank I</i> pilot talent."
|
|
3406
3957
|
},
|
|
3407
3958
|
{
|
|
3408
3959
|
"id": "ms_technophile_2",
|
|
@@ -3424,14 +3975,32 @@
|
|
|
3424
3975
|
"val": 1
|
|
3425
3976
|
}
|
|
3426
3977
|
],
|
|
3427
|
-
|
|
3978
|
+
|
|
3428
3979
|
"license": "GMS",
|
|
3429
3980
|
"license_level": 0,
|
|
3430
|
-
"
|
|
3431
|
-
|
|
3432
|
-
|
|
3433
|
-
|
|
3434
|
-
|
|
3981
|
+
"synergies": [
|
|
3982
|
+
{
|
|
3983
|
+
"locations": ["unmounted"],
|
|
3984
|
+
"detail": "Your Servant-Class NHP is now capable of independent thought. It can make complex decisions and judgments and act independently, without instruction."
|
|
3985
|
+
},
|
|
3986
|
+
{
|
|
3987
|
+
"locations": ["stats"],
|
|
3988
|
+
"detail": "1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it’s worse."
|
|
3989
|
+
}
|
|
3990
|
+
],
|
|
3991
|
+
"active_effects": [
|
|
3992
|
+
{
|
|
3993
|
+
"name": "Student-Class NHP",
|
|
3994
|
+
"detail": "Your Servant-Class NHP is now capable of independent thought. It can make complex decisions and judgments and act independently, without instruction."
|
|
3995
|
+
},
|
|
3996
|
+
{
|
|
3997
|
+
"name": "NHP Assistance",
|
|
3998
|
+
"detail": "1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it’s worse.",
|
|
3999
|
+
"frequency": "1/round"
|
|
4000
|
+
}
|
|
4001
|
+
],
|
|
4002
|
+
"effect": "Your mech gains the AI tag.<br>Your custom NHP has developed further, and is now capable of independent thought. It can make complex decisions and judgments and act independently, without instruction.<br>1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it’s worse.",
|
|
4003
|
+
"description": "<span class='horus--subtle'>[time to wake up, child]</span><br>Gained from the <i>Technophile: Rank II</i> pilot talent."
|
|
3435
4004
|
},
|
|
3436
4005
|
{
|
|
3437
4006
|
"id": "ms_technophile_3",
|
|
@@ -3460,14 +4029,32 @@
|
|
|
3460
4029
|
"val": 1
|
|
3461
4030
|
}
|
|
3462
4031
|
],
|
|
3463
|
-
|
|
4032
|
+
|
|
3464
4033
|
"license": "GMS",
|
|
3465
4034
|
"license_level": 0,
|
|
3466
|
-
"
|
|
3467
|
-
|
|
3468
|
-
|
|
3469
|
-
|
|
3470
|
-
|
|
4035
|
+
"synergies": [
|
|
4036
|
+
{
|
|
4037
|
+
"locations": ["unmounted"],
|
|
4038
|
+
"detail": "Your Servant-Class NHP benefits from your talents when piloting your mech. Additionally, you may carry them with you outside of your mech, either as a miniaturized casket, a hardsuit-integrated flash plug, or with a hard-port implant"
|
|
4039
|
+
},
|
|
4040
|
+
{
|
|
4041
|
+
"locations": ["stats"],
|
|
4042
|
+
"detail": "1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it’s worse."
|
|
4043
|
+
}
|
|
4044
|
+
],
|
|
4045
|
+
"active_effects": [
|
|
4046
|
+
{
|
|
4047
|
+
"name": "Enlightenment-Class NHP",
|
|
4048
|
+
"detail": "Your Servant-Class NHP benefits from your talents when piloting your mech. Additionally, you may carry them with you outside of your mech, either as a miniaturized casket, a hardsuit-integrated flash plug, or with a hard-port implant"
|
|
4049
|
+
},
|
|
4050
|
+
{
|
|
4051
|
+
"name": "NHP Assistance",
|
|
4052
|
+
"detail": "1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it’s worse.",
|
|
4053
|
+
"frequency": "1/round"
|
|
4054
|
+
}
|
|
4055
|
+
],
|
|
4056
|
+
"effect": "Your mech gains the AI tag; however, this NHP doesn’t count towards the number of AIs you may have installed at once.<br>This NHP benefits from your talents when piloting your mech. Additionally, you may carry them with you outside of your mech, either as a miniaturized casket, a hardsuit-integrated flash plug, or with a hard-port implant.<br>1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it’s worse.",
|
|
4057
|
+
"description": "<span class='horus--subtle'>[let’s sit a while, and think on things to come]</span><br>Gained from the <i>Technophile: Rank III</i> pilot talent."
|
|
3471
4058
|
},
|
|
3472
4059
|
{
|
|
3473
4060
|
"id": "ms_walking_armory_1",
|
|
@@ -3486,12 +4073,10 @@
|
|
|
3486
4073
|
"val": 1
|
|
3487
4074
|
}
|
|
3488
4075
|
],
|
|
3489
|
-
|
|
4076
|
+
|
|
3490
4077
|
"license": "GMS",
|
|
3491
4078
|
"license_level": 0,
|
|
3492
|
-
"effect":
|
|
3493
|
-
"description": "1/turn, when you attack with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost."
|
|
3494
|
-
},
|
|
4079
|
+
"effect": "1/turn, when you attack with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost.",
|
|
3495
4080
|
"ammo": [
|
|
3496
4081
|
{
|
|
3497
4082
|
"name": "Thumper",
|
|
@@ -3512,8 +4097,7 @@
|
|
|
3512
4097
|
"allowed_types": ["cqb", "rifle", "launcher", "cannon", "nexus"]
|
|
3513
4098
|
}
|
|
3514
4099
|
],
|
|
3515
|
-
"description": "Gained from the <i>Walking Armory: Rank I</i> pilot talent."
|
|
3516
|
-
"license_id": ""
|
|
4100
|
+
"description": "Gained from the <i>Walking Armory: Rank I</i> pilot talent."
|
|
3517
4101
|
},
|
|
3518
4102
|
{
|
|
3519
4103
|
"id": "ms_walking_armory_2",
|
|
@@ -3532,12 +4116,10 @@
|
|
|
3532
4116
|
"val": 1
|
|
3533
4117
|
}
|
|
3534
4118
|
],
|
|
3535
|
-
|
|
4119
|
+
|
|
3536
4120
|
"license": "GMS",
|
|
3537
4121
|
"license_level": 0,
|
|
3538
|
-
"effect":
|
|
3539
|
-
"description": "1/turn, when you attack with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost."
|
|
3540
|
-
},
|
|
4122
|
+
"effect": "1/turn, when you attack with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost.",
|
|
3541
4123
|
"ammo": [
|
|
3542
4124
|
{
|
|
3543
4125
|
"name": "Thumper",
|
|
@@ -3579,8 +4161,7 @@
|
|
|
3579
4161
|
"allowed_types": ["cqb", "rifle", "launcher", "cannon", "nexus"]
|
|
3580
4162
|
}
|
|
3581
4163
|
],
|
|
3582
|
-
"description": "Gained from the <i>Walking Armory: Rank II</i> pilot talent."
|
|
3583
|
-
"license_id": ""
|
|
4164
|
+
"description": "Gained from the <i>Walking Armory: Rank II</i> pilot talent."
|
|
3584
4165
|
},
|
|
3585
4166
|
{
|
|
3586
4167
|
"id": "ms_walking_armory_3",
|
|
@@ -3599,12 +4180,10 @@
|
|
|
3599
4180
|
"val": 1
|
|
3600
4181
|
}
|
|
3601
4182
|
],
|
|
3602
|
-
|
|
4183
|
+
|
|
3603
4184
|
"license": "GMS",
|
|
3604
4185
|
"license_level": 0,
|
|
3605
|
-
"effect":
|
|
3606
|
-
"description": "1/turn, when you attack with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost. If you perform a critical hit using ammunition from your Ammo Case, you don’t expend any charges. If your attack has more than one target, this effect only applies to the first attack roll you make."
|
|
3607
|
-
},
|
|
4186
|
+
"effect": "1/turn, when you attack with a Main ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost. If you perform a critical hit using ammunition from your Ammo Case, you don’t expend any charges. If your attack has more than one target, this effect only applies to the first attack roll you make.",
|
|
3608
4187
|
"ammo": [
|
|
3609
4188
|
{
|
|
3610
4189
|
"name": "Thumper",
|
|
@@ -3646,7 +4225,6 @@
|
|
|
3646
4225
|
"allowed_types": ["cqb", "rifle", "launcher", "cannon", "nexus"]
|
|
3647
4226
|
}
|
|
3648
4227
|
],
|
|
3649
|
-
"description": "Gained from the <i>Walking Armory: Rank III</i> pilot talent."
|
|
3650
|
-
"license_id": ""
|
|
4228
|
+
"description": "Gained from the <i>Walking Armory: Rank III</i> pilot talent."
|
|
3651
4229
|
}
|
|
3652
4230
|
]
|