@massif/lancer-data 4.0.0-beta.17 → 4.0.0-beta.19
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.github/pull_request_template.md +15 -15
- package/.github/workflows/deploy-npm.yml +13 -13
- package/.github/workflows/lcp-version-bump.yml +21 -21
- package/README.md +21 -21
- package/index.js +31 -31
- package/lib/actions.json +326 -323
- package/lib/backgrounds.json +221 -221
- package/lib/core_bonuses.json +515 -541
- package/lib/downtime_actions.json +203 -203
- package/lib/frames.json +2566 -2610
- package/lib/glossary.json +157 -157
- package/lib/info.json +7 -7
- package/lib/lists.json +28 -28
- package/lib/manufacturers.json +47 -47
- package/lib/mods.json +193 -193
- package/lib/pilot_gear.json +755 -755
- package/lib/reserves.json +424 -436
- package/lib/rules.json +53 -53
- package/lib/skills.json +155 -155
- package/lib/statuses.json +126 -126
- package/lib/systems.json +4211 -4214
- package/lib/tables.json +66 -66
- package/lib/tags.json +335 -335
- package/lib/talents.json +1819 -1805
- package/lib/weapons.json +3039 -3039
- package/package.json +29 -29
- package/scripts/aptitude_export.js +134 -134
- package/scripts/build.js +14 -14
- package/scripts/output/equipment.csv +86 -86
- package/scripts/test.js +19 -19
- package/scripts/util.js +232 -232
- package/scripts/output/activeEffects.json +0 -2249
package/lib/tables.json
CHANGED
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@@ -1,66 +1,66 @@
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[
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{
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"id": "core-structure-damage",
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"title": "Structure Damage",
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"description": "When a mech is reduced to 0 HP and takes structure damage, its player (or the GM) makes a structure damage check. This represents the results of unusually powerful or accurate hits, which can disable a mech rapidly if not dealt with.<br/>To make a structure damage check, roll 1d6 per point of structure damage marked, including the structure damage that has just been taken. Choose the lowest result and check the structure damage chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences.",
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"die": 6,
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"results": [
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{
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"min": 5,
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"max": 6,
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"title": "Glancing Blow",
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"result": "Emergency systems kick in and stabilize your mech, but it’s IMPAIRED until the end of your next turn."
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},
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{
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"min": 2,
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"max": 4,
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"title": "System Trauma",
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"result": "Parts of your mech are torn off by the damage. Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed; on a 4–6, a system of your choice is destroyed. LIMITED systems and weapons that are out of charges are not valid choices. If there are no valid choices remaining, it becomes the other result. If there are no valid systems or weapons remaining, this result becomes a DIRECT HIT instead."
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},
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{
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"min": 1,
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"max": 1,
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"title": "Direct Hit",
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"result": "This result depends on your mech’s remaining STRUCTURE:<ul><li>3+ Structure: Your mech is STUNNED until the end of your next turn.</li><li>2 Structure: Roll a HULL check. On a success, your mech is STUNNED until the end of your next turn. On a failure, your mech is destroyed.</li><li>1 Structure: Your mech is STUNNED until the end of your next turn.</li></ul>"
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},
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{
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"min": -1,
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"max": -1,
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"title": "Crushing Hit",
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"result": "Your mech is damaged beyond repair – it is destroyed. You may still exit it as normal."
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}
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]
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},
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{
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"id": "core-overheating",
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"title": "Overheating",
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"description": "When a mech exceeds its HEAT CAP and takes stress damage, its player (or the GM) makes an overheating check.<br>To make an overheating check, roll 1d6 per point of stress damage marked, including the stress damage that has just been taken. Choose the lowest result and check the overheating chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences",
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"die": 6,
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"results": [
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{
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"min": 5,
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"max": 6,
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"title": "Emergency Shunt",
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"result": "Your mech’s cooling systems manage to contain the increasing heat; however, your mech becomes IMPAIRED until the end of your next turn."
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},
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{
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"min": 2,
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"max": 4,
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"title": "Destabilized Power Plant",
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"result": "The power plant becomes unstable, beginning to eject jets of plasma. Your mech becomes EXPOSED, taking double Kinetic, Explosive and Energy damage until the status is cleared."
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},
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{
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"min": 1,
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"max": 1,
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"title": "Meltdown",
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"result": "The result depends on your mech’s remaining STRESS:<br>3+ STRESS: Your mech becomes EXPOSED.<br>2 STRESS: Roll an ENGINEERING check. On a success, your mech is EXPOSED; on a failure, it suffers a reactor meltdown after 1d6 of your turns (rolled by the GM). A reactor meltdown can be prevented by retrying the ENGINEERING check as a free action.<br>1 STRESS: Your mech suffers a reactor meltdown at the end of your next turn."
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},
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{
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"min": -1,
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"max": -1,
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"title": "Irreversible Meltdown",
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"result": "The reactor goes critical – your mech suffers a reactor meltdown at the end of your next turn."
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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": "core-structure-damage",
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"title": "Structure Damage",
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"description": "When a mech is reduced to 0 HP and takes structure damage, its player (or the GM) makes a structure damage check. This represents the results of unusually powerful or accurate hits, which can disable a mech rapidly if not dealt with.<br/>To make a structure damage check, roll 1d6 per point of structure damage marked, including the structure damage that has just been taken. Choose the lowest result and check the structure damage chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences.",
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"die": 6,
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"results": [
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{
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"min": 5,
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"max": 6,
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"title": "Glancing Blow",
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"result": "Emergency systems kick in and stabilize your mech, but it’s IMPAIRED until the end of your next turn."
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},
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{
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"min": 2,
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"max": 4,
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"title": "System Trauma",
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"result": "Parts of your mech are torn off by the damage. Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed; on a 4–6, a system of your choice is destroyed. LIMITED systems and weapons that are out of charges are not valid choices. If there are no valid choices remaining, it becomes the other result. If there are no valid systems or weapons remaining, this result becomes a DIRECT HIT instead."
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},
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{
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"min": 1,
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"max": 1,
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"title": "Direct Hit",
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"result": "This result depends on your mech’s remaining STRUCTURE:<ul><li>3+ Structure: Your mech is STUNNED until the end of your next turn.</li><li>2 Structure: Roll a HULL check. On a success, your mech is STUNNED until the end of your next turn. On a failure, your mech is destroyed.</li><li>1 Structure: Your mech is STUNNED until the end of your next turn.</li></ul>"
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},
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{
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"min": -1,
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"max": -1,
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"title": "Crushing Hit",
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"result": "Your mech is damaged beyond repair – it is destroyed. You may still exit it as normal."
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}
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]
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},
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{
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"id": "core-overheating",
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"title": "Overheating",
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"description": "When a mech exceeds its HEAT CAP and takes stress damage, its player (or the GM) makes an overheating check.<br>To make an overheating check, roll 1d6 per point of stress damage marked, including the stress damage that has just been taken. Choose the lowest result and check the overheating chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences",
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"die": 6,
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"results": [
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{
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"min": 5,
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"max": 6,
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"title": "Emergency Shunt",
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"result": "Your mech’s cooling systems manage to contain the increasing heat; however, your mech becomes IMPAIRED until the end of your next turn."
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},
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{
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"min": 2,
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"max": 4,
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"title": "Destabilized Power Plant",
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"result": "The power plant becomes unstable, beginning to eject jets of plasma. Your mech becomes EXPOSED, taking double Kinetic, Explosive and Energy damage until the status is cleared."
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},
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{
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"min": 1,
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"max": 1,
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"title": "Meltdown",
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"result": "The result depends on your mech’s remaining STRESS:<br>3+ STRESS: Your mech becomes EXPOSED.<br>2 STRESS: Roll an ENGINEERING check. On a success, your mech is EXPOSED; on a failure, it suffers a reactor meltdown after 1d6 of your turns (rolled by the GM). A reactor meltdown can be prevented by retrying the ENGINEERING check as a free action.<br>1 STRESS: Your mech suffers a reactor meltdown at the end of your next turn."
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},
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{
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"min": -1,
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"max": -1,
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"title": "Irreversible Meltdown",
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"result": "The reactor goes critical – your mech suffers a reactor meltdown at the end of your next turn."
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}
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]
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}
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]
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