@massif/lancer-data 4.0.0-beta.18 → 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/lib/mods.json CHANGED
@@ -1,193 +1,193 @@
1
- [
2
- {
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- "id": "wm_thermal_charge",
4
- "name": "Thermal Charge",
5
- "sp": 2,
6
- "allowed_types": ["Melee"],
7
- "source": "IPS-N",
8
- "license": "Nelson",
9
- "license_level": 2,
10
- "effect": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
11
- "on_hit": {
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- "detail": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
13
- "damage": [{ "val": "1d6", "type": "Explosive" }],
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- "activation": "Free"
15
- },
16
- "cost": 1,
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- "description": "One popular modification to the classic war pike involves replacing the long, armor-piercing pike head with a disposable, impact-triggered explosive charge. On penetration, the pike’s head is severed from the shaft – moments later, the embedded pike head detonates in a conical explosion from the point forward. Spare thermal charges are stable, and transported in external tube magazines.<br>IPS-N also makes thermal charges compatible with GMS’s range of blades, hammers, and picks.",
18
- "tags": [
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- {
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- "id": "tg_limited",
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- "val": 3
22
- },
23
- {
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- "id": "tg_unique"
25
- }
26
- ],
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- "license_id": "mf_nelson"
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- },
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- {
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- "id": "wm_uncle_class_comp_con",
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- "name": "UNCLE-Class Comp/Con",
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- "sp": 3,
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- "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
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- "source": "IPS-N",
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- "license": "Raleigh",
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- "license_level": 3,
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- "effect": "Your UNCLE-class COMP/CON has control of the weapon this mod is applied to and its associated systems.<br>1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn.<br>UNCLE isn’t a full NHP, so cannot enter cascade.",
38
- "actions": [
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- {
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- "name": "UNCLE",
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- "activation": "Free",
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- "frequency": "1/turn",
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- "detail": "1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn."
44
- }
45
- ],
46
- "description": "IPS-N’s UNCLE COMP/CON system is the result of the DARKSTAR-2 program, a temporary project that sought to develop more advanced smart weapons. Early prototypes were hampered by a combination of high power-draw, unstable conditioning, and frustrating single-task orientation that eventually saw the project shuttered.<br>While IPS-N is no longer developing new iterations of UNCLE, they still have a stock of QA-approved legacy systems accessible to qualified pilots.<br>Pilots lucky enough to field test models swear by UNCLE’s task efficiency and parallel-track reasoning, though the outdated COMP/CONs are known for their somewhat unstable personalities.",
47
- "tags": [
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- {
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- "id": "tg_unique"
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- },
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- {
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- "id": "tg_ai"
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- },
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- {
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- "id": "tg_no_cascade"
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- }
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- ],
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- "restricted_sizes": ["Superheavy"],
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- "license_id": "mf_raleigh"
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- },
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- {
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- "id": "wm_throughbolt_rounds",
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- "name": "Throughbolt Rounds",
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- "sp": 2,
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- "allowed_types": ["CQB", "Cannon", "Rifle"],
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- "source": "IPS-N",
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- "license": "Tortuga",
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- "license_level": 3,
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- "effect": "When you attack with the weapon this mod is applied to, you may fire a throughbolt round instead of attacking normally. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
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- "actions": [
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- {
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- "name": "Fire Throughbolt Round",
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- "detail": "Instead of this weapon's normal attack, fire a Throughbolt Round. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
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- "damage": [
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- {
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- "type": "Kinetic",
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- "val": "2",
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- "ap": true,
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- "aoe": true
80
- }
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- ]
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- }
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- ],
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- "description": "Throughbolt rounds are a proprietary IPS-N anti-armor invention. When fired, the rounds ignite and project a superheated cone of plasma before them, creating an effect like a miniature lance that easily penetrates multiple targets – even through hard surfaces.",
85
- "tags": [
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- {
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- "id": "tg_unique"
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- }
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- ],
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- "license_id": "mf_tortuga"
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- },
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- {
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- "id": "wm_shock_wreath",
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- "name": "Shock Wreath",
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- "sp": 2,
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- "allowed_types": ["Melee"],
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- "source": "SSC",
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- "license": "Metalmark",
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- "license_level": 3,
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- "effect": "In addition to its usual damage, 1/round you may activate the wreath as a quick action when you hit a character with the weapon this mod is applied to to cause it to take 1d6 burn. If it already is suffering from burn, it can additionally only draw line of sight to adjacent spaces until the end of its next turn.",
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- "actions": {
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- "activation": "Quick",
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- "damage": [
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- {
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- "type": "Burn",
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- "val": "1d6"
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- }
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- ]
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- },
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- "description": "A post-fab modification popular among melee combat specialists, Shock Wreathes integrate a bundle of conductive filaments within the blade, point, tip, or surface of a close combat weapon. Paired with a power source – typically in the hilt or lower half of a weapon, but sometimes external – Shock Wreathes give kinetic weapons a thermal edge and a distinctive visual marker: fine lines of white-hot light like filigree, shrouding the modified weapon in shimmering heat.",
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- "tags": [
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- {
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- "id": "tg_unique"
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- }
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- ],
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- "license_id": "mf_metalmark"
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- },
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- {
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- "id": "wm_stabilizer_mod",
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- "name": "Stabilizer Mod",
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- "sp": 2,
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- "allowed_types": ["Launcher", "Cannon"],
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- "source": "SSC",
124
- "license": "Monarch",
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- "license_level": 2,
126
- "effect": "the weapon this mod is applied to gains +5 range and the Ordnance tag.",
127
- "description": "Stabilizer mods enhance physical mounts and targeting software, ensuring weapons remain level, steady, and at an appropriate angle regardless of terrain or pilot maneuvers.",
128
- "added_range": [
129
- {
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- "type": "Range",
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- "val": 5
132
- }
133
- ],
134
- "added_tags": [
135
- {
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- "id": "tg_ordnance"
137
- }
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- ],
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- "license_id": "mf_monarch"
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- },
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- {
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- "id": "wm_nanocomposite_adaptation",
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- "name": "Nanocomposite Adaptation",
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- "sp": 2,
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- "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
146
- "source": "HORUS",
147
- "license": "Balor",
148
- "license_level": 2,
149
- "effect": "the weapon this mod is applied to gains Smart and Seeking.",
150
- "description": "Nanocomposite weapons take aggressive drone swarms and condense them into individual rounds, a coherent beam, or the edge of a blade.<br>Adapted projectile weapons fire shaped CONSUME/HIVE rounds that shatter on impact, releasing their payload of autonomous nanite maniples. Once freed, the maniples begin eating away at surrounding tissue or superstructure. They proceed until burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and make slight adjustments to the trajectory of their round, ensuring positive impact.<br>Coherent beam weapons transport maniples directly, while conventional melee weapons are replaced by analogs composed entirely of nanobots.",
151
- "added_tags": [
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- {
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- "id": "tg_smart"
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- },
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- {
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- "id": "tg_seeking"
157
- }
158
- ],
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- "license_id": "mf_balor"
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- },
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- {
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- "id": "wm_phase_ready_mod",
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- "name": "Phase-Ready Mod",
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- "sp": 2,
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- "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
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- "source": "HA",
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- "license": "Napoleon",
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- "license_level": 2,
169
- "effect": "As long as you know the rough location of your target, the weapon this mod is applied to can attack through solid walls and obstructions, doesn’t require line of sight, and ignores all cover, but targets attacked this way count as Invisible.",
170
- "description": "As it was named following its first use during the civil hostilities on Luna de Oro, phase-ready ammunition is the “devil’s bullets”. Each round contains a nanoprocessor suite networked with its weapon of origin that calculates and translates the specific nature of that round’s superpositional relation with a projected future doppelgänger that manifests in the space immediately before its intended target. To put it simply, phase-ready rounds, when fired, exist in two places at once: exiting the barrel of the weapon they were fired from, and directly in front of the target, prior to impact. The prime round may never hit its target, but given it already exists at the moment of impact, the doppelgänger round will reliably reach its mark.",
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- "license_id": "mf_napoleon"
172
- },
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- {
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- "id": "wm_paracausal_mod",
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- "name": "Paracausal Mod",
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- "sp": 4,
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- "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
178
- "source": "HA",
179
- "license": "Saladin",
180
- "license_level": 3,
181
- "effect": "This weapon gains Overkill, and its damage can’t be reduced in any way, including by other effects and systems (such as Resistance, Armor, etc).",
182
- "description": "Paracausal weapons are a headache for military planners; their precise A–Z function is often obscured, though they consistently produce the same “Z” output per “A” input.<br>The first reports of unregulated paracausal weaponry occurred during the civil engagements on Tian Shen. System-local forces received sealed magazines with directions to be loaded and fired as normal, although inspection of the magazines’ contents was prohibited on grounds that it would “damage the payload”. Helmet and gun cam footage do not betray the anomalous effects of this ordnance, though after-action reports uncovered a seemingly minor, though incredibly odd fact: every single trooper outfitted with this paracausal ammunition scored a 100% positive impact rate.<br>Union has scheduled all unregulated paracausal weapons and ammunition for retrieval, and the bureau is currently investigating Harrison Armory for its role in the development of the technology. Despite this, paracausal ammunition is still in use, as shipments and codes continue to leak to interested parties.",
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- "added_tags": [
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- {
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- "id": "tg_overkill"
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- },
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- {
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- "id": "tg_irreducible"
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- }
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- ],
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- "license_id": "mf_saladin"
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- }
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- ]
1
+ [
2
+ {
3
+ "id": "wm_thermal_charge",
4
+ "name": "Thermal Charge",
5
+ "sp": 2,
6
+ "allowed_types": ["Melee"],
7
+ "source": "IPS-N",
8
+ "license": "Nelson",
9
+ "license_level": 2,
10
+ "effect": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
11
+ "on_hit": {
12
+ "detail": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
13
+ "damage": [{ "val": "1d6", "type": "Explosive" }],
14
+ "activation": "Free"
15
+ },
16
+ "cost": 1,
17
+ "description": "One popular modification to the classic war pike involves replacing the long, armor-piercing pike head with a disposable, impact-triggered explosive charge. On penetration, the pike’s head is severed from the shaft – moments later, the embedded pike head detonates in a conical explosion from the point forward. Spare thermal charges are stable, and transported in external tube magazines.<br>IPS-N also makes thermal charges compatible with GMS’s range of blades, hammers, and picks.",
18
+ "tags": [
19
+ {
20
+ "id": "tg_limited",
21
+ "val": 3
22
+ },
23
+ {
24
+ "id": "tg_unique"
25
+ }
26
+ ],
27
+ "license_id": "mf_nelson"
28
+ },
29
+ {
30
+ "id": "wm_uncle_class_comp_con",
31
+ "name": "UNCLE-Class Comp/Con",
32
+ "sp": 3,
33
+ "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
34
+ "source": "IPS-N",
35
+ "license": "Raleigh",
36
+ "license_level": 3,
37
+ "effect": "Your UNCLE-class COMP/CON has control of the weapon this mod is applied to and its associated systems.<br>1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn.<br>UNCLE isn’t a full NHP, so cannot enter cascade.",
38
+ "actions": [
39
+ {
40
+ "name": "UNCLE",
41
+ "activation": "Free",
42
+ "frequency": "1/turn",
43
+ "detail": "1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn."
44
+ }
45
+ ],
46
+ "description": "IPS-N’s UNCLE COMP/CON system is the result of the DARKSTAR-2 program, a temporary project that sought to develop more advanced smart weapons. Early prototypes were hampered by a combination of high power-draw, unstable conditioning, and frustrating single-task orientation that eventually saw the project shuttered.<br>While IPS-N is no longer developing new iterations of UNCLE, they still have a stock of QA-approved legacy systems accessible to qualified pilots.<br>Pilots lucky enough to field test models swear by UNCLE’s task efficiency and parallel-track reasoning, though the outdated COMP/CONs are known for their somewhat unstable personalities.",
47
+ "tags": [
48
+ {
49
+ "id": "tg_unique"
50
+ },
51
+ {
52
+ "id": "tg_ai"
53
+ },
54
+ {
55
+ "id": "tg_no_cascade"
56
+ }
57
+ ],
58
+ "restricted_sizes": ["Superheavy"],
59
+ "license_id": "mf_raleigh"
60
+ },
61
+ {
62
+ "id": "wm_throughbolt_rounds",
63
+ "name": "Throughbolt Rounds",
64
+ "sp": 2,
65
+ "allowed_types": ["CQB", "Cannon", "Rifle"],
66
+ "source": "IPS-N",
67
+ "license": "Tortuga",
68
+ "license_level": 3,
69
+ "effect": "When you attack with the weapon this mod is applied to, you may fire a throughbolt round instead of attacking normally. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
70
+ "actions": [
71
+ {
72
+ "name": "Fire Throughbolt Round",
73
+ "detail": "Instead of this weapon's normal attack, fire a Throughbolt Round. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
74
+ "damage": [
75
+ {
76
+ "type": "Kinetic",
77
+ "val": "2",
78
+ "ap": true,
79
+ "aoe": true
80
+ }
81
+ ]
82
+ }
83
+ ],
84
+ "description": "Throughbolt rounds are a proprietary IPS-N anti-armor invention. When fired, the rounds ignite and project a superheated cone of plasma before them, creating an effect like a miniature lance that easily penetrates multiple targets – even through hard surfaces.",
85
+ "tags": [
86
+ {
87
+ "id": "tg_unique"
88
+ }
89
+ ],
90
+ "license_id": "mf_tortuga"
91
+ },
92
+ {
93
+ "id": "wm_shock_wreath",
94
+ "name": "Shock Wreath",
95
+ "sp": 2,
96
+ "allowed_types": ["Melee"],
97
+ "source": "SSC",
98
+ "license": "Metalmark",
99
+ "license_level": 3,
100
+ "effect": "In addition to its usual damage, 1/round you may activate the wreath as a quick action when you hit a character with the weapon this mod is applied to to cause it to take 1d6 burn. If it already is suffering from burn, it can additionally only draw line of sight to adjacent spaces until the end of its next turn.",
101
+ "actions": {
102
+ "activation": "Quick",
103
+ "damage": [
104
+ {
105
+ "type": "Burn",
106
+ "val": "1d6"
107
+ }
108
+ ]
109
+ },
110
+ "description": "A post-fab modification popular among melee combat specialists, Shock Wreathes integrate a bundle of conductive filaments within the blade, point, tip, or surface of a close combat weapon. Paired with a power source – typically in the hilt or lower half of a weapon, but sometimes external – Shock Wreathes give kinetic weapons a thermal edge and a distinctive visual marker: fine lines of white-hot light like filigree, shrouding the modified weapon in shimmering heat.",
111
+ "tags": [
112
+ {
113
+ "id": "tg_unique"
114
+ }
115
+ ],
116
+ "license_id": "mf_metalmark"
117
+ },
118
+ {
119
+ "id": "wm_stabilizer_mod",
120
+ "name": "Stabilizer Mod",
121
+ "sp": 2,
122
+ "allowed_types": ["Launcher", "Cannon"],
123
+ "source": "SSC",
124
+ "license": "Monarch",
125
+ "license_level": 2,
126
+ "effect": "the weapon this mod is applied to gains +5 range and the Ordnance tag.",
127
+ "description": "Stabilizer mods enhance physical mounts and targeting software, ensuring weapons remain level, steady, and at an appropriate angle regardless of terrain or pilot maneuvers.",
128
+ "added_range": [
129
+ {
130
+ "type": "Range",
131
+ "val": 5
132
+ }
133
+ ],
134
+ "added_tags": [
135
+ {
136
+ "id": "tg_ordnance"
137
+ }
138
+ ],
139
+ "license_id": "mf_monarch"
140
+ },
141
+ {
142
+ "id": "wm_nanocomposite_adaptation",
143
+ "name": "Nanocomposite Adaptation",
144
+ "sp": 2,
145
+ "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
146
+ "source": "HORUS",
147
+ "license": "Balor",
148
+ "license_level": 2,
149
+ "effect": "the weapon this mod is applied to gains Smart and Seeking.",
150
+ "description": "Nanocomposite weapons take aggressive drone swarms and condense them into individual rounds, a coherent beam, or the edge of a blade.<br>Adapted projectile weapons fire shaped CONSUME/HIVE rounds that shatter on impact, releasing their payload of autonomous nanite maniples. Once freed, the maniples begin eating away at surrounding tissue or superstructure. They proceed until burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and make slight adjustments to the trajectory of their round, ensuring positive impact.<br>Coherent beam weapons transport maniples directly, while conventional melee weapons are replaced by analogs composed entirely of nanobots.",
151
+ "added_tags": [
152
+ {
153
+ "id": "tg_smart"
154
+ },
155
+ {
156
+ "id": "tg_seeking"
157
+ }
158
+ ],
159
+ "license_id": "mf_balor"
160
+ },
161
+ {
162
+ "id": "wm_phase_ready_mod",
163
+ "name": "Phase-Ready Mod",
164
+ "sp": 2,
165
+ "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
166
+ "source": "HA",
167
+ "license": "Napoleon",
168
+ "license_level": 2,
169
+ "effect": "As long as you know the rough location of your target, the weapon this mod is applied to can attack through solid walls and obstructions, doesn’t require line of sight, and ignores all cover, but targets attacked this way count as Invisible.",
170
+ "description": "As it was named following its first use during the civil hostilities on Luna de Oro, phase-ready ammunition is the “devil’s bullets”. Each round contains a nanoprocessor suite networked with its weapon of origin that calculates and translates the specific nature of that round’s superpositional relation with a projected future doppelgänger that manifests in the space immediately before its intended target. To put it simply, phase-ready rounds, when fired, exist in two places at once: exiting the barrel of the weapon they were fired from, and directly in front of the target, prior to impact. The prime round may never hit its target, but given it already exists at the moment of impact, the doppelgänger round will reliably reach its mark.",
171
+ "license_id": "mf_napoleon"
172
+ },
173
+ {
174
+ "id": "wm_paracausal_mod",
175
+ "name": "Paracausal Mod",
176
+ "sp": 4,
177
+ "allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
178
+ "source": "HA",
179
+ "license": "Saladin",
180
+ "license_level": 3,
181
+ "effect": "This weapon gains Overkill, and its damage can’t be reduced in any way, including by other effects and systems (such as Resistance, Armor, etc).",
182
+ "description": "Paracausal weapons are a headache for military planners; their precise A–Z function is often obscured, though they consistently produce the same “Z” output per “A” input.<br>The first reports of unregulated paracausal weaponry occurred during the civil engagements on Tian Shen. System-local forces received sealed magazines with directions to be loaded and fired as normal, although inspection of the magazines’ contents was prohibited on grounds that it would “damage the payload”. Helmet and gun cam footage do not betray the anomalous effects of this ordnance, though after-action reports uncovered a seemingly minor, though incredibly odd fact: every single trooper outfitted with this paracausal ammunition scored a 100% positive impact rate.<br>Union has scheduled all unregulated paracausal weapons and ammunition for retrieval, and the bureau is currently investigating Harrison Armory for its role in the development of the technology. Despite this, paracausal ammunition is still in use, as shipments and codes continue to leak to interested parties.",
183
+ "added_tags": [
184
+ {
185
+ "id": "tg_overkill"
186
+ },
187
+ {
188
+ "id": "tg_irreducible"
189
+ }
190
+ ],
191
+ "license_id": "mf_saladin"
192
+ }
193
+ ]