@massif/lancer-data 4.0.0-beta.5 → 4.0.0-beta.7
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/index.js +1 -0
- package/lib/frames.json +2 -8
- package/lib/systems.json +12 -15
- package/lib/tags.json +2 -2
- package/lib/talents.json +8 -24
- package/package.json +1 -1
package/index.js
CHANGED
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@@ -21,6 +21,7 @@ const data = {
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statuses: require('./lib/statuses.json'),
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systems: require('./lib/systems.json'),
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tables: require('./lib/tables.json'),
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+
lists: require('./lib/lists.json'),
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tags: require('./lib/tags.json'),
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talents: require('./lib/talents.json'),
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weapons: require('./lib/weapons.json'),
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package/lib/frames.json
CHANGED
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@@ -279,10 +279,7 @@
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{
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"name": "Fortress Protocol",
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"detail": "You benefit from hard cover, even in the open, and gain Immunity to Knockback, Prone, and all involuntary movement.",
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-
"add_resist": [
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{ "type": "knockback", "val": "immunity", "target": "self" },
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{ "type": "prone", "val": "immunity", "target": "self" }
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],
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"add_resist": [{ "resist": "prone", "val": "immunity", "target": "self" }],
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"add_status": [{ "id": "immobilized", "target": "self" }],
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"add_special": [{ "attribute": "Immune to involuntary movement", "target": "self" }],
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"add_other": [{ "type": "cover", "val": "hard", "target": "self" }]
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@@ -427,10 +424,7 @@
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"frequency": "1/round",
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"condition": "After you Boost",
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"detail": "Your next melee attack deals +1d6 bonus damage on hit.",
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-
"bonus_damage":
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"val": "1d6",
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"weapon_types": ["melee"]
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}
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"bonus_damage": "1d6"
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}
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],
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"synergies": [
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package/lib/systems.json
CHANGED
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@@ -524,10 +524,7 @@
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"name": "SEKHMET Protocol (Melee Crit Bonus)",
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"detail": "All melee critical hits deal +1d6 bonus damage.",
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"on_crit": {
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"bonus_damage":
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"val": "1d6",
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"weapon_types": ["melee"]
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}
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"bonus_damage": "1d6"
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}
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},
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{
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@@ -674,7 +671,7 @@
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{
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"activation": "Quick",
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"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.",
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"save":
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"save": "hull"
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}
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],
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"description": "A winch system consists of an externally mounted spool of nanocarbon-weave cable and a recovery subroutine installed on the mech.",
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@@ -1142,7 +1139,7 @@
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"activation": "Quick",
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"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.",
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"range": [{ "type": "Range", "val": 8 }],
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"save":
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"save": "agi"
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}
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],
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"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.",
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@@ -1216,7 +1213,7 @@
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"activation": "Free",
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"trigger": "Hostile characters that move onto the PCP",
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"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.",
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"save":
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"save": "hull"
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},
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{
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"name": "Attract",
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@@ -1500,7 +1497,7 @@
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{
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"activation": "Protocol",
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"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.",
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"add_resist": [{ "
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"add_resist": [{ "resist": "Energy", "target": "self" }]
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}
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],
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"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.”",
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@@ -2119,7 +2116,7 @@
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"edef": 10,
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"evasion": 10,
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"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.",
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"save":
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"save": "sys"
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}
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],
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"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.",
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@@ -2637,7 +2634,7 @@
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}
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],
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"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.",
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"save":
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"save": "sys",
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"add_special": [
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{
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"attribute": "Mesmer Beacon Target",
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@@ -3049,7 +3046,7 @@
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{
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"activation": "Quick",
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"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.",
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"save":
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"save": "agi",
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"add_special": [
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{
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"condition": "Affected by Flak Launcher",
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@@ -3368,7 +3365,7 @@
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"name": "Clamp Bombs",
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"type": "Grenade",
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"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.",
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"save":
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"save": "eng",
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"damage": [{ "type": "Explosive", "val": "1d6+3", "ap": true, "aoe": true }]
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}
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],
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@@ -3464,9 +3461,9 @@
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{
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"activation": "Quick",
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"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.",
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"save":
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"save": "eng",
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"add_status": [{ "id": "stunned", "target": "any" }],
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"add_resist": [{ "
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"add_resist": [{ "resist": "all", "val": "immunity", "target": "any" }],
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"add_special": [
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{
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"condition": "Affected by Stasis Generator",
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@@ -3841,7 +3838,7 @@
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"license": "Tokugawa",
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"license_level": 2,
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"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.",
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"add_resist": [{ "
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"add_resist": [{ "resist": "Heat", "val": "resistance", "target": "self" }],
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"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.",
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"license_id": "mf_tokugawa"
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},
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package/lib/tags.json
CHANGED
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@@ -80,8 +80,8 @@
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},
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{
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"id": "tg_overkill",
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"name": "Overkill {VAL}
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-
"description": "When rolling for damage with this weapon, any damage dice that land on a {VAL} cause the attacker to take
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"name": "Overkill {VAL}",
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"description": "When rolling for damage with this weapon, any damage dice that land on a {VAL} cause the attacker to take 1 Heat, and are then rerolled. Additional {VAL}s continue to trigger this effect."
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},
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{
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"id": "tg_overshield",
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package/lib/talents.json
CHANGED
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@@ -324,7 +324,8 @@
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{
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"name": "Zero In",
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"condition": "You make a ranged attack with a Rifle while Steadying Aim is active",
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"detail": "Attempt to hit a weak point: gain +1 Difficulty on the attack roll, and deal +1d6 bonus damage on a critical hit."
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"detail": "Attempt to hit a weak point: gain +1 Difficulty on the attack roll, and deal +1d6 bonus damage on a critical hit.",
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"bonus_damage": "1d6"
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}
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],
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"synergies": [
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@@ -334,22 +335,6 @@
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"weapon_sizes": ["any"],
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"detail": "1/round, while <b>steadying your aim</b> and making a ranged attack with this weapon, you can attempt to hit a weak point: gain +1 Difficulty on the attack roll, and deal +1d6 bonus damage on a critical hit"
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}
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-
],
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"bonuses": [
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{
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"id": "bonus_damage",
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"val": "1d6",
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"weapon_types": ["Rifle"],
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"weapon_sizes": ["any"],
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"condition": "On critical hit, while steadying your aim"
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},
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{
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"id": "accuracy",
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"val": -1,
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"weapon_types": ["Rifle"],
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"weapon_sizes": ["any"],
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"condition": "While steadying your aim"
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}
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]
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},
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{
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@@ -833,7 +818,7 @@
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"frequency": "1/turn",
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"add_special": [
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{
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"
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"attribute": "Exemplar's Mark",
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"duration": "next_turn_start_self"
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}
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]
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@@ -1099,7 +1084,7 @@
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"name": "Hammerbeat",
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"detail": "If you successfully hit your Covering Fire target with the attack reaction granted by that talent, your target is Immobilized until the end of their next turn.",
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"condition": "You successfully hit your Covering Fire target with the attack reaction granted by that talent",
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"add_status": [{ "
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"add_status": [{ "id": "immobilized", "duration": "next_turn_end_target" }]
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}
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]
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},
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@@ -1688,7 +1673,7 @@
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"detail": "1/round, gain +1 Accuracy on any melee attack if at least one allied character is Engaged with your target.",
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"condition": "You make a melee attack and at least one allied character is Engaged with your target",
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"frequency": "1/round",
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"bonus": { "
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"bonus": { "id": "accuracy", "val": 1 }
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}
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],
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"synergies": [
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"detail": "1/round, gain +1 Accuracy on any ranged attack made while you are at a higher elevation than your target.",
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"condition": "You make a ranged attack while you are at a higher elevation than your target",
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"frequency": "1/round",
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"bonus": { "
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"bonus": { "id": "accuracy", "val": 1 }
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}
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],
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"synergies": [
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"detail": "Gain +1 Accuracy when using CQB weapons to attack targets within Range 3.",
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"condition": "You attack with a CQB weapon at a target within Range 3",
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"frequency": "1/round",
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"bonus": { "
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"bonus": { "id": "accuracy", "val": 1 }
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}
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],
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"synergies": [
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@@ -1809,8 +1794,7 @@
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{
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"name": "See-Through Seeker",
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"detail": "As long as you have line of sight, ignore both soft and hard cover when using CQB weapons to attack targets within Range 3.",
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"condition": "You attack with a CQB weapon at a target within Range 3"
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"bonus": { "type": "ignore_cover", "val": 1 }
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"condition": "You attack with a CQB weapon at a target within Range 3"
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}
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],
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"synergies": [
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