@massif/lancer-data 4.0.0-beta.8 → 4.0.0
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 -1370
- package/index.js +31 -31
- package/lib/actions.json +353 -296
- package/lib/backgrounds.json +221 -221
- package/lib/core_bonuses.json +14 -43
- package/lib/downtime_actions.json +203 -203
- package/lib/frames.json +2591 -2593
- 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 +2 -3
- package/lib/pilot_gear.json +7 -15
- package/lib/reserves.json +13 -12
- package/lib/rules.json +53 -53
- package/lib/sitreps.json +2 -2
- package/lib/skills.json +155 -155
- package/lib/statuses.json +126 -126
- package/lib/systems.json +56 -73
- package/lib/tables.json +66 -68
- package/lib/tags.json +358 -335
- package/lib/talents.json +1819 -1854
- package/lib/weapons.json +6 -3
- package/package.json +32 -29
- package/scripts/aptitude_export.js +0 -134
- package/scripts/build.js +0 -14
- package/scripts/output/equipment.csv +0 -86
- package/scripts/test.js +0 -19
- package/scripts/util.js +0 -232
package/lib/statuses.json
CHANGED
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@@ -1,126 +1,126 @@
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[
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{
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"id": "dangerzone",
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"name": "Danger Zone",
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"icon": "danger-zone",
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"type": "Status",
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"terse": "Heat level at half capacity or more",
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"exclusive": "Mech",
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"effects": "Characters are in the DANGER ZONE when half or more of their heat is filled in. They’re smoking hot, which enables some attacks, talents, and effects."
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},
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{
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"id": "downandout",
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"name": "Down and Out",
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"icon": "downandout",
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"type": "Status",
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"terse": "Pilot is unconscious, any additional damage kills",
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"exclusive": "Pilot",
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"effects": "Pilots that are DOWN AND OUT are unconscious and STUNNED – if they take any more damage, they die. They'll regain consciousness and half of their HP when they rest."
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},
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{
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"id": "engaged",
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"name": "Engaged",
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"icon": "engaged",
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"type": "Status",
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"terse": "Ranged attacks made by an this character receive +1 difficulty. All additional movement is lost if ENGAGED by a target of equal or greater SIZE",
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"effects": "If a character moves adjacent to a hostile character, they both gain the ENGAGED status for as long as they remain adjacent to one another. Ranged attacks made by an ENGAGED character receive +1 difficulty. Additionally, characters that become ENGAGED by targets of equal or greater SIZE during the course of a movement stop moving immediately and lose any unused movement."
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},
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{
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"id": "exposed",
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"name": "Exposed",
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"icon": "exposed",
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"type": "Status",
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"terse": "All kinetic, explosive, or energy damage taken by this character is doubled.",
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"exclusive": "Mech",
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"effects": "Characters become EXPOSED when they’re dealing with runaway heat buildup – their armor is weakened by overheating, their vents are open, and their weapons are spinning down, providing plenty of weak points. All kinetic, explosive, or energy damage taken by EXPOSED characters is doubled, before applying any reductions. A mech can clear EXPOSED by taking the STABILIZE action."
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},
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{
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"id": "hidden",
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"name": "Hidden",
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"icon": "hidden",
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"type": "Status",
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"terse": "This character can’t be targeted by hostile attacks or actions, doesn't cause engagement, and enemies only know their approximate location.",
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"effects": "HIDDEN characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using BOOST, and losing cover all remove HIDDEN after they resolve. Characters can find HIDDEN characters with SEARCH."
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},
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{
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"id": "invisible",
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"name": "Invisible",
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"icon": "invisible",
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"type": "Status",
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"terse": "All attacks against INVISIBLE characters have a 50 percent chance to miss before an attack roll is made. INVISIBLE characters can always HIDE, even without cover.",
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"effects": "All attacks against INVISIBLE characters, regardless of type, have a 50 percent chance to miss outright, before an attack roll is made. Roll a dice or flip a coin to determine if the attack misses.<br>Additionally, INVISIBLE characters can always HIDE, even without cover."
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},
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{
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"id": "prone",
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"name": "Prone",
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"icon": "prone",
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"type": "Status",
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"terse": "Attacks against PRONE targets receive +1 accuracy. PRONE characters are SLOWED and count as moving in difficult terrain.",
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"effects": "Attacks against PRONE targets receive +1 accuracy.<br>Additionally, PRONE characters are SLOWED and count as moving in difficult terrain. Characters can remove PRONE by standing up instead of taking their standard move, unless they’re IMMOBILIZED. Standing up doesn’t count as movement, so doesn’t trigger OVERWATCH or other effects."
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},
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{
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"id": "shut-down",
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"name": "Shut Down",
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"icon": "shut-down",
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"type": "Status",
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"terse": "While SHUT DOWN, mechs are STUNNED indefinitely.",
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"exclusive": "Mech",
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"effects": "When a mech is SHUT DOWN:<br>• all heat is cleared and the EXPOSED status is removed;<br>• any cascading NHPs are stabilised and no longer cascading;<br>• any statuses and conditions affecting the mech caused by tech actions, such as LOCK ON, immediately end.<br>SHUT DOWN mechs have IMMUNITY to all tech actions and attacks, including any from allied characters.<br>While SHUT DOWN, mechs are STUNNED indefinitely. Nothing can prevent this condition, and it remains until the mech ceases to be SHUT DOWN."
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},
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{
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"id": "immobilized",
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"name": "Immobilized",
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"icon": "immobilized",
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"type": "Condition",
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"terse": "IMMOBILIZED characters cannot make any voluntary movements",
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"effects": "IMMOBILIZED characters cannot make any voluntary movements, although involuntary movements are unaffected."
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},
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{
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"id": "impaired",
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"name": "Impaired",
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"icon": "impaired",
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"type": "Condition",
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"terse": "IMPAIRED characters receive +1 difficulty on all attacks, saves, and skill checks.",
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"effects": "IMPAIRED characters receive +1 difficulty on all attacks, saves, and skill checks."
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},
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{
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"id": "jammed",
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"name": "Jammed",
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"icon": "jammed",
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"type": "Condition",
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"terse": "JAMMED characters can’t use comms, make attacks other than IMPROVISED ATTACK, GRAPPLE, and RAM,take reactions, or take or benefit from tech actions",
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"effects": "JAMMED characters can’t:<br>• use comms to talk to other characters;<br>• make attacks, other than IMPROVISED ATTACK, GRAPPLE, and RAM;<br>• take reactions, or take or benefit from tech actions."
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},
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{
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"id": "lockon",
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"name": "Lock On",
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"icon": "lock-on",
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"type": "Condition",
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"terse": "Hostile characters can consume LOCK ON for +1 accuracy on their next attack against this character.",
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"effects": "Hostile characters can choose to consume a character’s LOCK ON condition in exchange for +1 accuracy on their next attack against that character.<br>LOCK ON is also required to use some talents and systems."
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},
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{
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"id": "shredded",
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"name": "Shredded",
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"icon": "shredded",
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"type": "Condition",
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"terse": "SHREDDED characters don’t benefit from ARMOR or RESISTANCE",
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"effects": "SHREDDED characters don’t benefit from ARMOR or RESISTANCE."
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},
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{
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"id": "slow",
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"name": "Slowed",
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"icon": "slow",
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"type": "Condition",
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"terse": "This character can’t BOOST or make any special moves granted by talents, systems, or weapons.",
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"effects": "The only movement SLOWED characters can make is their standard move, on their own turn – they can’t BOOST or make any special moves granted by talents, systems, or weapons."
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},
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{
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"id": "stunned",
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"name": "Stunned",
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"icon": "stunned",
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"type": "Condition",
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"terse": "STUNNED mechs cannot OVERCHARGE, move, or take any actions.",
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"effects": "STUNNED mechs cannot OVERCHARGE, move, or take any actions – including free actions and reactions. Pilots can still MOUNT, DISMOUNT, or EJECT from STUNNED mechs, and can take actions normally.<br>STUNNED mechs have a maximum of 5 EVASION, and automatically fail all HULL and AGILITY checks and saves."
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}
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]
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[
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{
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"id": "dangerzone",
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"name": "Danger Zone",
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"icon": "danger-zone",
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"type": "Status",
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"terse": "Heat level at half capacity or more",
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"exclusive": "Mech",
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"effects": "Characters are in the DANGER ZONE when half or more of their heat is filled in. They’re smoking hot, which enables some attacks, talents, and effects."
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},
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{
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"id": "downandout",
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"name": "Down and Out",
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"icon": "downandout",
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"type": "Status",
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"terse": "Pilot is unconscious, any additional damage kills",
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"exclusive": "Pilot",
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"effects": "Pilots that are DOWN AND OUT are unconscious and STUNNED – if they take any more damage, they die. They'll regain consciousness and half of their HP when they rest."
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},
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{
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"id": "engaged",
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"name": "Engaged",
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"icon": "engaged",
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"type": "Status",
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"terse": "Ranged attacks made by an this character receive +1 difficulty. All additional movement is lost if ENGAGED by a target of equal or greater SIZE",
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"effects": "If a character moves adjacent to a hostile character, they both gain the ENGAGED status for as long as they remain adjacent to one another. Ranged attacks made by an ENGAGED character receive +1 difficulty. Additionally, characters that become ENGAGED by targets of equal or greater SIZE during the course of a movement stop moving immediately and lose any unused movement."
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},
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{
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"id": "exposed",
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"name": "Exposed",
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"icon": "exposed",
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"type": "Status",
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"terse": "All kinetic, explosive, or energy damage taken by this character is doubled.",
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"exclusive": "Mech",
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"effects": "Characters become EXPOSED when they’re dealing with runaway heat buildup – their armor is weakened by overheating, their vents are open, and their weapons are spinning down, providing plenty of weak points. All kinetic, explosive, or energy damage taken by EXPOSED characters is doubled, before applying any reductions. A mech can clear EXPOSED by taking the STABILIZE action."
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},
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{
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"id": "hidden",
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"name": "Hidden",
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"icon": "hidden",
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"type": "Status",
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"terse": "This character can’t be targeted by hostile attacks or actions, doesn't cause engagement, and enemies only know their approximate location.",
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"effects": "HIDDEN characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using BOOST, and losing cover all remove HIDDEN after they resolve. Characters can find HIDDEN characters with SEARCH."
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},
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{
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"id": "invisible",
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"name": "Invisible",
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"icon": "invisible",
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"type": "Status",
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"terse": "All attacks against INVISIBLE characters have a 50 percent chance to miss before an attack roll is made. INVISIBLE characters can always HIDE, even without cover.",
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"effects": "All attacks against INVISIBLE characters, regardless of type, have a 50 percent chance to miss outright, before an attack roll is made. Roll a dice or flip a coin to determine if the attack misses.<br>Additionally, INVISIBLE characters can always HIDE, even without cover."
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},
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{
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"id": "prone",
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"name": "Prone",
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"icon": "prone",
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"type": "Status",
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"terse": "Attacks against PRONE targets receive +1 accuracy. PRONE characters are SLOWED and count as moving in difficult terrain.",
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"effects": "Attacks against PRONE targets receive +1 accuracy.<br>Additionally, PRONE characters are SLOWED and count as moving in difficult terrain. Characters can remove PRONE by standing up instead of taking their standard move, unless they’re IMMOBILIZED. Standing up doesn’t count as movement, so doesn’t trigger OVERWATCH or other effects."
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},
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{
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"id": "shut-down",
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"name": "Shut Down",
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"icon": "shut-down",
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"type": "Status",
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"terse": "While SHUT DOWN, mechs are STUNNED indefinitely.",
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"exclusive": "Mech",
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"effects": "When a mech is SHUT DOWN:<br>• all heat is cleared and the EXPOSED status is removed;<br>• any cascading NHPs are stabilised and no longer cascading;<br>• any statuses and conditions affecting the mech caused by tech actions, such as LOCK ON, immediately end.<br>SHUT DOWN mechs have IMMUNITY to all tech actions and attacks, including any from allied characters.<br>While SHUT DOWN, mechs are STUNNED indefinitely. Nothing can prevent this condition, and it remains until the mech ceases to be SHUT DOWN."
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},
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{
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"id": "immobilized",
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"name": "Immobilized",
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"icon": "immobilized",
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"type": "Condition",
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"terse": "IMMOBILIZED characters cannot make any voluntary movements",
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"effects": "IMMOBILIZED characters cannot make any voluntary movements, although involuntary movements are unaffected."
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},
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{
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"id": "impaired",
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"name": "Impaired",
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"icon": "impaired",
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"type": "Condition",
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"terse": "IMPAIRED characters receive +1 difficulty on all attacks, saves, and skill checks.",
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"effects": "IMPAIRED characters receive +1 difficulty on all attacks, saves, and skill checks."
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},
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{
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"id": "jammed",
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"name": "Jammed",
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"icon": "jammed",
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"type": "Condition",
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"terse": "JAMMED characters can’t use comms, make attacks other than IMPROVISED ATTACK, GRAPPLE, and RAM,take reactions, or take or benefit from tech actions",
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"effects": "JAMMED characters can’t:<br>• use comms to talk to other characters;<br>• make attacks, other than IMPROVISED ATTACK, GRAPPLE, and RAM;<br>• take reactions, or take or benefit from tech actions."
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},
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{
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"id": "lockon",
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"name": "Lock On",
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"icon": "lock-on",
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"type": "Condition",
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"terse": "Hostile characters can consume LOCK ON for +1 accuracy on their next attack against this character.",
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"effects": "Hostile characters can choose to consume a character’s LOCK ON condition in exchange for +1 accuracy on their next attack against that character.<br>LOCK ON is also required to use some talents and systems."
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},
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{
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"id": "shredded",
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"name": "Shredded",
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"icon": "shredded",
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"type": "Condition",
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"terse": "SHREDDED characters don’t benefit from ARMOR or RESISTANCE",
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"effects": "SHREDDED characters don’t benefit from ARMOR or RESISTANCE."
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},
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{
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"id": "slow",
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"name": "Slowed",
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"icon": "slow",
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"type": "Condition",
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"terse": "This character can’t BOOST or make any special moves granted by talents, systems, or weapons.",
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"effects": "The only movement SLOWED characters can make is their standard move, on their own turn – they can’t BOOST or make any special moves granted by talents, systems, or weapons."
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},
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{
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"id": "stunned",
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|
+
"name": "Stunned",
|
|
121
|
+
"icon": "stunned",
|
|
122
|
+
"type": "Condition",
|
|
123
|
+
"terse": "STUNNED mechs cannot OVERCHARGE, move, or take any actions.",
|
|
124
|
+
"effects": "STUNNED mechs cannot OVERCHARGE, move, or take any actions – including free actions and reactions. Pilots can still MOUNT, DISMOUNT, or EJECT from STUNNED mechs, and can take actions normally.<br>STUNNED mechs have a maximum of 5 EVASION, and automatically fail all HULL and AGILITY checks and saves."
|
|
125
|
+
}
|
|
126
|
+
]
|
package/lib/systems.json
CHANGED
|
@@ -81,7 +81,7 @@
|
|
|
81
81
|
"target": "self"
|
|
82
82
|
},
|
|
83
83
|
{
|
|
84
|
-
"id": "
|
|
84
|
+
"id": "slow",
|
|
85
85
|
"target": "self"
|
|
86
86
|
}
|
|
87
87
|
]
|
|
@@ -523,21 +523,16 @@
|
|
|
523
523
|
{
|
|
524
524
|
"name": "SEKHMET Protocol (Melee Crit Bonus)",
|
|
525
525
|
"detail": "All melee critical hits deal +1d6 bonus damage.",
|
|
526
|
-
"
|
|
527
|
-
"
|
|
526
|
+
"bonus_damage": {
|
|
527
|
+
"detail": "+1d6 bonus damage on melee critical hits.",
|
|
528
|
+
"val": "1d6",
|
|
529
|
+
"weapon_types": ["melee"],
|
|
530
|
+
"hit_type": "crit"
|
|
528
531
|
}
|
|
529
532
|
},
|
|
530
533
|
{
|
|
531
534
|
"name": "SEKHMET Protocol (Skirmish)",
|
|
532
|
-
"detail": "1/round, you can Skirmish with melee weapons only as a free action."
|
|
533
|
-
"actions": [
|
|
534
|
-
{
|
|
535
|
-
"name": "SEKHMET Protocol Skirmish",
|
|
536
|
-
"activation": "Free",
|
|
537
|
-
"frequency": "1/round",
|
|
538
|
-
"detail": "Skirmish with melee weapons as a free action."
|
|
539
|
-
}
|
|
540
|
-
]
|
|
535
|
+
"detail": "1/round, you can Skirmish with melee weapons only as a free action."
|
|
541
536
|
}
|
|
542
537
|
]
|
|
543
538
|
},
|
|
@@ -746,7 +741,7 @@
|
|
|
746
741
|
"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>",
|
|
747
742
|
"add_status": [
|
|
748
743
|
{
|
|
749
|
-
"id": "
|
|
744
|
+
"id": "slow",
|
|
750
745
|
"save": "agi",
|
|
751
746
|
"duration": "next_turn_end_target"
|
|
752
747
|
}
|
|
@@ -954,7 +949,13 @@
|
|
|
954
949
|
"activation": "Free",
|
|
955
950
|
"trigger": "You attack with a Loading weapon after reloading any weapon.",
|
|
956
951
|
"detail": "On hit: This attack deals +1d6 explosive bonus damage, and targets must succeed on a Hull save or be knocked Prone.",
|
|
957
|
-
"add_status": [{ "id": "prone", "save": "hull" }]
|
|
952
|
+
"add_status": [{ "id": "prone", "save": "hull" }],
|
|
953
|
+
"damage": [
|
|
954
|
+
{
|
|
955
|
+
"type": "Explosive",
|
|
956
|
+
"val": "1d6"
|
|
957
|
+
}
|
|
958
|
+
]
|
|
958
959
|
}
|
|
959
960
|
],
|
|
960
961
|
"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.",
|
|
@@ -981,7 +982,7 @@
|
|
|
981
982
|
"damage": [
|
|
982
983
|
{
|
|
983
984
|
"type": "Kinetic",
|
|
984
|
-
"val":
|
|
985
|
+
"val": 2
|
|
985
986
|
}
|
|
986
987
|
]
|
|
987
988
|
},
|
|
@@ -992,7 +993,7 @@
|
|
|
992
993
|
"damage": [
|
|
993
994
|
{
|
|
994
995
|
"type": "Kinetic",
|
|
995
|
-
"val":
|
|
996
|
+
"val": 10,
|
|
996
997
|
"ap": true
|
|
997
998
|
}
|
|
998
999
|
]
|
|
@@ -1028,7 +1029,7 @@
|
|
|
1028
1029
|
"activation": "Quick",
|
|
1029
1030
|
"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.",
|
|
1030
1031
|
"add_resist": [{ "resist": "all", "target": "self" }],
|
|
1031
|
-
"add_status": [{ "id": "
|
|
1032
|
+
"add_status": [{ "id": "slow", "target": "self" }],
|
|
1032
1033
|
"add_special": [{ "attribute": "HyperDense Armor Active", "target": "self" }]
|
|
1033
1034
|
},
|
|
1034
1035
|
{
|
|
@@ -1099,11 +1100,10 @@
|
|
|
1099
1100
|
"type": "Deployable",
|
|
1100
1101
|
"name": "Caltrop Field",
|
|
1101
1102
|
"activation": "Quick",
|
|
1102
|
-
"size":
|
|
1103
|
-
"hp": 10,
|
|
1104
|
-
"evasion": 5,
|
|
1103
|
+
"size": 3,
|
|
1105
1104
|
"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.",
|
|
1106
|
-
"damage": [{ "type": "Explosive", "val": "1d3", "ap": true }]
|
|
1105
|
+
"damage": [{ "type": "Explosive", "val": "1d3", "ap": true }],
|
|
1106
|
+
"tags": [{ "id": "tg_invulnerable" }]
|
|
1107
1107
|
}
|
|
1108
1108
|
],
|
|
1109
1109
|
"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.",
|
|
@@ -1312,8 +1312,8 @@
|
|
|
1312
1312
|
"actions": [
|
|
1313
1313
|
{
|
|
1314
1314
|
"activation": "Quick Tech",
|
|
1315
|
-
"
|
|
1316
|
-
"
|
|
1315
|
+
"detail": "Make a tech attack against a character within Sensors. On a hit, you know their exact location, HP, Structure, and Speed for the duration. They can’t Hide and you ignore their Invisible status. To remove the tracking drone, they must succeed on an Engineering check as a quick action; otherwise it deactivates at the end of the scene.",
|
|
1316
|
+
"attack": "tech"
|
|
1317
1317
|
}
|
|
1318
1318
|
],
|
|
1319
1319
|
"description": "Tracking bugs are specialized tracer rounds – essentially, drones too large to be classified as nanites, and far too small to fit the Union-standard parameters of a drone. Fired from dedicated launchers, tracking bugs guide themselves toward their designated target. Following successful penetration of the target, they surreptitiously and continuously feed live data back to their registered user.",
|
|
@@ -1570,7 +1570,7 @@
|
|
|
1570
1570
|
"effect": "When you Brace, you become Invisible until the end of your next turn and may immediately move spaces equal to your Speed.",
|
|
1571
1571
|
"synergies": [
|
|
1572
1572
|
{
|
|
1573
|
-
"locations": ["
|
|
1573
|
+
"locations": ["brace"],
|
|
1574
1574
|
"detail": "When you Brace, you become Invisible until the end of your next turn and may immediately move spaces equal to your Speed."
|
|
1575
1575
|
}
|
|
1576
1576
|
],
|
|
@@ -1816,8 +1816,8 @@
|
|
|
1816
1816
|
"actions": [
|
|
1817
1817
|
{
|
|
1818
1818
|
"activation": "Full Tech",
|
|
1819
|
-
"tech_attack": true,
|
|
1820
1819
|
"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.",
|
|
1820
|
+
"attack": "tech",
|
|
1821
1821
|
"range": [{ "val": "{sensors}" }],
|
|
1822
1822
|
"damage": [{ "type": "Heat", "val": 2 }],
|
|
1823
1823
|
"add_status": [{ "id": "lock_on" }],
|
|
@@ -1849,7 +1849,7 @@
|
|
|
1849
1849
|
{
|
|
1850
1850
|
"activation": "Protocol",
|
|
1851
1851
|
"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.",
|
|
1852
|
-
"add_status": [{ "id": "
|
|
1852
|
+
"add_status": [{ "id": "slow", "target": "self" }],
|
|
1853
1853
|
"add_special": [
|
|
1854
1854
|
{
|
|
1855
1855
|
"attribute": "Retractable Profile Active",
|
|
@@ -1919,7 +1919,7 @@
|
|
|
1919
1919
|
"activation": "Quick",
|
|
1920
1920
|
"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.",
|
|
1921
1921
|
"add_status": [
|
|
1922
|
-
{ "id": "
|
|
1922
|
+
{ "id": "slow", "target": "self" },
|
|
1923
1923
|
{ "id": "invisible", "target": "self" }
|
|
1924
1924
|
],
|
|
1925
1925
|
"add_special": [
|
|
@@ -2106,7 +2106,8 @@
|
|
|
2106
2106
|
"name": "Construct Other: Ideal Image",
|
|
2107
2107
|
"type": "Object",
|
|
2108
2108
|
"size": 2,
|
|
2109
|
-
"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."
|
|
2109
|
+
"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.",
|
|
2110
|
+
"tags": [{ "id": "tg_invulnerable" }]
|
|
2110
2111
|
},
|
|
2111
2112
|
{
|
|
2112
2113
|
"name": "Construct Other: False Idol",
|
|
@@ -2147,8 +2148,8 @@
|
|
|
2147
2148
|
{
|
|
2148
2149
|
"name": "Hurl Into the Duat",
|
|
2149
2150
|
"activation": "Quick Tech",
|
|
2150
|
-
"tech_attack": true,
|
|
2151
2151
|
"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.",
|
|
2152
|
+
"attack": "tech",
|
|
2152
2153
|
"damage": [{ "type": "Heat", "val": 2, "save": "hull" }],
|
|
2153
2154
|
"add_special": [
|
|
2154
2155
|
{
|
|
@@ -2229,7 +2230,6 @@
|
|
|
2229
2230
|
{
|
|
2230
2231
|
"name": "Battlefield Awareness",
|
|
2231
2232
|
"activation": "Reaction",
|
|
2232
|
-
"frequency": "Unlimited",
|
|
2233
2233
|
"trigger": "A hostile action is taken against your target.",
|
|
2234
2234
|
"detail": "You may move 3 spaces towards your target, by the most direct route possible. This movement interrupts and resolves before the triggering action, ignores engagement and doesn’t provoke reactions. This reaction can be taken as many times per round as it is triggered."
|
|
2235
2235
|
}
|
|
@@ -2279,7 +2279,6 @@
|
|
|
2279
2279
|
{
|
|
2280
2280
|
"name": "Activate //SCORPION",
|
|
2281
2281
|
"activation": "Free",
|
|
2282
|
-
"frequency": "Unlimited",
|
|
2283
2282
|
"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.",
|
|
2284
2283
|
"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>",
|
|
2285
2284
|
"add_status": [
|
|
@@ -2463,10 +2462,9 @@
|
|
|
2463
2462
|
{
|
|
2464
2463
|
"name": "Area Denial",
|
|
2465
2464
|
"activation": "Reaction",
|
|
2466
|
-
"frequency": "Unlimited",
|
|
2467
2465
|
"trigger": "A hostile character starts movement in or enters the area targeted by your assassin drone.",
|
|
2468
2466
|
"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.",
|
|
2469
|
-
"damage": [{ "type": "Kinetic", "val": 3 }]
|
|
2467
|
+
"damage": [{ "type": "Kinetic", "val": 3, "attack": "ranged" }]
|
|
2470
2468
|
}
|
|
2471
2469
|
]
|
|
2472
2470
|
}
|
|
@@ -2686,7 +2684,7 @@
|
|
|
2686
2684
|
"name": "Logic Bomb",
|
|
2687
2685
|
"activation": "Invade",
|
|
2688
2686
|
"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.",
|
|
2689
|
-
"add_status": [{ "id": "
|
|
2687
|
+
"add_status": [{ "id": "slow", "save": "sys", "aoe": true }]
|
|
2690
2688
|
},
|
|
2691
2689
|
{
|
|
2692
2690
|
"name": "Banish",
|
|
@@ -2716,8 +2714,8 @@
|
|
|
2716
2714
|
{
|
|
2717
2715
|
"name": "Chains of Prometheus",
|
|
2718
2716
|
"activation": "Full Tech",
|
|
2719
|
-
"tech_attack": true,
|
|
2720
2717
|
"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.",
|
|
2718
|
+
"attack": "tech",
|
|
2721
2719
|
"damage": [{ "type": "Heat", "val": 4 }],
|
|
2722
2720
|
"add_special": [
|
|
2723
2721
|
{
|
|
@@ -2729,8 +2727,8 @@
|
|
|
2729
2727
|
{
|
|
2730
2728
|
"name": "Excommunicate",
|
|
2731
2729
|
"activation": "Full Tech",
|
|
2732
|
-
"tech_attack": true,
|
|
2733
2730
|
"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.",
|
|
2731
|
+
"attack": "tech",
|
|
2734
2732
|
"add_special": [
|
|
2735
2733
|
{
|
|
2736
2734
|
"attribute": "Aggressive System Sync: Excommunicate Target",
|
|
@@ -2747,7 +2745,6 @@
|
|
|
2747
2745
|
"name": "Metafold Carver",
|
|
2748
2746
|
"type": "Tech",
|
|
2749
2747
|
"sp": 2,
|
|
2750
|
-
"tags": [],
|
|
2751
2748
|
"source": "HORUS",
|
|
2752
2749
|
"license": "Minotaur",
|
|
2753
2750
|
"license_level": 2,
|
|
@@ -2778,9 +2775,9 @@
|
|
|
2778
2775
|
"activation": "Quick",
|
|
2779
2776
|
"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.",
|
|
2780
2777
|
"add_status": [
|
|
2781
|
-
{ "id": "
|
|
2778
|
+
{ "id": "slow", "target": "self" },
|
|
2782
2779
|
{
|
|
2783
|
-
"id": "
|
|
2780
|
+
"id": "slow",
|
|
2784
2781
|
"duration": "next_turn_end_target",
|
|
2785
2782
|
"aoe": true,
|
|
2786
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|
"save": "sys"
|
|
@@ -2808,13 +2805,13 @@
|
|
|
2808
2805
|
{
|
|
2809
2806
|
"name": "Predator/Prey Concepts",
|
|
2810
2807
|
"activation": "Full Tech",
|
|
2811
|
-
"
|
|
2812
|
-
"
|
|
2808
|
+
"detail": "Make a tech attack against a hostile character within Sensors. On a hit, they immediately attack a different character or object of your choice with a single weapon as a reaction. Although you choose their target and weapon, they count as attacking and taking a reaction.",
|
|
2809
|
+
"attack": "tech"
|
|
2813
2810
|
},
|
|
2814
2811
|
{
|
|
2815
2812
|
"name": "Slave Systems",
|
|
2816
2813
|
"activation": "Full Tech",
|
|
2817
|
-
"
|
|
2814
|
+
"attack": "tech",
|
|
2818
2815
|
"detail": "Make a tech attack against a hostile character within Sensors. On a hit, they immediately take one of the following actions – chosen by you – as a reaction: Boost, Stabilize, Improvised Attack, Grapple, Ram. Although you choose the action and its target (if relevant), they count as taking the action and taking a reaction."
|
|
2819
2816
|
}
|
|
2820
2817
|
],
|
|
@@ -2845,6 +2842,12 @@
|
|
|
2845
2842
|
]
|
|
2846
2843
|
}
|
|
2847
2844
|
],
|
|
2845
|
+
"synergies": [
|
|
2846
|
+
{
|
|
2847
|
+
"locations": ["attack"],
|
|
2848
|
+
"detail": "Your first successful ranged or melee attack against the Hunter Lock target each round deals +3 bonus damage."
|
|
2849
|
+
}
|
|
2850
|
+
],
|
|
2848
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>",
|
|
2849
2852
|
"license_id": "mf_pegasus"
|
|
2850
2853
|
},
|
|
@@ -3049,7 +3052,7 @@
|
|
|
3049
3052
|
"save": "agi",
|
|
3050
3053
|
"add_special": [
|
|
3051
3054
|
{
|
|
3052
|
-
"
|
|
3055
|
+
"attribute": "Affected by Flak Launcher",
|
|
3053
3056
|
"duration": "next_turn_end_target",
|
|
3054
3057
|
"detail": "You can’t fly until the end of your next turn."
|
|
3055
3058
|
}
|
|
@@ -3104,7 +3107,7 @@
|
|
|
3104
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.",
|
|
3105
3108
|
"actions": [
|
|
3106
3109
|
{
|
|
3107
|
-
"activation": "
|
|
3110
|
+
"activation": "Free",
|
|
3108
3111
|
"trigger": "You clear all heat or take stress.",
|
|
3109
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.",
|
|
3110
3113
|
"damage": [
|
|
@@ -3281,7 +3284,7 @@
|
|
|
3281
3284
|
],
|
|
3282
3285
|
"add_status": [
|
|
3283
3286
|
{
|
|
3284
|
-
"id": "
|
|
3287
|
+
"id": "slow",
|
|
3285
3288
|
"save": "agi"
|
|
3286
3289
|
}
|
|
3287
3290
|
],
|
|
@@ -3466,7 +3469,7 @@
|
|
|
3466
3469
|
"add_resist": [{ "resist": "all", "val": "immunity", "target": "any" }],
|
|
3467
3470
|
"add_special": [
|
|
3468
3471
|
{
|
|
3469
|
-
"
|
|
3472
|
+
"attribute": "Affected by Stasis Generator",
|
|
3470
3473
|
"duration": "next_turn_end_target",
|
|
3471
3474
|
"detail": "You can’t be moved, targeted, or affected by any other character or effect."
|
|
3472
3475
|
}
|
|
@@ -3698,7 +3701,7 @@
|
|
|
3698
3701
|
"name": "Diluvian Ark",
|
|
3699
3702
|
"activation": "Quick",
|
|
3700
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>",
|
|
3701
|
-
"add_status": [{ "id": "
|
|
3704
|
+
"add_status": [{ "id": "slow", "target": "self" }],
|
|
3702
3705
|
"active_effects": [
|
|
3703
3706
|
{
|
|
3704
3707
|
"name": "Diluvian Ark Active",
|
|
@@ -3874,6 +3877,12 @@
|
|
|
3874
3877
|
"detail": "Expend a charge to give your next ranged or melee attack this turn bonus damage on hit equal to your current heat after activating this protocol, as long as the weapon deals any energy."
|
|
3875
3878
|
}
|
|
3876
3879
|
],
|
|
3880
|
+
"synergies": [
|
|
3881
|
+
{
|
|
3882
|
+
"locations": ["attack"],
|
|
3883
|
+
"detail": "If the LUCIFER Protocol has been activated, your next ranged or melee attack this turn deals bonus damage on hit equal to your current heat, as long as the weapon deals any energy"
|
|
3884
|
+
}
|
|
3885
|
+
],
|
|
3877
3886
|
"description": "LUCIFER came to the Think Tank’s attention after their repeated victories in thought-war games. LUCIFER clones are characterized by their brash, enthusiastic personality, often expressing frustration with timid pilots. This bombastic personality hides a calculating, brilliant tactical mind that feeds constant information to pilots – often faster than they can process it.<br>LUCIFER’s combat doctrine demands action, appearing to less daring pilots as a chaotic blend of reckless maneuvering and aggressive offense that keeps defenders beleaguered and unable to respond. Pilots looking to partner with LUCIFER clones should be aware that this attack style is likely to leave them vulnerable to counterattack, and also that these NHPs enjoy what they call “good-natured ribbing”.",
|
|
3878
3887
|
"license_id": "mf_tokugawa"
|
|
3879
3888
|
},
|
|
@@ -3937,12 +3946,6 @@
|
|
|
3937
3946
|
|
|
3938
3947
|
"license": "GMS",
|
|
3939
3948
|
"license_level": 0,
|
|
3940
|
-
"synergies": [
|
|
3941
|
-
{
|
|
3942
|
-
"locations": ["unmounted"],
|
|
3943
|
-
"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."
|
|
3944
|
-
}
|
|
3945
|
-
],
|
|
3946
3949
|
"active_effects": [
|
|
3947
3950
|
{
|
|
3948
3951
|
"name": "Servant-Class NHP",
|
|
@@ -3975,16 +3978,6 @@
|
|
|
3975
3978
|
|
|
3976
3979
|
"license": "GMS",
|
|
3977
3980
|
"license_level": 0,
|
|
3978
|
-
"synergies": [
|
|
3979
|
-
{
|
|
3980
|
-
"locations": ["unmounted"],
|
|
3981
|
-
"detail": "Your Servant-Class NHP is now capable of independent thought. It can make complex decisions and judgments and act independently, without instruction."
|
|
3982
|
-
},
|
|
3983
|
-
{
|
|
3984
|
-
"locations": ["stats"],
|
|
3985
|
-
"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."
|
|
3986
|
-
}
|
|
3987
|
-
],
|
|
3988
3981
|
"active_effects": [
|
|
3989
3982
|
{
|
|
3990
3983
|
"name": "Student-Class NHP",
|
|
@@ -4029,16 +4022,6 @@
|
|
|
4029
4022
|
|
|
4030
4023
|
"license": "GMS",
|
|
4031
4024
|
"license_level": 0,
|
|
4032
|
-
"synergies": [
|
|
4033
|
-
{
|
|
4034
|
-
"locations": ["unmounted"],
|
|
4035
|
-
"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"
|
|
4036
|
-
},
|
|
4037
|
-
{
|
|
4038
|
-
"locations": ["stats"],
|
|
4039
|
-
"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."
|
|
4040
|
-
}
|
|
4041
|
-
],
|
|
4042
4025
|
"active_effects": [
|
|
4043
4026
|
{
|
|
4044
4027
|
"name": "Enlightenment-Class NHP",
|