@massif/lancer-data 4.0.0-beta.9 → 4.0.1

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/systems.json CHANGED
@@ -81,7 +81,7 @@
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  "target": "self"
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  },
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  {
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- "id": "slowed",
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+ "id": "slow",
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  "target": "self"
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  }
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  ]
@@ -481,6 +481,7 @@
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  {
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  "name": "Grapple Swing",
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  "activation": "Free",
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+ "frequency": "1/turn",
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  "detail": "1/turn, when making a standard move, you can fly your Speed in a straight line as long as there is a clear path. This move must end on an object or surface, or else you begin falling. As long as you remain stationary, you can secure yourself to the destination surface or object, even if it’s vertical or overhanging. If you are knocked Prone or knocked back while secured to a surface, you fall."
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  },
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  {
@@ -523,21 +524,16 @@
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  {
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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": "1d6"
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+ "bonus_damage": {
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+ "detail": "+1d6 bonus damage on melee critical hits.",
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+ "val": "1d6",
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+ "weapon_types": ["melee"],
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+ "hit_type": "crit"
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  }
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  },
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  {
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  "name": "SEKHMET Protocol (Skirmish)",
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- "detail": "1/round, you can Skirmish with melee weapons only as a free action.",
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- "actions": [
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- {
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- "name": "SEKHMET Protocol Skirmish",
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- "activation": "Free",
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- "frequency": "1/round",
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- "detail": "Skirmish with melee weapons as a free action."
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- }
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- ]
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+ "detail": "1/round, you can Skirmish with melee weapons only as a free action."
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  }
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  ]
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  },
@@ -746,7 +742,7 @@
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  "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>",
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  "add_status": [
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  {
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- "id": "slowed",
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+ "id": "slow",
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  "save": "agi",
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  "duration": "next_turn_end_target"
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  }
@@ -954,7 +950,13 @@
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  "activation": "Free",
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  "trigger": "You attack with a Loading weapon after reloading any weapon.",
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  "detail": "On hit: This attack deals +1d6 explosive bonus damage, and targets must succeed on a Hull save or be knocked Prone.",
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- "add_status": [{ "id": "prone", "save": "hull" }]
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+ "add_status": [{ "id": "prone", "save": "hull" }],
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+ "damage": [
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+ {
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+ "type": "Explosive",
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+ "val": "1d6"
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+ }
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+ ]
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  }
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  ],
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  "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 +983,7 @@
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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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+ "val": 2
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  }
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  ]
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  },
@@ -992,7 +994,7 @@
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  "damage": [
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  {
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  "type": "Kinetic",
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- "val": "10",
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+ "val": 10,
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  "ap": true
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  }
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  ]
@@ -1028,7 +1030,7 @@
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  "activation": "Quick",
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  "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.",
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  "add_resist": [{ "resist": "all", "target": "self" }],
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- "add_status": [{ "id": "slowed", "target": "self" }],
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+ "add_status": [{ "id": "slow", "target": "self" }],
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  "add_special": [{ "attribute": "HyperDense Armor Active", "target": "self" }]
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  },
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  {
@@ -1099,11 +1101,10 @@
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  "type": "Deployable",
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  "name": "Caltrop Field",
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  "activation": "Quick",
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- "size": 1,
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- "hp": 10,
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- "evasion": 5,
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+ "size": 3,
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  "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.",
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- "damage": [{ "type": "Explosive", "val": "1d3", "ap": true }]
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+ "damage": [{ "type": "Explosive", "val": "1d3", "ap": true }],
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+ "tags": [{ "id": "tg_invulnerable" }]
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  }
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  ],
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  "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 +1313,8 @@
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  "actions": [
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  {
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  "activation": "Quick Tech",
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- "tech_attack": true,
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- "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."
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+ "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.",
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+ "attack": "tech"
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  }
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  ],
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  "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 +1571,7 @@
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  "effect": "When you Brace, you become Invisible until the end of your next turn and may immediately move spaces equal to your Speed.",
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  "synergies": [
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  {
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- "locations": ["Brace"],
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+ "locations": ["brace"],
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  "detail": "When you Brace, you become Invisible until the end of your next turn and may immediately move spaces equal to your Speed."
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  }
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  ],
@@ -1624,7 +1625,7 @@
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  "deployables": [
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  {
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  "name": "Javelin Rocket",
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- "type": "Mine",
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+ "type": "Rocket",
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  "range": [
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  {
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  "type": "Burst",
@@ -1816,9 +1817,8 @@
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  "actions": [
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  {
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  "activation": "Full Tech",
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- "tech_attack": true,
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  "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.",
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- "range": [{ "val": "{sensors}" }],
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+ "attack": "tech",
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  "damage": [{ "type": "Heat", "val": 2 }],
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  "add_status": [{ "id": "lock_on" }],
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  "add_special": [
@@ -1849,7 +1849,7 @@
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  {
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  "activation": "Protocol",
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  "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.",
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- "add_status": [{ "id": "slowed", "target": "self" }],
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+ "add_status": [{ "id": "slow", "target": "self" }],
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  "add_special": [
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  {
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  "attribute": "Retractable Profile Active",
@@ -1919,7 +1919,7 @@
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  "activation": "Quick",
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  "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.",
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  "add_status": [
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- { "id": "slowed", "target": "self" },
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+ { "id": "slow", "target": "self" },
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  { "id": "invisible", "target": "self" }
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  ],
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  "add_special": [
@@ -2106,7 +2106,8 @@
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  "name": "Construct Other: Ideal Image",
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  "type": "Object",
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  "size": 2,
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- "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."
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+ "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.",
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+ "tags": [{ "id": "tg_invulnerable" }]
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  },
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  {
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  "name": "Construct Other: False Idol",
@@ -2147,8 +2148,8 @@
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  {
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  "name": "Hurl Into the Duat",
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  "activation": "Quick Tech",
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- "tech_attack": true,
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  "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.",
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+ "attack": "tech",
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  "damage": [{ "type": "Heat", "val": 2, "save": "hull" }],
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  "add_special": [
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  {
@@ -2200,6 +2201,7 @@
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  "instances": 3,
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  "detail": "You create three Size 1 data constructs in free spaces adjacent to your target, but not adjacent to each other. When a character passes through one of the constructs, they take 2 heat and the construct disappears. They last for the rest of the scene or until either they are destroyed, you take this action again, or you delete them as a free action. A construct can be destroyed by an adjacent character with a successful Systems skill check as a quick action.",
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  "damage": [{ "type": "Heat", "val": 2 }],
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+ "activation": "Free",
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  "recall": "Free"
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  }
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  ],
@@ -2229,7 +2231,6 @@
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  {
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  "name": "Battlefield Awareness",
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  "activation": "Reaction",
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- "frequency": "Unlimited",
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  "trigger": "A hostile action is taken against your target.",
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  "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."
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  }
@@ -2279,7 +2280,6 @@
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  {
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  "name": "Activate //SCORPION",
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  "activation": "Free",
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- "frequency": "Unlimited",
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  "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.",
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  "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>",
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  "add_status": [
@@ -2463,10 +2463,9 @@
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  {
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  "name": "Area Denial",
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  "activation": "Reaction",
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- "frequency": "Unlimited",
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  "trigger": "A hostile character starts movement in or enters the area targeted by your assassin drone.",
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  "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.",
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- "damage": [{ "type": "Kinetic", "val": 3 }]
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+ "damage": [{ "type": "Kinetic", "val": 3, "attack": "ranged" }]
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  }
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  ]
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  }
@@ -2686,7 +2685,7 @@
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  "name": "Logic Bomb",
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  "activation": "Invade",
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  "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.",
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- "add_status": [{ "id": "slowed", "save": "sys", "aoe": true }]
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+ "add_status": [{ "id": "slow", "save": "sys", "aoe": true }]
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  },
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  {
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  "name": "Banish",
@@ -2716,8 +2715,8 @@
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  {
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  "name": "Chains of Prometheus",
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  "activation": "Full Tech",
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- "tech_attack": true,
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  "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.",
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+ "attack": "tech",
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  "damage": [{ "type": "Heat", "val": 4 }],
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  "add_special": [
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  {
@@ -2729,8 +2728,8 @@
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  {
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  "name": "Excommunicate",
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  "activation": "Full Tech",
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- "tech_attack": true,
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  "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.",
2732
+ "attack": "tech",
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  "add_special": [
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  {
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  "attribute": "Aggressive System Sync: Excommunicate Target",
@@ -2747,7 +2746,6 @@
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  "name": "Metafold Carver",
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  "type": "Tech",
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  "sp": 2,
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- "tags": [],
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  "source": "HORUS",
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  "license": "Minotaur",
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  "license_level": 2,
@@ -2778,9 +2776,9 @@
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  "activation": "Quick",
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  "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.",
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  "add_status": [
2781
- { "id": "slowed", "target": "self" },
2779
+ { "id": "slow", "target": "self" },
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  {
2783
- "id": "slowed",
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+ "id": "slow",
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  "duration": "next_turn_end_target",
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  "aoe": true,
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  "save": "sys"
@@ -2808,13 +2806,13 @@
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  {
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  "name": "Predator/Prey Concepts",
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  "activation": "Full Tech",
2811
- "tech_attack": true,
2812
- "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
+ "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.",
2810
+ "attack": "tech"
2813
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  },
2814
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  {
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  "name": "Slave Systems",
2816
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  "activation": "Full Tech",
2817
- "tech_attack": true,
2815
+ "attack": "tech",
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  "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
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  }
2820
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  ],
@@ -2845,6 +2843,12 @@
2845
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  ]
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  }
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  ],
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+ "synergies": [
2847
+ {
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+ "locations": ["attack"],
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+ "detail": "Your first successful ranged or melee attack against the Hunter Lock target each round deals +3 bonus damage."
2850
+ }
2851
+ ],
2848
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  "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>",
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  "license_id": "mf_pegasus"
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  },
@@ -3049,7 +3053,7 @@
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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",
3056
+ "attribute": "Affected by Flak Launcher",
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  "duration": "next_turn_end_target",
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  "detail": "You can’t fly until the end of your next turn."
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  }
@@ -3104,7 +3108,7 @@
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  "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.",
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  "actions": [
3106
3110
  {
3107
- "activation": "Quick",
3111
+ "activation": "Free",
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  "trigger": "You clear all heat or take stress.",
3109
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  "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
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  "damage": [
@@ -3281,7 +3285,7 @@
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  ],
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  "add_status": [
3283
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  {
3284
- "id": "slowed",
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+ "id": "slow",
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  "save": "agi"
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  }
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  ],
@@ -3363,7 +3367,7 @@
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  "deployables": [
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  {
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  "name": "Clamp Bombs",
3366
- "type": "Grenade",
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+ "type": "Bomb",
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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": "eng",
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  "damage": [{ "type": "Explosive", "val": "1d6+3", "ap": true, "aoe": true }]
@@ -3466,7 +3470,7 @@
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  "add_resist": [{ "resist": "all", "val": "immunity", "target": "any" }],
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  "add_special": [
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  {
3469
- "condition": "Affected by Stasis Generator",
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+ "attribute": "Affected by Stasis Generator",
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  "duration": "next_turn_end_target",
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  "detail": "You can’t be moved, targeted, or affected by any other character or effect."
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  }
@@ -3698,7 +3702,7 @@
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  "name": "Diluvian Ark",
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  "activation": "Quick",
3700
3704
  "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": "slowed", "target": "self" }],
3705
+ "add_status": [{ "id": "slow", "target": "self" }],
3702
3706
  "active_effects": [
3703
3707
  {
3704
3708
  "name": "Diluvian Ark Active",
@@ -3874,6 +3878,12 @@
3874
3878
  "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
3879
  }
3876
3880
  ],
3881
+ "synergies": [
3882
+ {
3883
+ "locations": ["attack"],
3884
+ "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"
3885
+ }
3886
+ ],
3877
3887
  "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
3888
  "license_id": "mf_tokugawa"
3879
3889
  },
@@ -3937,12 +3947,6 @@
3937
3947
 
3938
3948
  "license": "GMS",
3939
3949
  "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
3950
  "active_effects": [
3947
3951
  {
3948
3952
  "name": "Servant-Class NHP",
@@ -3975,16 +3979,6 @@
3975
3979
 
3976
3980
  "license": "GMS",
3977
3981
  "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
3982
  "active_effects": [
3989
3983
  {
3990
3984
  "name": "Student-Class NHP",
@@ -4029,16 +4023,6 @@
4029
4023
 
4030
4024
  "license": "GMS",
4031
4025
  "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
4026
  "active_effects": [
4043
4027
  {
4044
4028
  "name": "Enlightenment-Class NHP",
package/lib/tables.json CHANGED
@@ -1,68 +1,66 @@
1
- [
2
- {
3
- "id": "core-structure-damage",
4
- "title": "Structure Damage",
5
- "description": "When a mech is reduced to 0 HP and takes structure damage, its player (or the GM) makes a structure damage check. This represents the results of unusually powerful or accurate hits, which can disable a mech rapidly if not dealt with.<br/>To make a structure damage check, roll 1d6 per point of structure damage marked, including the structure damage that has just been taken. Choose the lowest result and check the structure damage chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences.",
6
- "die": 6,
7
- "mult": "lost_structure",
8
- "results": [
9
- {
10
- "min": 5,
11
- "max": 6,
12
- "title": "Glancing Blow",
13
- "result": "Emergency systems kick in and stabilize your mech, but it’s IMPAIRED until the end of your next turn."
14
- },
15
- {
16
- "min": 2,
17
- "max": 4,
18
- "title": "System Trauma",
19
- "result": "Parts of your mech are torn off by the damage. Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed; on a 4–6, a system of your choice is destroyed. LIMITED systems and weapons that are out of charges are not valid choices. If there are no valid choices remaining, it becomes the other result. If there are no valid systems or weapons remaining, this result becomes a DIRECT HIT instead."
20
- },
21
- {
22
- "min": 1,
23
- "max": 1,
24
- "title": "Direct Hit",
25
- "result": "The result depends on your mech’s remaining STRUCTURE:<br>3+ STRUCTURE: Your mech is STUNNED until the end of your next turn.<br>2 STRUCTURE: Roll a HULL check. On a success, your mech is STUNNED until the end of your next turn. On a failure, your mech is destroyed.<br>1 STRUCTURE: Your mech is destroyed."
26
- },
27
- {
28
- "min": -1,
29
- "max": -1,
30
- "title": "Catastrophic Damage",
31
- "result": "Choose one of the following effects:<br/>- Your mech is STUNNED until the end of your next turn, and one of your mech’s systems is DISABLED until the end of your next turn.<br/>- You take 3 additional structure damage."
32
- }
33
- ]
34
- },
35
- {
36
- "id": "core-overheating",
37
- "title": "Overheating",
38
- "description": "When a mech exceeds its HEAT CAP and takes stress damage, its player (or the GM) makes an overheating check.<br>To make an overheating check, roll 1d6 per point of stress damage marked, including the stress damage that has just been taken. Choose the lowest result and check the overheating chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences",
39
- "die": 6,
40
- "mult": "lost_stress",
41
- "results": [
42
- {
43
- "min": 5,
44
- "max": 6,
45
- "title": "Emergency Shunt",
46
- "result": "Your mech’s cooling systems manage to contain the increasing heat; however, your mech becomes IMPAIRED until the end of your next turn."
47
- },
48
- {
49
- "min": 2,
50
- "max": 4,
51
- "title": "Destabilized Power Plant",
52
- "result": "The power plant becomes unstable, beginning to eject jets of plasma. Your mech becomes EXPOSED, taking double Kinetic, Explosive and Energy damage until the status is cleared."
53
- },
54
- {
55
- "min": 1,
56
- "max": 1,
57
- "title": "Meltdown",
58
- "result": "The result depends on your mech’s remaining STRESS:<br>3+ STRESS: Your mech becomes EXPOSED.<br>2 STRESS: Roll an ENGINEERING check. On a success, your mech is EXPOSED; on a failure, it suffers a reactor meltdown after 1d6 of your turns (rolled by the GM). A reactor meltdown can be prevented by retrying the ENGINEERING check as a free action.<br>1 STRESS: Your mech suffers a reactor meltdown at the end of your next turn."
59
- },
60
- {
61
- "min": -1,
62
- "max": -1,
63
- "title": "Irreversible Meltdown",
64
- "result": "The reactor goes critical – your mech suffers a reactor meltdown at the end of your next turn."
65
- }
66
- ]
67
- }
68
- ]
1
+ [
2
+ {
3
+ "id": "core-structure-damage",
4
+ "title": "Structure Damage",
5
+ "description": "When a mech is reduced to 0 HP and takes structure damage, its player (or the GM) makes a structure damage check. This represents the results of unusually powerful or accurate hits, which can disable a mech rapidly if not dealt with.<br/>To make a structure damage check, roll 1d6 per point of structure damage marked, including the structure damage that has just been taken. Choose the lowest result and check the structure damage chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences.",
6
+ "die": 6,
7
+ "results": [
8
+ {
9
+ "min": 5,
10
+ "max": 6,
11
+ "title": "Glancing Blow",
12
+ "result": "Emergency systems kick in and stabilize your mech, but it’s IMPAIRED until the end of your next turn."
13
+ },
14
+ {
15
+ "min": 2,
16
+ "max": 4,
17
+ "title": "System Trauma",
18
+ "result": "Parts of your mech are torn off by the damage. Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed; on a 4–6, a system of your choice is destroyed. LIMITED systems and weapons that are out of charges are not valid choices. If there are no valid choices remaining, it becomes the other result. If there are no valid systems or weapons remaining, this result becomes a DIRECT HIT instead."
19
+ },
20
+ {
21
+ "min": 1,
22
+ "max": 1,
23
+ "title": "Direct Hit",
24
+ "result": "This result depends on your mech’s remaining STRUCTURE:<ul><li>3+ Structure: Your mech is STUNNED until the end of your next turn.</li><li>2 Structure: Roll a HULL check. On a success, your mech is STUNNED until the end of your next turn. On a failure, your mech is destroyed.</li><li>1 Structure: Your mech is STUNNED until the end of your next turn.</li></ul>"
25
+ },
26
+ {
27
+ "min": -1,
28
+ "max": -1,
29
+ "title": "Crushing Hit",
30
+ "result": "Your mech is damaged beyond repair – it is destroyed. You may still exit it as normal."
31
+ }
32
+ ]
33
+ },
34
+ {
35
+ "id": "core-overheating",
36
+ "title": "Overheating",
37
+ "description": "When a mech exceeds its HEAT CAP and takes stress damage, its player (or the GM) makes an overheating check.<br>To make an overheating check, roll 1d6 per point of stress damage marked, including the stress damage that has just been taken. Choose the lowest result and check the overheating chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences",
38
+ "die": 6,
39
+ "results": [
40
+ {
41
+ "min": 5,
42
+ "max": 6,
43
+ "title": "Emergency Shunt",
44
+ "result": "Your mech’s cooling systems manage to contain the increasing heat; however, your mech becomes IMPAIRED until the end of your next turn."
45
+ },
46
+ {
47
+ "min": 2,
48
+ "max": 4,
49
+ "title": "Destabilized Power Plant",
50
+ "result": "The power plant becomes unstable, beginning to eject jets of plasma. Your mech becomes EXPOSED, taking double Kinetic, Explosive and Energy damage until the status is cleared."
51
+ },
52
+ {
53
+ "min": 1,
54
+ "max": 1,
55
+ "title": "Meltdown",
56
+ "result": "The result depends on your mech’s remaining STRESS:<br>3+ STRESS: Your mech becomes EXPOSED.<br>2 STRESS: Roll an ENGINEERING check. On a success, your mech is EXPOSED; on a failure, it suffers a reactor meltdown after 1d6 of your turns (rolled by the GM). A reactor meltdown can be prevented by retrying the ENGINEERING check as a free action.<br>1 STRESS: Your mech suffers a reactor meltdown at the end of your next turn."
57
+ },
58
+ {
59
+ "min": -1,
60
+ "max": -1,
61
+ "title": "Irreversible Meltdown",
62
+ "result": "The reactor goes critical – your mech suffers a reactor meltdown at the end of your next turn."
63
+ }
64
+ ]
65
+ }
66
+ ]