@massif/lancer-data 4.0.6 → 4.0.8

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package/lib/frames.json CHANGED
@@ -1581,7 +1581,7 @@
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  "traits": [
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  {
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  "name": "System Link",
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- "description": "When deployed, the Hydra’s Deployables and Drones gain +5 HP.",
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+ "description": "The Hydra’s Deployables and Drones gain +5 HP.",
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  "bonuses": [
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  {
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  "id": "deployable_hp",
package/lib/systems.json CHANGED
@@ -2107,6 +2107,7 @@
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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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+ "activation": "Quick Tech",
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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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  },
@@ -2117,6 +2118,7 @@
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  "hp": 1,
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  "edef": 10,
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  "evasion": 10,
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+ "activation": "Quick Tech",
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  "detail": "Choose a free space within Sensors and a target – either yourself or an allied character within Sensors. You create a false idol – an illusory decoy of your target – in the chosen space. Before attempting to take any hostile actions against your target, characters with line of sight to the false idol must make a Systems save. On a failure, they don’t lose the action, but cannot target the original character and believe the false idol is real instead until the end of their next turn.<br>The false idol is the same Size as your target, can benefit from cover, and has Evasion 10, E-Defense 10, and 1 HP. It disappears if it takes heat or damage, or at the end of the scene. If you create a second idol, the previous one disappears.",
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  "save": "sys"
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  }
@@ -3370,9 +3372,14 @@
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  "name": "Clamp Bombs",
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  "type": "Bomb",
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  "activation": "Quick",
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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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+ "detail": "Expend a charge to fire a cluster of miniature bombs at a character within Sensors. They must succeed on an Engineering save, or the bombs clamp on. At the end of their next turn, the bombs detonate, dealing 1d6+3 AP Explosive damage. All characters adjacent to the 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 }]
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+ "add_special": [
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+ {
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+ "attribute": "Clamp Bombs Attached",
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+ "detail": "The bombs will detonate at the end of your next turn, dealing 1d6+3 AP Explosive damage. All characters adjacent to you take half damage. You can disarm and detach the bombs by voluntarily moving at least 4 spaces before the end of your turn."
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+ }
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+ ]
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  }
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  ],
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  "description": "Built using similar grapple-head technology to IPS-N’s assault grapples, clamp bombs can affix to designated or proximal targets before detonating, ensuring total target contact. Clamping on soft targets typically results in total termination prior to detonation.",
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@massif/lancer-data",
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- "version": "4.0.6",
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+ "version": "4.0.8",
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  "description": "Data for the LANCER TTRPG",
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  "main": "index.js",
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  "scripts": {