diff --git a/lib/core_bonuses.json b/lib/core_bonuses.json
index 7fb8b14..6df6a78 100644
--- a/lib/core_bonuses.json
+++ b/lib/core_bonuses.json
@@ -110,8 +110,8 @@
"id": "kai",
"name": "Kai Bioplating",
"source": "SSC",
- "effect": "Your mech gains +1 accuracy on all agility checks. Your mech ignores difficult terrain, and when your mech makes its regular move, it can jump your full speed lengthwise and jump half your speed straight up, in any combination.",
- "description": "Adapted from SSC home system-local fauna, Kai Bioplating adds a lamellar layer of insulated, anchored, chitinous plating over key brush-points on a mech. Essentially a cheaper, feasible version of living metal, bioplating guards sensitive systems from minor impacts that would otherwise lead to maintenance during downtime."
+ "effect": "Your mech gains +1 accuracy on all agility checks. Your mech can climb and swim at normal speed, ignores difficult terrain, and when your mech makes its regular move, it can jump your full speed lengthwise and jump half your speed straight up, in any combination.",
+ "description": "Adapted from SSC home system-local fauna, Kai Bioplating adds a lamellar layer of insulated, anchored, chitinous plating over key brush-points on a mech. Essentially a cheaper, feasible version of living metal, bioplating allows for faster movement through hard-to-navigate terrain."
},
{
"id": "neurolinked",
diff --git a/lib/mods.json b/lib/mods.json
index 3525f05..b476431 100644
--- a/lib/mods.json
+++ b/lib/mods.json
@@ -15,17 +15,17 @@
},
{
"id": "para",
- "name": "Paracausal Mod",
+ "name": "Paracausal Weapon Mod",
"sp": 4,
"applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee"],
"applied_string": "Any",
"source": "HA",
"license": "SALADIN",
"license_level": 3,
- "effect": "Damage from this weapon cannot be reduced in any way, by armor, resistance, or any other kind of damage reduction.",
+ "effect": "Choose one weapon. This weapon gains the Overkill tag and damage from this weapon cannot be reduced in any way, by armor, resistance, or any other kind of damage reduction.",
"data_type": "mod",
- "description": "Paracausal weapons are, to say it plain, difficult to describe and visualize. The first incident was recorded when paracausal ammunition was pushed to frontline soldiers during the Tian Shen civil engagements. It arrived in sealed magazines with directions to be loaded and fired as normal. There was to be no inspection of the magazines' contents, as this would “damage the payload” — frontline reports indicate that this ammunition impacts as normal on intended targets, though it seems to pierce armor and shielding at near-100% efficacy. Samples of paracausal ammunition have been flagged by Union for retrieval, and due to its development Harrison Armory is currently undergoing investigation by the Bureau; paracausal ammunition is still in use in the field, however, as shipments continue to leak to interested parties. HORUS is suspected, and a concurrent investigation is underway.",
- "added_tags": [{ "id": "paracausal" }]
+ "description": "Paracausal weapons are, to say it plain, difficult to describe and visualize. The first incident was recorded when paracausal ammunition was pushed to frontline soldiers during the Tian Shen civil engagements. It arrived in sealed magazines with directions to be loaded and fired as normal. There was to be no inspection of the magazines’ contents, as this would “damage the payload” — frontline reports indicate that this ammunition impacts as normal on intended targets, though it seems to pierce armor and shielding at near-100% efficacy. Samples of paracausal ammunition have been flagged by Union for retrieval, and due to its development Harrison Armory is currently undergoing investigation by the Bureau; paracausal ammunition is still in use in the field, however, as shipments continue to leak to interested parties. HORUS is suspected, and a concurrent investigation is underway.",
+ "added_tags": [{"id": "paracausal"}]
},
{
"id": "phasing",
diff --git a/lib/npc_classes.json b/lib/npc_classes.json
index e4df57a..e42f802 100644
--- a/lib/npc_classes.json
+++ b/lib/npc_classes.json
@@ -1,1698 +1,719 @@
[
{
- "name": "ace",
- "role": "striker",
- "info": {
- "flavor": "A pilot more comfortable the closer they get to their roots, the Ace enemy-type employs high-speed strafing runs, agile maneuvers, and a reckless approach to piloting their mech. Cocky and self-assured, Ace-type enemies relish a good duel.",
- "tactics": "The Ace is a very fast, reactive striker with the ability to mitigate dangerous or high-damage attacks with its Evasive Maneuvers trait. Its seeking weapons can ignore cover and line of sight, making it very consistent damage. Use Evasive Maneuvers against heavy weaponry to maximize its potential. The Ace’s lower HP makes it a lot weaker against sustained damage and it is relatively easy to tech attack."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 12,
- "edef": 8,
- "heatcap": 8,
- "hull": -2,
- "agility": 3,
- "systems": 1,
- "engineering": 0,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 12,
- "evade": 15,
- "edef": 8,
- "heatcap": 8,
- "hull": -2,
- "agility": 4,
- "systems": 2,
- "engineering": 1,
- "armor": 0,
- "speed": 6,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 14,
- "evade": 18,
- "edef": 8,
- "heatcap": 8,
- "hull": -2,
- "agility": 6,
- "systems": 3,
- "engineering": 1,
- "armor": 0,
- "speed": 7,
- "sensor": 10,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "assassin",
- "role": "striker",
- "info": {
- "flavor": "Assassin style mechs trend towards agility, damage, and speed. Their pilots sacrifice comfort for a chassis efficiency — unnecessary life-support systems, pilot care systems, communications systems, and others are stripped out and replaced with systems that increase processing power, run-silent ability, and increase chassis range.
Assassin pilots work alone or in small groups, piloting their small, sleek mechs into territory thought impenetrable by their targets. One of the few doctrines to employ bladed weapons, assassin-style pilots train both in the cockpit and out of it to be able to fight with any weapon, in any theater, as efficiently as possible.",
- "tactics": "The Assassin is the master of punishing a single character. Use its mark to pick a character and it’s high speed and Leap actions to close distance. You can combo the Assassin with other NPCs that inflict conditions such as stunned or prone for a nasty combination. By default the Assassin can only use melee attacks and is relatively vulnerable to sustained damage."
- },
- "stats": [
- {
- "hp": 15,
- "evade": 12,
- "edef": 8,
- "heatcap": 7,
- "hull": 0,
- "agility": 2,
- "systems": 1,
- "engineering": -1,
- "armor": 0,
- "speed": 6,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 15,
- "evade": 15,
- "edef": 8,
- "heatcap": 7,
- "hull": 1,
- "agility": 3,
- "systems": 1,
- "engineering": 0,
- "armor": 1,
- "speed": 6,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 15,
- "evade": 17,
- "edef": 8,
- "heatcap": 7,
- "hull": 1,
- "agility": 4,
- "systems": 2,
- "engineering": 0,
- "armor": 1,
- "speed": 8,
- "sensor": 10,
- "save": 14
- }
- ],
- "size": [0.5, 1]
- },
- {
- "name": "assault",
- "role": "striker",
- "info": {
- "flavor": "Assault doctrine mechs and their pilots are the most common main battle chassis found throughout the galaxy. Fitted with a localized version of a main battle rifle, sidearm, and a suite of systems to enhance movement, targeting, and defensive systems, an Assault Doctrine chassis is a straightforward, reliable, hardy combatant.
Assault doctrine pilots are the cheapest to train and outfit: this does not make them any less of a threat when paired with a kit of their choice.",
- "tactics": "The Assault is a straightforward, high damage dealer. Put it in a place where it’s toughness and decent range can be put to good use, and its use Brace reaction on sources of burst damage to maximize its survivability."
- },
- "stats": [
- {
- "hp": 15,
- "evade": 8,
- "edef": 8,
- "heatcap": 8,
- "hull": 1,
- "agility": 1,
- "systems": 1,
- "engineering": 1,
- "armor": 1,
- "speed": 4,
- "sensor": 8,
- "save": 10
- },
- {
- "hp": 18,
- "evade": 10,
- "edef": 10,
- "heatcap": 8,
- "hull": 2,
- "agility": 2,
- "systems": 2,
- "engineering": 2,
- "armor": 1,
- "speed": 4,
- "sensor": 8,
- "save": 12
- },
- {
- "hp": 21,
- "evade": 12,
- "edef": 10,
- "heatcap": 8,
- "hull": 3,
- "agility": 3,
- "systems": 3,
- "engineering": 3,
- "armor": 1,
- "speed": 4,
- "sensor": 8,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "berserker",
- "role": "striker",
- "info": {
- "flavor": "Berserker doctrine mechs build to take advantage of advanced heat cycling systems to shunt system heat tax into an offensive force, increasing their weapon output by orders of magnitude.",
- "tactics": "The Berserker is very scary up close and a great melee duelist. Get it as close as possible to enemy forces to maximize its potential. With a terrible heat cap and e-defense, it is vulnerable to tech attacks, and savvy enemies will force its aggression trait to trigger on its own allies, so keep it away from friendly forces."
- },
- "stats": [
- {
- "hp": 15,
- "evade": 10,
- "edef": 6,
- "heatcap": 6,
- "hull": 3,
- "agility": 2,
- "systems": -2,
- "engineering": -1,
- "armor": 1,
- "speed": 5,
- "sensor": 5,
- "save": 10
- },
- {
- "hp": 20,
- "evade": 11,
- "edef": 6,
- "heatcap": 6,
- "hull": 4,
- "agility": 4,
- "systems": -2,
- "engineering": -1,
- "armor": 1,
- "speed": 5,
- "sensor": 5,
- "save": 12
- },
- {
- "hp": 25,
- "evade": 13,
- "edef": 6,
- "heatcap": 6,
- "hull": 6,
- "agility": 4,
- "systems": -2,
- "engineering": 0,
- "armor": 1,
- "speed": 5,
- "sensor": 5,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "breacher",
- "role": "striker",
- "info": {
- "flavor": "Notorious for their boarding capabilities, the Campbell Orbital Dynamics C-O MkIII chassis is a common sight among low and mid-orbit planetary defense forces and their pirate counterparts. Purpose built for policing actions, the C-O is a CQC focused platform that operates best with larger or more system-inclined support chassis, but presents a fierce threat in alpha strike scenarios. Best in <1G environments, the C-O (and like patterns) can be cumbersome outside of specific breach scenarios. While C-O in COD’s designation system stands for Combat-Orbital, most pilots refer to the MkIII as the Can Opener.",
- "tactics": "The Breacher can do very high burst damage, but is inaccurate on its own. Use other sources of Accuracy such as Lock On, or support NPCs to boost its capabilities. The BREACH ram can make short work of cover. It is relatively slow and short ranged outside of its ram action, and its ram still provokes reactions (such as overwatch)."
- },
- "stats": [
- {
- "hp": 18,
- "evade": 9,
- "edef": 7,
- "heatcap": 7,
- "hull": 2,
- "agility": 0,
- "systems": -1,
- "engineering": 1,
- "armor": 1,
- "speed": 3,
- "sensor": 5,
- "save": 10
- },
- {
- "hp": 20,
- "evade": 11,
- "edef": 7,
- "heatcap": 7,
- "hull": 3,
- "agility": 1,
- "systems": -1,
- "engineering": 2,
- "armor": 1,
- "speed": 4,
- "sensor": 5,
- "save": 10
- },
- {
- "hp": 22,
- "evade": 13,
- "edef": 7,
- "heatcap": 8,
- "hull": 4,
- "agility": 2,
- "systems": -1,
- "engineering": 3,
- "armor": 1,
- "speed": 5,
- "sensor": 5,
- "save": 10
- }
- ],
- "size": [1]
- },
- {
- "name": "scourer",
- "role": "striker",
- "info": {
- "flavor": "SCOURER doctrine mechs mount massive-output recursive power plants in order to field deadly energy weapons. A common specialist-role doctrine, SCOURER chassis are found on fronts across the galaxy, supporting kinetic-focus ground troops with powerful lensing attacks that target not only corporeal enemies, but systemic threats.",
- "tactics": "The Scourer deals powerful single target damage if it keeps attacking the same target. Switching targets will greatly reduce its effectiveness, and it needs to stay still to take advantage of its weapons systems."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 8,
- "edef": 8,
- "heatcap": 8,
- "hull": 1,
- "agility": 0,
- "systems": 0,
- "engineering": 1,
- "armor": 2,
- "speed": 4,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 13,
- "evade": 9,
- "edef": 8,
- "heatcap": 8,
- "hull": 2,
- "agility": 1,
- "systems": 0,
- "engineering": 2,
- "armor": 2,
- "speed": 4,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 15,
- "evade": 10,
- "edef": 8,
- "heatcap": 12,
- "hull": 3,
- "agility": 1,
- "systems": 1,
- "engineering": 4,
- "armor": 2,
- "speed": 4,
- "sensor": 10,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "bastion",
- "role": "defender",
- "info": {
- "flavor": "Bastion doctrine chassis trade the pure defensive edge of an Aegis doctrine chassis for one that allows more mobility. Blending area-denial offensive capability with hardened defense systems and advanced communication suites, Bastion doctrine chassis make for strong squadron commanders.",
- "tactics": "The Bastion is a hardy defender that is able to protect itself and adjacent allies very well with its bulk and size. Use its shieldwall trait to protect from enemy back-liners. Knock back and forced movement effects are very effective against the Bastion or its ward since they break many of its abilities."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 8,
- "edef": 8,
- "heatcap": 8,
- "hull": 2,
- "agility": -3,
- "systems": 0,
- "engineering": 2,
- "armor": 3,
- "speed": 4,
- "sensor": 5,
- "save": 8
- },
- {
- "hp": 10,
- "evade": 10,
- "edef": 8,
- "heatcap": 10,
- "hull": 4,
- "agility": -3,
- "systems": 0,
- "engineering": 3,
- "armor": 3,
- "speed": 4,
- "sensor": 5,
- "save": 10
- },
- {
- "hp": 10,
- "evade": 10,
- "edef": 8,
- "heatcap": 12,
- "hull": 6,
- "agility": -2,
- "systems": 0,
- "engineering": 4,
- "armor": 4,
- "speed": 4,
- "sensor": 5,
- "save": 12
- }
- ],
- "size": [2]
- },
- {
- "name": "demolisher",
- "role": "defender",
- "info": {
- "flavor": "The prolonged siege of Jadigmora City saw the development of the DEMOLISHER patten. Based off the long-operational berserker doctrine, DEMOLISHER tuned the chaotic heat flow to a more sustainable, if limited system, increasing a chassis’ heavy-lift capacity to allow for supermassive kinetic weapons to be used effectively in combat. Combined with the increased pilot shielding and system hardening made necessary by the heat tuning, pilots soon discovered more aggressive applications for concussion-wave ordinance.",
- "tactics": "The Demolisher is a slow, resilient defender able to dish out high damage and stuns with impunity up close. Use its size and power in melee combat to force enemy characters to ‘kite’ it (avoid it by moving away) rather than fight it up close, and use its Entrench ability to shrug off heavy hits."
- },
- "stats": [
- {
- "hp": 15,
- "evade": 6,
- "edef": 7,
- "heatcap": 8,
- "hull": 3,
- "agility": -2,
- "systems": -1,
- "engineering": 2,
- "armor": 2,
- "speed": 2,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 20,
- "evade": 6,
- "edef": 7,
- "heatcap": 8,
- "hull": 4,
- "agility": -2,
- "systems": -1,
- "engineering": 3,
- "armor": 2,
- "speed": 2,
- "sensor": 10,
- "save": 13
- },
- {
- "hp": 25,
- "evade": 6,
- "edef": 7,
- "heatcap": 8,
- "hull": 6,
- "agility": -2,
- "systems": -1,
- "engineering": 3,
- "armor": 2,
- "speed": 3,
- "sensor": 10,
- "save": 15
- }
- ],
- "size": [2]
- },
- {
- "name": "goliath",
- "role": "defender",
- "info": {
- "flavor": "Park Armored Systems’ Dangun pattern chassis is well-known across the Sierra Madre line for its toughness, trade ability, and reliable all-theater performance. The Dangun base pattern is a chassis to build strike forces around -- capable of mounting powerful magtech, it is a tough design to counter in kinetic combat. With a number of small fleet contracts in their portfolio, Park Armored Systems is a chassis designer worth keeping an eye on: indeed, Harrison Armory has taken particular notice, and rumblings in the omninet speak of a possible partnership in the near future.",
- "tactics": "The Goliath is a relatively mobile and tough defender that can force enemies to get closer to it. Use it’s Crush Targeting ability to force dangerous characters to focus fire on it. Since all it needs is line of sight, it can pick even mobile or hard-to-hit characters. The Goliath’s prodigious size can also be used for cover by multiple allies."
- },
- "stats": [
- {
- "hp": 25,
- "evade": 6,
- "edef": 6,
- "heatcap": 8,
- "hull": 4,
- "agility": -2,
- "systems": 1,
- "engineering": 0,
- "armor": 0,
- "speed": 3,
- "sensor": 10,
- "save": 11
- },
- {
- "hp": 30,
- "evade": 6,
- "edef": 6,
- "heatcap": 10,
- "hull": 6,
- "agility": -2,
- "systems": 1,
- "engineering": 0,
- "armor": 0,
- "speed": 3,
- "sensor": 10,
- "save": 13
- },
- {
- "hp": 35,
- "evade": 6,
- "edef": 6,
- "heatcap": 12,
- "hull": 6,
- "agility": -2,
- "systems": 3,
- "engineering": 0,
- "armor": 0,
- "speed": 3,
- "sensor": 15,
- "save": 15
- }
- ],
- "size": [3]
- },
- {
- "name": "pyro",
- "role": "defender",
- "info": {
- "flavor": "A combat doctrine adopted following the Hercynian Crisis, the Pyro chassis-pattern is reviled across the galaxy as a terror instrument, though some states and organizations still choose to integrate them into their armies. Pyro doctrine chassis are heavily armored and insulated, built to manage incredible heat tax while projecting volatile mixes of irrepressible flame towards their enemies. Pyro chassis are sent in to root out entrenched defenders, defoliate areas rich in flora, and cause terror.",
- "tactics": "The Pyro is a slow, resilient NPC that can be especially scary against characters already suffering from Burn. Players should keep their distance from it, as its explosive vent ability can be used to dump an enormous amount of heat on adjacent characters. Position the pyro so it can use its FIREBREAK shield to protect allied characters from incoming fire. Flanking around the shield reduces its effectiveness to zero, and stuns and knock back will deactivate it."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 8,
- "edef": 8,
- "heatcap": 12,
- "hull": 1,
- "agility": -1,
- "systems": -1,
- "engineering": 3,
- "armor": 3,
- "speed": 2,
- "sensor": 8,
- "save": 10
- },
- {
- "hp": 13,
- "evade": 8,
- "edef": 8,
- "heatcap": 12,
- "hull": 2,
- "agility": 0,
- "systems": -1,
- "engineering": 4,
- "armor": 3,
- "speed": 2,
- "sensor": 8,
- "save": 12
- },
- {
- "hp": 15,
- "evade": 8,
- "edef": 8,
- "heatcap": 16,
- "hull": 3,
- "agility": 0,
- "systems": 0,
- "engineering": 5,
- "armor": 4,
- "speed": 2,
- "sensor": 8,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "sentinel",
- "role": "defender",
- "info": {
- "flavor": "Sentinel doctrine chassis fill guard roles. Typically found in the retinues of commanders or posted in defense of batteries, Sentinel chassis employ a suite of technology that ensures their charges stay alive and operational, even if it means the Sentinel’s death.",
- "tactics": "The Sentinel is a fast defender that focuses on protecting its allies through overwatch. Relatively short range, it relies on good positioning to make the most of its kit, and isn’t as resilient as other defenders with its low armor."
- },
- "stats": [
- {
- "hp": 20,
- "evade": 8,
- "edef": 8,
- "heatcap": 8,
- "hull": 2,
- "agility": 1,
- "systems": 1,
- "engineering": 1,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 22,
- "evade": 11,
- "edef": 11,
- "heatcap": 8,
- "hull": 3,
- "agility": 2,
- "systems": 2,
- "engineering": 2,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 25,
- "evade": 13,
- "edef": 13,
- "heatcap": 8,
- "hull": 4,
- "agility": 3,
- "systems": 3,
- "engineering": 3,
- "armor": 0,
- "speed": 6,
- "sensor": 10,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "archer",
- "role": "controller",
- "info": {
- "flavor": "From Ursa Major’s GATEKEEPER line of chassis, the Key-II is a powerhouse capable of punching well above its weight. What it lacks in armor, it makes up for in targeting and superpositional maneuvering systems.",
- "tactics": "The Archer controls though ‘choice punishment’ - giving characters a choice between not taking certain actions or letting the Archer attack them. Use it to lock down mobile or hard hitting players and cover for more vulnerable allies. The archer needs to get somewhat close to its target to be at full effectiveness and is not that durable itself."
- },
- "stats": [
- {
- "hp": 16,
- "evade": 8,
- "edef": 8,
- "heatcap": 8,
- "hull": -1,
- "agility": 2,
- "systems": 2,
- "engineering": -1,
- "armor": 0,
- "speed": 5,
- "sensor": 15,
- "save": 11
- },
- {
- "hp": 20,
- "evade": 10,
- "edef": 10,
- "heatcap": 8,
- "hull": -1,
- "agility": 3,
- "systems": 3,
- "engineering": -1,
- "armor": 0,
- "speed": 5,
- "sensor": 15,
- "save": 13
- },
- {
- "hp": 20,
- "evade": 12,
- "edef": 12,
- "heatcap": 8,
- "hull": -1,
- "agility": 4,
- "systems": 4,
- "engineering": -1,
- "armor": 1,
- "speed": 6,
- "sensor": 15,
- "save": 16
- }
- ],
- "size": [1]
- },
- {
- "name": "barricade",
- "role": "controller",
- "info": {
- "flavor": "Using battlefield printing and terraforming technology, Veld Systems’ Keeper Pattern 5 is a common guard chassis, converted from frames originally designed for earth moving in the early stages of colonial development.",
- "tactics": "The Barricade is at its best when locking down fast moving targets. It can use its mobile printer to create hard cover for its allies to use, or create a blocker to prevent melee or fast-moving mechs from moving through an area."
- },
- "stats": [
- {
- "hp": 12,
- "evade": 6,
- "edef": 9,
- "heatcap": 10,
- "hull": 0,
- "agility": -2,
- "systems": 1,
- "engineering": 3,
- "armor": 1,
- "speed": 3,
- "sensor": 15,
- "save": 12
- },
- {
- "hp": 16,
- "evade": 7,
- "edef": 11,
- "heatcap": 11,
- "hull": 1,
- "agility": -2,
- "systems": 1,
- "engineering": 5,
- "armor": 1,
- "speed": 3,
- "sensor": 15,
- "save": 15
- },
- {
- "hp": 20,
- "evade": 8,
- "edef": 13,
- "heatcap": 12,
- "hull": 2,
- "agility": -2,
- "systems": 2,
- "engineering": 6,
- "armor": 1,
- "speed": 4,
- "sensor": 15,
- "save": 18
- }
- ],
- "size": [2]
- },
- {
- "name": "witch",
- "role": "controller",
- "info": {
- "flavor": "Witches lean into the incredible tumult of systemic warfare, operating both in realtime and among the omnicloud tempest that descends upon a combat theater. Witches often pair with personality-clone NHPs — NHPs that structure profiles based on profiles of their pilots — to handle the chaotic swirl that results from realtime/omninet combat splitting. Many pilots of Witch-class chassis are avid experimenters with both their hacking rig and their own flesh and can mount a suite of deadly and incredibly agile software in their mechs and in their own bodies.",
- "tactics": "The Witch is a no-nonsense controller, using its Tear Down action to generate heat, and its Blind to shut down ranged attackers. Its Predatory logic should be used against characters with heavy weaponry, and can also be used on characters allied to the Witch. Targets of the witch’s attacks can mitigate its heat attacks somewhat since most of the heat is on the Witch’s next turn."
- },
- "stats": [
- {
- "hp": 12,
- "evade": 10,
- "edef": 13,
- "heatcap": 8,
- "hull": -2,
- "agility": 1,
- "systems": 3,
- "engineering": 0,
- "armor": 0,
- "speed": 6,
- "sensor": 15,
- "save": 12
- },
- {
- "hp": 14,
- "evade": 12,
- "edef": 16,
- "heatcap": 8,
- "hull": -1,
- "agility": 2,
- "systems": 5,
- "engineering": 0,
- "armor": 0,
- "speed": 6,
- "sensor": 15,
- "save": 15
- },
- {
- "hp": 14,
- "evade": 14,
- "edef": 20,
- "heatcap": 8,
- "hull": -2,
- "agility": 3,
- "systems": 6,
- "engineering": 0,
- "armor": 0,
- "speed": 6,
- "sensor": 20,
- "save": 18
- }
- ],
- "size": [0.5]
- },
- {
- "name": "hive",
- "role": "controller",
- "info": {
- "flavor": "A recent development following the Deimos Contact Event, Hive doctrine chassis are, in theory, not too different than their pre-Contact cousins: they establish a local, secure omninetwork, fabricate and deploy a century or half-century of drones, and coordinate them in achieving their mission. The difference between pre-Contact and post-Contact drone controllers is ease: pilots who pursue this doctrine establish complex handler-trainer relationships with their hives, allowing them to segue between direct control and autonomous operation unimpeded by tactile interface. Hive pilots exhibit signs of psychological trauma at one month continuous drone-strain operation, and it is recommended that they practice a strict two-week format cycling with their paired hive.",
- "tactics": "The Hive controls through area denial with its Razor Swarm ability, granting soft cover to its allies and denying areas to its enemies. Place down swarms and use its Drone Barrage attack to force characters to either become locked down or let the Hive move them in range of other allies or into its razor swarms."
- },
- "stats": [
- {
- "hp": 20,
- "evade": 8,
- "edef": 10,
- "heatcap": 8,
- "hull": -1,
- "agility": 0,
- "systems": 2,
- "engineering": 1,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 20,
- "evade": 8,
- "edef": 13,
- "heatcap": 8,
- "hull": -1,
- "agility": 0,
- "systems": 4,
- "engineering": 1,
- "armor": 1,
- "speed": 5,
- "sensor": 10,
- "save": 14
- },
- {
- "hp": 20,
- "evade": 10,
- "edef": 16,
- "heatcap": 8,
- "hull": 1,
- "agility": 0,
- "systems": 4,
- "engineering": 1,
- "armor": 1,
- "speed": 5,
- "sensor": 10,
- "save": 17
- }
- ],
- "size": [1]
- },
- {
- "name": "hornet",
- "role": "controller",
- "info": {
- "flavor": "SatriaBarong’s ESPADA line of mechanized half-chassis is popular among civilian racers. As the chassis of choice of the SatritaBarong-ShimanoLUX chassis racing team, SatriaBarong -- with SSC’s blessing -- has moved to create a milspec variant of the Espada without the LUX branding.",
- "tactics": "The Hornet is a small, fast, very hard to hit control mech that can present an incredible annoyance. It does very low damage, but its ability to Jam and impair mechs can be useful for locking down hard hitting targets. Fortunately, the hornet is extremely vulnerable to smart weaponry and tech attacks with it’s low e-defense."
- },
- "stats": [
- {
- "hp": 8,
- "evade": 16,
- "edef": 6,
- "heatcap": 5,
- "hull": -2,
- "agility": 2,
- "systems": 2,
- "engineering": 0,
- "armor": 0,
- "speed": 6,
- "sensor": 5,
- "save": 12
- },
- {
- "hp": 8,
- "evade": 18,
- "edef": 7,
- "heatcap": 6,
- "hull": -2,
- "agility": 4,
- "systems": 3,
- "engineering": 0,
- "armor": 0,
- "speed": 8,
- "sensor": 5,
- "save": 14
- },
- {
- "hp": 8,
- "evade": 20,
- "edef": 8,
- "heatcap": 7,
- "hull": -2,
- "agility": 6,
- "systems": 4,
- "engineering": 0,
- "armor": 0,
- "speed": 10,
- "sensor": 10,
- "save": 16
- }
- ],
- "size": [0.5]
- },
- {
- "name": "seeder",
- "role": "controller",
- "info": {
- "flavor": "Seeders are sapper chassis, adept at building defensive nets of mines and traps for point defense and aggressive area denial. Laden with ordinance, pilots who adopt Seeder doctrines operate in small teams to blanket the battlefield in clouds of fire and shrapnel, placing their launched grenades and explosive-tipped shells with pinpoint accuracy.",
- "tactics": "The Seeder is an area denial NPC that lays mines to control enemy movement. Since the Seeder can put down one a turn, left alone, it can often make a mess of one part of the battlefield. Its mines do not trigger on allied characters but still affect them if they are detonated. Its optional systems can be used to force characters to spread out or take additional damage."
- },
- "stats": [
- {
- "hp": 12,
- "evade": 7,
- "edef": 10,
- "heatcap": 10,
- "hull": 0,
- "agility": 0,
- "systems": 2,
- "engineering": 0,
- "armor": 2,
- "speed": 4,
- "sensor": 15,
- "save": 12
- },
- {
- "hp": 14,
- "evade": 8,
- "edef": 10,
- "heatcap": 10,
- "hull": 1,
- "agility": 0,
- "systems": 3,
- "engineering": 1,
- "armor": 2,
- "speed": 4,
- "sensor": 15,
- "save": 15
- },
- {
- "hp": 16,
- "evade": 9,
- "edef": 11,
- "heatcap": 10,
- "hull": 2,
- "agility": 0,
- "systems": 4,
- "engineering": 0,
- "armor": 2,
- "speed": 4,
- "sensor": 15,
- "save": 18
- }
- ],
- "size": [1]
- },
- {
- "name": "aegis",
- "role": "support",
- "info": {
- "flavor": "Aegis-style mechs are squat, defend-and-suppress chassis built to hold ground, support their allies, and suppress enemies. Higher-tier Aegis mech pilots have access to hardlight and blackwall defensive measures - technology that makes bulwarks out of even the smallest barricade.",
- "tactics": "The Aegis is a tougher, defensive support. Use its defense net to place it in a location where it will cover the most allies, since it is hard for it to redeploy. It’s regenerative shielding trait can be used to easily protect its allies from player suppression tools such as the Guardian trait or tech attacks. Stunning or moving the Aegis, or simple getting inside its shield, can nullify its effectiveness."
- },
- "stats": [
- {
- "hp": 14,
- "evade": 7,
- "edef": 10,
- "heatcap": 10,
- "hull": 0,
- "agility": -2,
- "systems": 2,
- "engineering": 2,
- "armor": 2,
- "speed": 3,
- "sensor": 8,
- "save": 10
- },
- {
- "hp": 18,
- "evade": 8,
- "edef": 12,
- "heatcap": 10,
- "hull": 0,
- "agility": -1,
- "systems": 3,
- "engineering": 3,
- "armor": 2,
- "speed": 3,
- "sensor": 10,
- "save": 11
- },
- {
- "hp": 18,
- "evade": 8,
- "edef": 14,
- "heatcap": 10,
- "hull": 0,
- "agility": -1,
- "systems": 4,
- "engineering": 5,
- "armor": 3,
- "speed": 3,
- "sensor": 10,
- "save": 12
- }
- ],
- "size": [1]
- },
- {
- "name": "priest",
- "role": "support",
- "info": {
- "flavor": "Priest-class chassis are usually piloted by technozealots or those dedicated heavily to harnessing the potent powers of a fully kitted out mech processor. Most of their frames are modified to be able to link and intermesh systems with another mech in legionspace, in effect creating a digital super-construct. Long term or powerful priest pilots can even perceive and share the sensory input of other pilots they are linked to, which has been linked to altered or degraded mental states and personality shifts.",
- "tactics": "The Priest is a high powered support that functions best when paired with another character it can empower with its Investiture action. Use its Dispersal Shield to protect vulnerable targets, then Investiture to empower a striker or defender. Investiture can be ‘turned off’ by moving the priest or its partner out of range 5 with each other, and both characters become vulnerable to conditions."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 10,
- "edef": 12,
- "heatcap": 10,
- "hull": -1,
- "agility": -1,
- "systems": 2,
- "engineering": 2,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 11
- },
- {
- "hp": 13,
- "evade": 10,
- "edef": 18,
- "heatcap": 10,
- "hull": -1,
- "agility": -1,
- "systems": 4,
- "engineering": 3,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 13
- },
- {
- "hp": 16,
- "evade": 10,
- "edef": 18,
- "heatcap": 10,
- "hull": -1,
- "agility": -1,
- "systems": 6,
- "engineering": 4,
- "armor": 0,
- "speed": 6,
- "sensor": 10,
- "save": 15
- }
- ],
- "size": [0.5]
- },
- {
- "name": "mirage",
- "role": "support",
- "info": {
- "flavor": "Mirage-class chassis use some of the more advanced sensor-warping liturgicode available from HORUS datanodes to wrap themselves and their allies in veils of illusion and misdirection. While it’s clear that the warping effects that surround most of these chassis are from sensor distortion, they are powerful enough to effect even biological constructs such as the human brain.",
- "tactics": "The Mirage is a potent support, able to teleport its allies around at will and shut down ranged attackers with Warp Sensors. It can grant its invisibility to an ally, but becomes vulnerable while it does so. Effects that ignore cover such as the seeking tag get around Warp Sensors, and Mirage does no damage on its own."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 10,
- "edef": 12,
- "heatcap": 6,
- "hull": -2,
- "agility": 1,
- "systems": 2,
- "engineering": 1,
- "armor": 0,
- "speed": 5,
- "sensor": 15,
- "save": 11
- },
- {
- "hp": 12,
- "evade": 12,
- "edef": 15,
- "heatcap": 6,
- "hull": -2,
- "agility": 2,
- "systems": 3,
- "engineering": 2,
- "armor": 0,
- "speed": 6,
- "sensor": 15,
- "save": 14
- },
- {
- "hp": 14,
- "evade": 14,
- "edef": 18,
- "heatcap": 6,
- "hull": -2,
- "agility": 3,
- "systems": 4,
- "engineering": 3,
- "armor": 0,
- "speed": 8,
- "sensor": 20,
- "save": 17
- }
- ],
- "size": [0.5]
- },
- {
- "name": "scout",
- "role": "support",
- "info": {
- "flavor": "Scout doctrine calls for the active, close, and aggressive application of orbital, atmospheric, and terrestrial fire support on identified and potential enemy positions. Equipped with more-than-cursory targeting systems, Scout doctrine pilots adopt an tactical/artillery commander role, operating on the ground with infantry, chassis, and other vehicles to build a map of the battlescape in order to more accurately place small arms fire, bombs, shells, missiles, beams, and kinetic kill clouds. They are not usually a threat in face-to-face combat, but the threat they represent to a combat cannot be underestimated.",
- "tactics": "The Scout is a support that can multiply allied damage output. It does no damage by itself, but with prodigious use of its Marker Rifle and Cloaking Field, it can keep allies alive and prevent enemies from hiding. It is especially adept at dealing with Invisibility, but needs to stay close to take full advantage of this. Like many other supports, the scout is not particularly resilient on its own."
- },
- "stats": [
- {
- "hp": 8,
- "evade": 12,
- "edef": 10,
- "heatcap": 6,
- "hull": -2,
- "agility": 2,
- "systems": 3,
- "engineering": -1,
- "armor": 0,
- "speed": 6,
- "sensor": 20,
- "save": 11
- },
- {
- "hp": 8,
- "evade": 15,
- "edef": 13,
- "heatcap": 6,
- "hull": -2,
- "agility": 4,
- "systems": 4,
- "engineering": -1,
- "armor": 0,
- "speed": 7,
- "sensor": 20,
- "save": 13
- },
- {
- "hp": 8,
- "evade": 18,
- "edef": 16,
- "heatcap": 6,
- "hull": -2,
- "agility": 5,
- "systems": 5,
- "engineering": 0,
- "armor": 0,
- "speed": 8,
- "sensor": 20,
- "save": 15
- }
- ],
- "size": [0.5, 1]
- },
- {
- "name": "support",
- "role": "support",
- "info": {
- "flavor": "Support doctrine chassis focus their systems towards keeping their allies combat operational. Alloy cement, nanite paste, patch plates, vacuum seals — the tools vary, but the result is the same: you may be messed up, but you’re up, and you can keep fighting because the Support kept you alive.",
- "tactics": "The Support is a bulky NPC that deals no damage but has a number of powerful healing and condition-clear effects. Despite being fairly resilient, it has no way to defend itself and must get close in order to be the most effective. Savvy players will see that the Restock Drone can be shot and destroyed before it is activated, denying the healing."
- },
- "stats": [
- {
- "hp": 15,
- "evade": 8,
- "edef": 8,
- "heatcap": 8,
- "hull": 1,
- "agility": -2,
- "systems": 0,
- "engineering": 2,
- "armor": 1,
- "speed": 4,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 18,
- "evade": 10,
- "edef": 10,
- "heatcap": 8,
- "hull": 1,
- "agility": -1,
- "systems": 1,
- "engineering": 4,
- "armor": 1,
- "speed": 4,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 22,
- "evade": 12,
- "edef": 12,
- "heatcap": 8,
- "hull": 1,
- "agility": -1,
- "systems": 2,
- "engineering": 6,
- "armor": 1,
- "speed": 4,
- "sensor": 10,
- "save": 14
- }
- ],
- "size": [2]
- },
- {
- "name": "bombard",
- "role": "artillery",
- "info": {
- "flavor": "The Bombard doctrine calls for unending salvos of punishing artillery bombardments. Chassis tuned to this style of combat are found miles behind the line in fortified positions, or otherwise removed from combat: one common strategy for prolonged area-denial bombardment is to place a battery of bombard chassis on a world’s local moon(s). From that movable satellite, the battery can rain shells down upon the world below, well removed from the dangers of combat.",
- "tactics": "The Bombard punishes characters that group up or ‘death ball’ to take advantage of adjacency bonuses and has very high range. It is relatively fragile up close, but resilient from far away, so place it far back to maximize effectiveness. Its Earthshaker shells can be used to block movement or provide cover for allies, but affect the Bombard’s allies as well."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 7,
- "edef": 12,
- "heatcap": 8,
- "hull": 0,
- "agility": -1,
- "systems": 1,
- "engineering": 2,
- "armor": 0,
- "speed": 2,
- "sensor": 15,
- "save": 11
- },
- {
- "hp": 13,
- "evade": 8,
- "edef": 14,
- "heatcap": 8,
- "hull": 1,
- "agility": -1,
- "systems": 2,
- "engineering": 3,
- "armor": 0,
- "speed": 2,
- "sensor": 15,
- "save": 13
- },
- {
- "hp": 16,
- "evade": 8,
- "edef": 16,
- "heatcap": 8,
- "hull": 1,
- "agility": -1,
- "systems": 3,
- "engineering": 5,
- "armor": 0,
- "speed": 3,
- "sensor": 15,
- "save": 16
- }
- ],
- "size": [1]
- },
- {
- "name": "rainmaker",
- "role": "artillery",
- "info": {
- "flavor": "The tongue-in-cheek designation describes a combat doctrine that patterns chassis around the optimal use of rockets and missiles in combat. Favored by all-theater combat units, Rainmakers are mobile platforms loaded with ordinance, able to handle engagements at any range, against any target.",
- "tactics": "The Rainmaker is half-controller, half-artillery. Its Javelin rockets ability creates spaces that characters must avoid or take guaranteed damage. It can its ability to dish out delayed damage through optional systems like its HOUND missile or ATLAS missile to force characters to move or take damage. Like other artillery NPCs, it is a relatively vulnerable character on its own."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 8,
- "edef": 8,
- "heatcap": 8,
- "hull": 0,
- "agility": 0,
- "systems": 2,
- "engineering": 0,
- "armor": 1,
- "speed": 3,
- "sensor": 15,
- "save": 10
- },
- {
- "hp": 12,
- "evade": 10,
- "edef": 10,
- "heatcap": 8,
- "hull": 0,
- "agility": 1,
- "systems": 3,
- "engineering": 0,
- "armor": 1,
- "speed": 3,
- "sensor": 15,
- "save": 12
- },
- {
- "hp": 14,
- "evade": 12,
- "edef": 12,
- "heatcap": 8,
- "hull": 0,
- "agility": 1,
- "systems": 3,
- "engineering": 1,
- "armor": 1,
- "speed": 3,
- "sensor": 15,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "operator",
- "role": "artillery",
- "info": {
- "flavor": "Operator doctrine chassis are a known-unknown. Operators typically field smaller chassis not commonly encountered on the front lines; do not mistake this for fragility. Pilots who are recruited and trained into this doctrine, regardless of culture, are dangerous, deadly, the best of their state’s armed forces or martial tradition. They operate alone or in small teams under the auspices of black-site state agencies, engaging in the most sensitive and dangerous AMNESIAC-tier missions. Their chassis — and their bodies — are loaded with some of the most advanced tech available; if they die in combat, it is not uncommon for their bodies and their chassis to self-immolate, rendering what technology and data they had into waste and ash.",
- "tactics": "The Operator is an elite, extremely mobile artillery mech. It is not particularly hardy, but can use its teleport ability to put itself in advantageous positions such as on top of obstacles, terrain, or in cover, where it can snipe at targets with its very accurate plasma rifle."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 10,
- "edef": 10,
- "heatcap": 8,
- "hull": 2,
- "agility": 2,
- "systems": 2,
- "engineering": 2,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 12,
- "evade": 12,
- "edef": 12,
- "heatcap": 8,
- "hull": 3,
- "agility": 3,
- "systems": 3,
- "engineering": 3,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 15,
- "evade": 14,
- "edef": 14,
- "heatcap": 8,
- "hull": 4,
- "agility": 4,
- "systems": 4,
- "engineering": 4,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "sniper",
- "role": "artillery",
- "info": {
- "flavor": "Sniper pattern chassis are common throughout the galaxy’s armies. Favoring stability and targeting over mobility, Snipers operate extremely long-ranged kinetic weapons in small, selfsufficient teams well removed from any direct combat. Sniper pilots are a proud breed, who emphasize economy and elegance over destructive power. Their weapons are often as tuned and modified as much as their chassis are; the pilots themselves often exhibit unparalleled control over their targeting systems. Partnered NHPs are said to send boast-data between themselves, noting the difficulty of landed shots to allied pilots.",
- "tactics": "The rightly feared Sniper is a powerful single target damage NPC. Using its sniper’s mark ability, it can crush structure directly, making short work of even high-HP characters. Characters can avoid this effect by good use of cover, or by dropping prone. The Sniper must be relatively immobile to do its best work, since its rifle requires a full action to fire."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 10,
- "edef": 8,
- "heatcap": 6,
- "hull": -2,
- "agility": 1,
- "systems": 1,
- "engineering": 1,
- "armor": 0,
- "speed": 4,
- "sensor": 15,
- "save": 11
- },
- {
- "hp": 12,
- "evade": 13,
- "edef": 9,
- "heatcap": 6,
- "hull": -2,
- "agility": 2,
- "systems": 3,
- "engineering": 1,
- "armor": 0,
- "speed": 4,
- "sensor": 15,
- "save": 13
- },
- {
- "hp": 14,
- "evade": 16,
- "edef": 10,
- "heatcap": 6,
- "hull": -2,
- "agility": 3,
- "systems": 4,
- "engineering": 2,
- "armor": 0,
- "speed": 4,
- "sensor": 15,
- "save": 15
- }
- ],
- "size": [1]
- },
- {
- "name": "cataphract",
- "role": "striker",
- "info": {
- "flavor": "The Cataphract doctrine is common among rapid-strike kits that emphasize mobility, shock, and tenacity. Cataphract squadrons are feared across the galaxy for their ability to overwhelm defenses in moments: from an otherwise static line, a squadron of low and angular chassis burst overhead, heavy cannons and PDF guns carving seemingly impossible paths through a suddenly futile defense.",
- "tactics": "The Cataphract is a very mobile striker. Take advantage of its ability to move through other characters to put it in the back lines, where it can use its Impale ability to drag vulnerable targets into a disadvantageous position. Position the cataphract so it has one character close to it to take advantage of its shield. Note the cataphract still provokes reactions with its movement, so use its abilities carefully."
- },
- "stats": [
- {
- "hp": 15,
- "evade": 10,
- "edef": 8,
- "heatcap": 6,
- "hull": 1,
- "agility": 1,
- "systems": 0,
- "engineering": 0,
- "armor": 0,
- "speed": 8,
- "sensor": 5,
- "save": 12
- },
- {
- "hp": 17,
- "evade": 11,
- "edef": 8,
- "heatcap": 7,
- "hull": 2,
- "agility": 3,
- "systems": 0,
- "engineering": 0,
- "armor": 0,
- "speed": 8,
- "sensor": 5,
- "save": 14
- },
- {
- "hp": 20,
- "evade": 12,
- "edef": 8,
- "heatcap": 8,
- "hull": 4,
- "agility": 4,
- "systems": 0,
- "engineering": 0,
- "armor": 0,
- "speed": 8,
- "sensor": 5,
- "save": 16
- }
- ],
- "size": [1]
- },
- {
- "name": "engineer",
- "role": "striker",
- "info": {
- "flavor": "Engineer doctrine chassis are common throughout the galaxy, their patterns unique to the world or theater in which they operate, but their charge the same: defend, maintain, secure. Engineers operate best in the mid to rear of the line, coordinating the defense of important positions and ensuring total operational deployment of all mission assets. Remember: if your chassis can’t make it to the line, you lose.",
- "tactics": "The Engineer’s turrets are a potent force multiplier. Since it can put down one a turn, if the turrets are not dealt with, the engineer’s potential damage can skyrocket, especially with the mark it can put on enemies. Without the mark, turrets will attack the nearest target, which players can use to control who takes damage."
- },
- "stats": [
- {
- "hp": 20,
- "evade": 7,
- "edef": 10,
- "heatcap": 10,
- "hull": -1,
- "agility": -1,
- "systems": 1,
- "engineering": 3,
- "armor": 0,
- "speed": 3,
- "sensor": 15,
- "save": 10
- },
- {
- "hp": 20,
- "evade": 9,
- "edef": 10,
- "heatcap": 12,
- "hull": -1,
- "agility": -1,
- "systems": 2,
- "engineering": 4,
- "armor": 0,
- "speed": 3,
- "sensor": 15,
- "save": 12
- },
- {
- "hp": 20,
- "evade": 11,
- "edef": 12,
- "heatcap": 14,
- "hull": 14,
- "agility": -1,
- "systems": 3,
- "engineering": 6,
- "armor": 0,
- "speed": 3,
- "sensor": 15,
- "save": 14
- }
- ],
- "size": [1]
- },
- {
- "name": "spectre",
- "role": "striker",
- "info": {
- "flavor": "Spectre doctrine chassis emphasize the ability not to be hit over pure defensive shielding. Employing cutting-edge optical and systemic camouflage, Spectres vanish from the battlefield and all active/passive scans, flickering in and out of vision and shattering their image and radar signatures, confusing the eye and the sweep. Their weapons do not mark their doctrine: their power comes from the ability to operate unseen.",
- "tactics": "The Spectre is a mobile striker that shines against characters off on their own. Use its prowl ability, it’s high reach, and high speed to move through front lines to vulnerable targets off on their own, such as snipers. The Spectre can hide any time normally, since it’s permanently invisible. It relies on invisibility for its own survivability, since it is not very resilient without it."
- },
- "stats": [
- {
- "hp": 10,
- "evade": 10,
- "edef": 8,
- "heatcap": 7,
- "hull": -2,
- "agility": 3,
- "systems": 1,
- "engineering": 0,
- "armor": 0,
- "speed": 4,
- "sensor": 5,
- "save": 10
- },
- {
- "hp": 10,
- "evade": 14,
- "edef": 10,
- "heatcap": 7,
- "hull": -2,
- "agility": 5,
- "systems": 2,
- "engineering": 0,
- "armor": 0,
- "speed": 5,
- "sensor": 5,
- "save": 12
- },
- {
- "hp": 10,
- "evade": 18,
- "edef": 12,
- "heatcap": 7,
- "hull": -2,
- "agility": 6,
- "systems": 3,
- "engineering": 1,
- "armor": 0,
- "speed": 6,
- "sensor": 5,
- "save": 10
- }
- ],
- "size": [1]
- },
- {
- "name": "ronin",
- "role": "striker",
- "info": {
- "flavor": "Ronin doctrine chassis differ from Berserker and DEMOLISHER pattern chassis in that they have been purpose-built by boutique fabricators to excel in melee combat. Ronin patterns are common among martial cultures and event-combat firms both. Tactical applications for Ronin chassis are difficult in cultures where ranged weapons are preferred, but there is a certain prestige earned by pilots who adopt ancient weapons in the modern day and survive. That being said the availability of stasis and mag based defensive technology has made the Ronin doctrine marginally more viable in modern combat.",
- "tactics": "The Ronin is a no-nonsense, high damage melee attacker. It’s Perfect Parry means attacking it with ranged weapons is a dangerous proposition. The Ronin suffers against armor and relies on accuracy to deal a lot of its damage."
- },
- "stats": [
- {
- "hp": 18,
- "evade": 10,
- "edef": 7,
- "heatcap": 7,
- "hull": 1,
- "agility": 2,
- "systems": -1,
- "engineering": -1,
- "armor": 0,
- "speed": 5,
- "sensor": 5,
- "save": 10
- },
- {
- "hp": 20,
- "evade": 13,
- "edef": 7,
- "heatcap": 7,
- "hull": 2,
- "agility": 4,
- "systems": -1,
- "engineering": -1,
- "armor": 0,
- "speed": 5,
- "sensor": 10,
- "save": 13
- },
- {
- "hp": 22,
- "evade": 16,
- "edef": 7,
- "heatcap": 7,
- "hull": 4,
- "agility": 5,
- "systems": -1,
- "engineering": -1,
- "armor": 0,
- "speed": 6,
- "sensor": 10,
- "save": 15
- }
- ],
- "size": [1]
- },
- {
- "name": "monstrosity",
- "role": "biological",
- "info": {
- "flavor": "Monstrosity-type enemies are massive or horrifying predatory wildlife. Generally wild, some kinds of monstrous enemies can be domesticated and trained for combat: these are in high demand in the distal and proximal reaches of the galaxy.",
- "tactics": ""
- },
- "stats": [
- {
- "hp": 14,
- "evade": 10,
- "edef": 10,
- "heatcap": 0,
- "hull": 3,
- "agility": 2,
- "systems": -2,
- "engineering": -2,
- "armor": 1,
- "speed": 6,
- "sensor": 10,
- "save": 10
- },
- {
- "hp": 16,
- "evade": 12,
- "edef": 10,
- "heatcap": 0,
- "hull": 4,
- "agility": 3,
- "systems": -2,
- "engineering": -2,
- "armor": 1,
- "speed": 7,
- "sensor": 10,
- "save": 12
- },
- {
- "hp": 18,
- "evade": 15,
- "edef": 10,
- "heatcap": 0,
- "hull": 6,
- "agility": 4,
- "systems": -2,
- "engineering": -2,
- "armor": 1,
- "speed": 8,
- "sensor": 10,
- "save": 15
- }
- ],
- "size": [1, 2, 3]
- },
- {
- "name": "infantry squad",
- "role": "biological",
- "info": {
- "flavor": "Infantry-type enemies represent a squad-level group of human or subaltern infantry: not a single chassis like the Grunt-type, but (generally) a group of five to ten armed and armored individual soldiers. Like the Grunt, an Infantry-type enemy alone might not present a threat to a chassis, but operating as a squad with the right gear and training, infantry groups are a formidable threat.",
- "tactics": ""
- },
- "stats": [
- {
- "hp": 10,
- "evade": 8,
- "edef": 8,
- "heatcap": 0,
- "hull": 2,
- "agility": 2,
- "systems": 2,
- "engineering": 2,
- "armor": 0,
- "speed": 4,
- "sensor": 5,
- "save": 10
- },
- {
- "hp": 15,
- "evade": 8,
- "edef": 8,
- "heatcap": 0,
- "hull": 4,
- "agility": 4,
- "systems": 4,
- "engineering": 4,
- "armor": 0,
- "speed": 4,
- "sensor": 5,
- "save": 12
- },
- {
- "hp": 20,
- "evade": 8,
- "edef": 8,
- "heatcap": 0,
- "hull": 6,
- "agility": 6,
- "systems": 6,
- "engineering": 6,
- "armor": 0,
- "speed": 4,
- "sensor": 5,
- "save": 14
- }
- ],
- "size": [4]
- }
-]
+ "name": "ace",
+ "role": "striker",
+ "info": {
+ "flavor": "A pilot more comfortable the closer they get to their roots, the Ace enemy-type employs high-speed strafing runs, agile maneuvers, and a reckless approach to piloting their mech. Cocky and self-assured, Ace-type enemies relish a good duel.",
+ "tactics": "The Ace is a very fast, reactive striker with the ability to mitigate dangerous or high-damage attacks with its Evasive Maneuvers trait. Its seeking weapons can ignore cover and line of sight, making it very consistent damage. Use Evasive Maneuvers against heavy weaponry to maximize its potential. The Ace’s lower HP makes it a lot weaker against sustained damage and it is relatively easy to tech attack."
+ },
+ "stats": {
+ "hp": [10, 12, 14],
+ "evade": [12, 15, 18],
+ "edef": [8, 8, 8],
+ "heatcap": [8, 8, 8],
+ "hull": [-2, -2, -2],
+ "agility": [3, 4, 6],
+ "systems": [1, 2, 3],
+ "engineering": [0, 1, 1],
+ "armor": [0, 0, 0],
+ "speed": [5, 6, 7],
+ "sensor": [10, 10, 10],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ },
+ {
+ "name": "assassin",
+ "role": "striker",
+ "info": {
+ "flavor": "Assassin style mechs trend towards agility, damage, and speed. Their pilots sacrifice comfort for a chassis efficiency — unnecessary life-support systems, pilot care systems, communications systems, and others are stripped out and replaced with systems that increase processing power, run-silent ability, and increase chassis range.
Assassin pilots work alone or in small groups, piloting their small, sleek mechs into territory thought impenetrable by their targets. One of the few doctrines to employ bladed weapons, assassin-style pilots train both in the cockpit and out of it to be able to fight with any weapon, in any theater, as efficiently as possible.",
+ "tactics": "The Assassin is the master of punishing a single character. Use its mark to pick a character and it’s high speed and Leap actions to close distance. You can combo the Assassin with other NPCs that inflict conditions such as stunned or prone for a nasty combination. By default the Assassin can only use melee attacks and is relatively vulnerable to sustained damage."
+ },
+ "stats": {
+ "hp": [15, 15, 15],
+ "evade": [12, 15, 17],
+ "edef": [8, 8, 8],
+ "heatcap": [7, 7, 7],
+ "hull": [0, 1, 1],
+ "agility": [2, 3, 4],
+ "systems": [1, 1, 2],
+ "engineering": [-1, 0, 0],
+ "armor": [0, 1, 1],
+ "speed": [6, 6, 8],
+ "sensor": [10, 10, 10],
+ "save": [10, 12, 14]
+ },
+ "size": [0.5, 1]
+ },
+ {
+ "name": "assault",
+ "role": "striker",
+ "info": {
+ "flavor": "Assault doctrine mechs and their pilots are the most common main battle chassis found throughout the galaxy. Fitted with a localized version of a main battle rifle, sidearm, and a suite of systems to enhance movement, targeting, and defensive systems, an Assault Doctrine chassis is a straightforward, reliable, hardy combatant.
Assault doctrine pilots are the cheapest to train and outfit: this does not make them any less of a threat when paired with a kit of their choice.",
+ "tactics": "The Assault is a straightforward, high damage dealer. Put it in a place where it’s toughness and decent range can be put to good use, and its use Brace reaction on sources of burst damage to maximize its survivability."
+ },
+ "stats": {
+ "hp": [15, 18, 21],
+ "evade": [8, 10, 12],
+ "edef": [8, 10, 10],
+ "heatcap": [8, 8, 8],
+ "hull": [1, 2, 3],
+ "agility": [1, 2, 3],
+ "systems": [1, 2, 3],
+ "engineering": [1, 2, 3],
+ "armor": [1, 1, 1],
+ "speed": [4, 4, 4],
+ "sensor": [8, 8, 8],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ },
+ {
+ "name": "berserker",
+ "role": "striker",
+ "info": {
+ "flavor": "Berserker doctrine mechs build to take advantage of advanced heat cycling systems to shunt system heat tax into an offensive force, increasing their weapon output by orders of magnitude.",
+ "tactics": "The Berserker is very scary up close and a great melee duelist. Get it as close as possible to enemy forces to maximize its potential. With a terrible heat cap and e-defense, it is vulnerable to tech attacks, and savvy enemies will force its aggression trait to trigger on its own allies, so keep it away from friendly forces."
+ },
+ "stats": {
+ "hp": [12, 16, 20],
+ "evade": [8, 10, 12],
+ "edef": [6, 6, 6],
+ "heatcap": [6, 6, 6],
+ "hull": [3, 4, 6],
+ "agility": [2, 4, 4],
+ "systems": [-2, -2, -2],
+ "engineering": [-1, -1, 0],
+ "armor": [1, 1, 1],
+ "speed": [5, 5, 5],
+ "sensor": [5, 5, 5],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ },
+ {
+ "name": "breacher",
+ "role": "striker",
+ "info": {
+ "flavor": "Notorious for their boarding capabilities, the Campbell Orbital Dynamics C-O MkIII chassis is a common sight among low and mid-orbit planetary defense forces and their pirate counterparts. Purpose built for policing actions, the C-O is a CQC focused platform that operates best with larger or more system-inclined support chassis, but presents a fierce threat in alpha strike scenarios. Best in <1G environments, the C-O (and like patterns) can be cumbersome outside of specific breach scenarios. While C-O in COD’s designation system stands for Combat-Orbital, most pilots refer to the MkIII as the Can Opener.",
+ "tactics": "The Breacher can do very high burst damage, but is inaccurate on its own. Use other sources of Accuracy such as Lock On, or support NPCs to boost its capabilities. The BREACH ram can make short work of cover. It is relatively slow and short ranged outside of its ram action, and its ram still provokes reactions (such as overwatch)."
+ },
+ "stats": {
+ "hp": [18, 20, 22],
+ "evade": [9, 11, 13],
+ "edef": [7, 7, 7],
+ "heatcap": [7, 7, 8],
+ "hull": [2, 3, 4],
+ "agility": [0, 1, 2],
+ "systems": [-1, -1, -1],
+ "engineering": [1, 2, 3],
+ "armor": [1, 1, 1],
+ "speed": [3, 4, 5],
+ "sensor": [5, 5, 5],
+ "save": [10, 10, 10]
+ },
+ "size": [1]
+ },
+ {
+ "name": "scourer",
+ "role": "striker",
+ "info": {
+ "flavor": "SCOURER doctrine mechs mount massive-output recursive power plants in order to field deadly energy weapons. A common specialist-role doctrine, SCOURER chassis are found on fronts across the galaxy, supporting kinetic-focus ground troops with powerful lensing attacks that target not only corporeal enemies, but systemic threats.",
+ "tactics": "The Scourer deals powerful single target damage if it keeps attacking the same target. Switching targets will greatly reduce its effectiveness, and it needs to stay still to take advantage of its weapons systems."
+ },
+ "stats": {
+ "hp": [10, 13, 15],
+ "evade": [8, 9, 10],
+ "edef": [8, 8, 8],
+ "heatcap": [8, 8, 12],
+ "hull": [1, 2, 3],
+ "agility": [0, 1, 1],
+ "systems": [0, 0, 1],
+ "engineering": [1, 2, 4],
+ "armor": [2, 2, 2],
+ "speed": [4, 4, 4],
+ "sensor": [10, 10, 10],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ },
+ {
+ "name": "bastion",
+ "role": "defender",
+ "info": {
+ "flavor": "Bastion doctrine chassis trade the pure defensive edge of an Aegis doctrine chassis for one that allows more mobility. Blending area-denial offensive capability with hardened defense systems and advanced communication suites, Bastion doctrine chassis make for strong squadron commanders.",
+ "tactics": "The Bastion is a hardy defender that is able to protect itself and adjacent allies very well with its bulk and size. Use its shieldwall trait to protect from enemy back-liners. Knock back and forced movement effects are very effective against the Bastion or its ward since they break many of its abilities."
+ },
+ "stats": {
+ "hp": [10, 10, 10],
+ "evade": [8, 10, 10],
+ "edef": [8, 8, 8],
+ "heatcap": [8, 10, 12],
+ "hull": [2, 4, 6],
+ "agility": [-3, -3, -2],
+ "systems": [0, 0, 0],
+ "engineering": [2, 3, 4],
+ "armor": [3, 3, 4],
+ "speed": [4, 4, 4],
+ "sensor": [5, 5, 5],
+ "save": [8, 10, 12]
+ },
+ "size": [2]
+ },
+ {
+ "name": "demolisher",
+ "role": "defender",
+ "info": {
+ "flavor": "The prolonged siege of Jadigmora City saw the development of the DEMOLISHER patten. Based off the long-operational berserker doctrine, DEMOLISHER tuned the chaotic heat flow to a more sustainable, if limited system, increasing a chassis’ heavy-lift capacity to allow for supermassive kinetic weapons to be used effectively in combat. Combined with the increased pilot shielding and system hardening made necessary by the heat tuning, pilots soon discovered more aggressive applications for concussion-wave ordinance.",
+ "tactics": "The Demolisher is a slow, resilient defender able to dish out high damage and stuns with impunity up close. Use its size and power in melee combat to force enemy characters to ‘kite’ it (avoid it by moving away) rather than fight it up close, and use its Entrench ability to shrug off heavy hits."
+ },
+ "stats": {
+ "hp": [15, 20, 25],
+ "evade": [6, 6, 6],
+ "edef": [7, 7, 7],
+ "heatcap": [8, 8, 8],
+ "hull": [3, 4, 6],
+ "agility": [-2, -2, -2],
+ "systems": [-1, -1, -1],
+ "engineering": [2, 3, 3],
+ "armor": [2, 2, 2],
+ "speed": [2, 2, 3],
+ "sensor": [10, 10, 10],
+ "save": [10, 13, 15]
+ },
+ "size": [2]
+ },
+ {
+ "name": "goliath",
+ "role": "defender",
+ "info": {
+ "flavor": "Park Armored Systems’ Dangun pattern chassis is well-known across the Sierra Madre line for its toughness, trade ability, and reliable all-theater performance. The Dangun base pattern is a chassis to build strike forces around -- capable of mounting powerful magtech, it is a tough design to counter in kinetic combat. With a number of small fleet contracts in their portfolio, Park Armored Systems is a chassis designer worth keeping an eye on: indeed, Harrison Armory has taken particular notice, and rumblings in the omninet speak of a possible partnership in the near future.",
+ "tactics": "The Goliath is a relatively mobile and tough defender that can force enemies to get closer to it. Use it’s Crush Targeting ability to force dangerous characters to focus fire on it. Since all it needs is line of sight, it can pick even mobile or hard-to-hit characters. The Goliath’s prodigious size can also be used for cover by multiple allies."
+ },
+ "stats": {
+ "hp": [25, 30, 35],
+ "evade": [6, 6, 6],
+ "edef": [6, 6, 6],
+ "heatcap": [8, 10, 12],
+ "hull": [4, 6, 6],
+ "agility": [-2, -2, -2],
+ "systems": [1, 1, 3],
+ "engineering": [0, 0, 0],
+ "armor": [0, 0, 0],
+ "speed": [3, 3, 3],
+ "sensor": [10, 10, 15],
+ "save": [11, 13, 15]
+ },
+ "size": [3]
+ },
+ {
+ "name": "pyro",
+ "role": "defender",
+ "info": {
+ "flavor": "A combat doctrine adopted following the Hercynian Crisis, the Pyro chassis-pattern is reviled across the galaxy as a terror instrument, though some states and organizations still choose to integrate them into their armies. Pyro doctrine chassis are heavily armored and insulated, built to manage incredible heat tax while projecting volatile mixes of irrepressible flame towards their enemies. Pyro chassis are sent in to root out entrenched defenders, defoliate areas rich in flora, and cause terror.",
+ "tactics": "The Pyro is a slow, resilient NPC that can be especially scary against characters already suffering from Burn. Players should keep their distance from it, as its explosive vent ability can be used to dump an enormous amount of heat on adjacent characters. Position the pyro so it can use its FIREBREAK shield to protect allied characters from incoming fire. Flanking around the shield reduces its effectiveness to zero, and stuns and knock back will deactivate it."
+ },
+ "stats": {
+ "hp": [10, 13, 15],
+ "evade": [8, 8, 8],
+ "edef": [8, 8, 8],
+ "heatcap": [12, 12, 16],
+ "hull": [1, 2, 3],
+ "agility": [-1, 0, 0],
+ "systems": [-1, -1, 0],
+ "engineering": [3, 4, 5],
+ "armor": [3, 3, 4],
+ "speed": [2, 2, 2],
+ "sensor": [8, 8, 8],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ },
+ {
+ "name": "sentinel",
+ "role": "defender",
+ "info": {
+ "flavor": "Sentinel doctrine chassis fill guard roles. Typically found in the retinues of commanders or posted in defense of batteries, Sentinel chassis employ a suite of technology that ensures their charges stay alive and operational, even if it means the Sentinel’s death.",
+ "tactics": "The Sentinel is a fast defender that focuses on protecting its allies through overwatch. Relatively short range, it relies on good positioning to make the most of its kit, and isn’t as resilient as other defenders with its low armor."
+ },
+ "stats": {
+ "hp": [20, 22, 25],
+ "evade": [8, 11, 13],
+ "edef": [8, 11, 13],
+ "heatcap": [8, 8, 8],
+ "hull": [2, 3, 4],
+ "agility": [1, 2, 3],
+ "systems": [1, 2, 3],
+ "engineering": [1, 2, 3],
+ "armor": [0, 0, 0],
+ "speed": [5, 5, 6],
+ "sensor": [10, 10, 10],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ },
+ {
+ "name": "archer",
+ "role": "controller",
+ "info": {
+ "flavor": "From Ursa Major’s GATEKEEPER line of chassis, the Key-II is a powerhouse capable of punching well above its weight. What it lacks in armor, it makes up for in targeting and superpositional maneuvering systems.",
+ "tactics": "The Archer controls though ‘choice punishment’ - giving characters a choice between not taking certain actions or letting the Archer attack them. Use it to lock down mobile or hard hitting players and cover for more vulnerable allies. The archer needs to get somewhat close to its target to be at full effectiveness and is not that durable itself."
+ },
+ "stats": {
+ "hp": [16, 20, 20],
+ "evade": [8, 10, 12],
+ "edef": [8, 10, 12],
+ "heatcap": [8, 8, 8],
+ "hull": [-1, -1, -1],
+ "agility": [2, 3, 4],
+ "systems": [2, 3, 4],
+ "engineering": [-1, -1, -1],
+ "armor": [0, 0, 1],
+ "speed": [5, 5, 6],
+ "sensor": [15, 15, 15],
+ "save": [11, 13, 16]
+ },
+ "size": [1]
+ },
+ {
+ "name": "barricade",
+ "role": "controller",
+ "info": {
+ "flavor": "Using battlefield printing and terraforming technology, Veld Systems’ Keeper Pattern 5 is a common guard chassis, converted from frames originally designed for earth moving in the early stages of colonial development.",
+ "tactics": "The Barricade is at its best when locking down fast moving targets. It can use its mobile printer to create hard cover for its allies to use, or create a blocker to prevent melee or fast-moving mechs from moving through an area."
+ },
+ "stats": {
+ "hp": [12, 16, 20],
+ "evade": [6, 7, 8],
+ "edef": [9, 11, 13],
+ "heatcap": [10, 11, 12],
+ "hull": [0, 1, 2],
+ "agility": [-2, -2, -2],
+ "systems": [1, 1, 2],
+ "engineering": [3, 5, 6],
+ "armor": [1, 1, 1],
+ "speed": [3, 3, 4],
+ "sensor": [15, 15, 15],
+ "save": [12, 15, 18]
+ },
+ "size": [2]
+ }, {
+ "name": "witch",
+ "role": "controller",
+ "info": {
+ "flavor": "Witches lean into the incredible tumult of systemic warfare, operating both in realtime and among the omnicloud tempest that descends upon a combat theater. Witches often pair with personality-clone NHPs — NHPs that structure profiles based on profiles of their pilots — to handle the chaotic swirl that results from realtime/omninet combat splitting. Many pilots of Witch-class chassis are avid experimenters with both their hacking rig and their own flesh and can mount a suite of deadly and incredibly agile software in their mechs and in their own bodies.",
+ "tactics": "The Witch is a no-nonsense controller, using its Tear Down action to generate heat, and its Blind to shut down ranged attackers. Its Predatory logic should be used against characters with heavy weaponry, and can also be used on characters allied to the Witch. Targets of the witch’s attacks can mitigate its heat attacks somewhat since most of the heat is on the Witch’s next turn."
+ },
+ "stats": {
+ "hp": [12, 14, 14],
+ "evade": [10, 12, 14],
+ "edef": [13, 16, 20],
+ "heatcap": [8, 8, 8],
+ "hull": [-2, -1, -2],
+ "agility": [1, 2, 3],
+ "systems": [3, 5, 6],
+ "engineering": [0, 0, 0],
+ "armor": [0, 0, 0],
+ "speed": [6, 6, 6],
+ "sensor": [15, 15, 20],
+ "save": [12, 15, 18]
+ },
+ "size": [0.5]
+ }, {
+ "name": "hive",
+ "role": "controller",
+ "info": {
+ "flavor": "A recent development following the Deimos Contact Event, Hive doctrine chassis are, in theory, not too different than their pre-Contact cousins: they establish a local, secure omninetwork, fabricate and deploy a century or half-century of drones, and coordinate them in achieving their mission. The difference between pre-Contact and post-Contact drone controllers is ease: pilots who pursue this doctrine establish complex handler-trainer relationships with their hives, allowing them to segue between direct control and autonomous operation unimpeded by tactile interface. Hive pilots exhibit signs of psychological trauma at one month continuous drone-strain operation, and it is recommended that they practice a strict two-week format cycling with their paired hive.",
+ "tactics": "The Hive controls through area denial with its Razor Swarm ability, granting soft cover to its allies and denying areas to its enemies. Place down swarms and use its Drone Barrage attack to force characters to either become locked down or let the Hive move them in range of other allies or into its razor swarms."
+ },
+ "stats": {
+ "hp": [20, 20, 20],
+ "evade": [8, 8, 10],
+ "edef": [10, 13, 16],
+ "heatcap": [8, 8, 8],
+ "hull": [-1, -1, 1],
+ "agility": [0, 0, 0],
+ "systems": [2, 4, 4],
+ "engineering": [1, 1, 1],
+ "armor": [0, 1, 1],
+ "speed": [5, 5, 5],
+ "sensor": [10, 10, 10],
+ "save": [12, 14, 17]
+ },
+ "size": [1]
+ }, {
+ "name": "hornet",
+ "role": "controller",
+ "info": {
+ "flavor": "SatriaBarong’s ESPADA line of mechanized half-chassis is popular among civilian racers. As the chassis of choice of the SatritaBarong-ShimanoLUX chassis racing team, SatriaBarong -- with SSC’s blessing -- has moved to create a milspec variant of the Espada without the LUX branding.",
+ "tactics": "The Hornet is a small, fast, very hard to hit control mech that can present an incredible annoyance. It does very low damage, but its ability to Jam and impair mechs can be useful for locking down hard hitting targets. Fortunately, the hornet is extremely vulnerable to smart weaponry and tech attacks with it’s low e-defense."
+ },
+ "stats": {
+ "hp": [8, 8, 8],
+ "evade": [16, 18, 20],
+ "edef": [6, 7, 8],
+ "heatcap": [5, 6, 7],
+ "hull": [-2, -2, -2],
+ "agility": [2, 4, 6],
+ "systems": [2, 3, 4],
+ "engineering": [0, 0, 0],
+ "armor": [0, 0, 0],
+ "speed": [6, 8, 10],
+ "sensor": [5, 5, 10],
+ "save": [12, 14, 16]
+ },
+ "size": [0.5]
+ }, {
+ "name": "seeder",
+ "role": "controller",
+ "info": {
+ "flavor": "Seeders are sapper chassis, adept at building defensive nets of mines and traps for point defense and aggressive area denial. Laden with ordinance, pilots who adopt Seeder doctrines operate in small teams to blanket the battlefield in clouds of fire and shrapnel, placing their launched grenades and explosive-tipped shells with pinpoint accuracy.",
+ "tactics": "The Seeder is an area denial NPC that lays mines to control enemy movement. Since the Seeder can put down one a turn, left alone, it can often make a mess of one part of the battlefield. Its mines do not trigger on allied characters but still affect them if they are detonated. Its optional systems can be used to force characters to spread out or take additional damage."
+ },
+ "stats": {
+ "hp": [12, 14, 16],
+ "evade": [7, 8, 9],
+ "edef": [10, 10, 11],
+ "heatcap": [10, 10, 10],
+ "hull": [0, 1, 2],
+ "agility": [0, 0, 0],
+ "systems": [2, 3, 4],
+ "engineering": [0, 1, 0],
+ "armor": [2, 2, 2],
+ "speed": [4, 4, 4],
+ "sensor": [15, 15, 15],
+ "save": [12, 15, 18]
+ },
+ "size": [1]
+ }, {
+ "name": "aegis",
+ "role": "support",
+ "info": {
+ "flavor": "Aegis-style mechs are squat, defend-and-suppress chassis built to hold ground, support their allies, and suppress enemies. Higher-tier Aegis mech pilots have access to hardlight and blackwall defensive measures - technology that makes bulwarks out of even the smallest barricade.",
+ "tactics": "The Aegis is a tougher, defensive support. Use its defense net to place it in a location where it will cover the most allies, since it is hard for it to redeploy. It’s regenerative shielding trait can be used to easily protect its allies from player suppression tools such as the Guardian trait or tech attacks. Stunning or moving the Aegis, or simple getting inside its shield, can nullify its effectiveness."
+ },
+ "stats": {
+ "hp": [14, 18, 18],
+ "evade": [7, 8, 8],
+ "edef": [10, 12, 14],
+ "heatcap": [10, 10, 10],
+ "hull": [0, 0, 0],
+ "agility": [-2, -1, -1],
+ "systems": [2, 3, 4],
+ "engineering": [2, 3, 5],
+ "armor": [2, 2, 3],
+ "speed": [3, 3, 3],
+ "sensor": [8, 10, 10],
+ "save": [10, 11, 12]
+ },
+ "size": [1]
+ }, {
+ "name": "priest",
+ "role": "support",
+ "info": {
+ "flavor": "Priest-class chassis are usually piloted by technozealots or those dedicated heavily to harnessing the potent powers of a fully kitted out mech processor. Most of their frames are modified to be able to link and intermesh systems with another mech in legionspace, in effect creating a digital super-construct. Long term or powerful priest pilots can even perceive and share the sensory input of other pilots they are linked to, which has been linked to altered or degraded mental states and personality shifts.",
+ "tactics": "The Priest is a high powered support that functions best when paired with another character it can empower with its Investiture action. Use its Dispersal Shield to protect vulnerable targets, then Investiture to empower a striker or defender. Investiture can be ‘turned off’ by moving the priest or its partner out of range 5 with each other, and both characters become vulnerable to conditions."
+ },
+ "stats": {
+ "hp": [10, 13, 16],
+ "evade": [10, 10, 10],
+ "edef": [12, 18, 18],
+ "heatcap": [10, 10, 10],
+ "hull": [-1, -1, -1],
+ "agility": [-1, -1, -1],
+ "systems": [2, 4, 6],
+ "engineering": [2, 3, 4],
+ "armor": [0, 0, 0],
+ "speed": [5, 5, 6],
+ "sensor": [10, 10, 10],
+ "save": [11, 13, 15]
+ },
+ "size": [0.5]
+ }, {
+ "name": "mirage",
+ "role": "support",
+ "info": {
+ "flavor": "Mirage-class chassis use some of the more advanced sensor-warping liturgicode available from HORUS datanodes to wrap themselves and their allies in veils of illusion and misdirection. While it’s clear that the warping effects that surround most of these chassis are from sensor distortion, they are powerful enough to effect even biological constructs such as the human brain.",
+ "tactics": "The Mirage is a potent support, able to teleport its allies around at will and shut down ranged attackers with Warp Sensors. It can grant its invisibility to an ally, but becomes vulnerable while it does so. Effects that ignore cover such as the seeking tag get around Warp Sensors, and Mirage does no damage on its own."
+ },
+ "stats": {
+ "hp": [10, 12, 14],
+ "evade": [10, 12, 14],
+ "edef": [12, 15, 18],
+ "heatcap": [6, 6, 6],
+ "hull": [-2, -2, -2],
+ "agility": [1, 2, 3],
+ "systems": [2, 3, 4],
+ "engineering": [1, 2, 3],
+ "armor": [0, 0, 0],
+ "speed": [5, 6, 8],
+ "sensor": [15, 15, 20],
+ "save": [11, 14, 17]
+ },
+ "size": [0.5]
+ }, {
+ "name": "scout",
+ "role": "support",
+ "info": {
+ "flavor": "Scout doctrine calls for the active, close, and aggressive application of orbital, atmospheric, and terrestrial fire support on identified and potential enemy positions. Equipped with more-than-cursory targeting systems, Scout doctrine pilots adopt an tactical/artillery commander role, operating on the ground with infantry, chassis, and other vehicles to build a map of the battlescape in order to more accurately place small arms fire, bombs, shells, missiles, beams, and kinetic kill clouds. They are not usually a threat in face-to-face combat, but the threat they represent to a combat cannot be underestimated.",
+ "tactics": "The Scout is a support that can multiply allied damage output. It does no damage by itself, but with prodigious use of its Marker Rifle and Cloaking Field, it can keep allies alive and prevent enemies from hiding. It is especially adept at dealing with Invisibility, but needs to stay close to take full advantage of this. Like many other supports, the scout is not particularly resilient on its own."
+ },
+ "stats": {
+ "hp": [8, 8, 8],
+ "evade": [12, 15, 18],
+ "edef": [10, 13, 16],
+ "heatcap": [6, 6, 6],
+ "hull": [-2, -2, -2],
+ "agility": [2, 4, 5],
+ "systems": [3, 4, 5],
+ "engineering": [-1, -1, 0],
+ "armor": [0, 0, 0],
+ "speed": [6, 7, 8],
+ "sensor": [20, 20, 20],
+ "save": [11, 13, 15]
+ },
+ "size": [0.5, 1]
+ }, {
+ "name": "support",
+ "role": "support",
+ "info": {
+ "flavor": "Support doctrine chassis focus their systems towards keeping their allies combat operational. Alloy cement, nanite paste, patch plates, vacuum seals — the tools vary, but the result is the same: you may be messed up, but you’re up, and you can keep fighting because the Support kept you alive.",
+ "tactics": "The Support is a bulky NPC that deals no damage but has a number of powerful healing and condition-clear effects. Despite being fairly resilient, it has no way to defend itself and must get close in order to be the most effective. Savvy players will see that the Restock Drone can be shot and destroyed before it is activated, denying the healing."
+ },
+ "stats": {
+ "hp": [15, 18, 22],
+ "evade": [8, 10, 12],
+ "edef": [8, 10, 12],
+ "heatcap": [8, 8, 8],
+ "hull": [1, 1, 1],
+ "agility": [-2, -1, -1],
+ "systems": [0, 1, 2],
+ "engineering": [2, 4, 6],
+ "armor": [1, 1, 1],
+ "speed": [4, 4, 4],
+ "sensor": [10, 10, 10],
+ "save": [10, 12, 14]
+ },
+ "size": [2]
+ }, {
+ "name": "bombard",
+ "role": "artillery",
+ "info": {
+ "flavor": "The Bombard doctrine calls for unending salvos of punishing artillery bombardments. Chassis tuned to this style of combat are found miles behind the line in fortified positions, or otherwise removed from combat: one common strategy for prolonged area-denial bombardment is to place a battery of bombard chassis on a world’s local moon(s). From that movable satellite, the battery can rain shells down upon the world below, well removed from the dangers of combat.",
+ "tactics": "The Bombard punishes characters that group up or ‘death ball’ to take advantage of adjacency bonuses and has very high range. It is relatively fragile up close, but resilient from far away, so place it far back to maximize effectiveness. Its Earthshaker shells can be used to block movement or provide cover for allies, but affect the Bombard’s allies as well."
+ },
+ "stats": {
+ "hp": [10, 13, 16],
+ "evade": [7, 8, 8],
+ "edef": [12, 14, 16],
+ "heatcap": [8, 8, 8],
+ "hull": [0, 1, 1],
+ "agility": [-1, -1, -1],
+ "systems": [1, 2, 3],
+ "engineering": [2, 3, 5],
+ "armor": [0, 0, 0],
+ "speed": [2, 2, 3],
+ "sensor": [15, 15, 15],
+ "save": [11, 13, 16]
+ },
+ "size": [1]
+ }, {
+ "name": "rainmaker",
+ "role": "artillery",
+ "info": {
+ "flavor": "The tongue-in-cheek designation describes a combat doctrine that patterns chassis around the optimal use of rockets and missiles in combat. Favored by all-theater combat units, Rainmakers are mobile platforms loaded with ordinance, able to handle engagements at any range, against any target.",
+ "tactics": "The Rainmaker is half-controller, half-artillery. Its Javelin rockets ability creates spaces that characters must avoid or take guaranteed damage. It can its ability to dish out delayed damage through optional systems like its HOUND missile or ATLAS missile to force characters to move or take damage. Like other artillery NPCs, it is a relatively vulnerable character on its own."
+ },
+ "stats": {
+ "hp": [10, 12, 14],
+ "evade": [8, 10, 12],
+ "edef": [8, 10, 12],
+ "heatcap": [8, 8, 8],
+ "hull": [0, 0, 0],
+ "agility": [0, 1, 1],
+ "systems": [2, 3, 3],
+ "engineering": [0, 0, 1],
+ "armor": [1, 1, 1],
+ "speed": [3, 3, 3],
+ "sensor": [15, 15, 15],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ }, {
+ "name": "operator",
+ "role": "artillery",
+ "info": {
+ "flavor": "Operator doctrine chassis are a known-unknown. Operators typically field smaller chassis not commonly encountered on the front lines; do not mistake this for fragility. Pilots who are recruited and trained into this doctrine, regardless of culture, are dangerous, deadly, the best of their state’s armed forces or martial tradition. They operate alone or in small teams under the auspices of black-site state agencies, engaging in the most sensitive and dangerous AMNESIAC-tier missions. Their chassis — and their bodies — are loaded with some of the most advanced tech available; if they die in combat, it is not uncommon for their bodies and their chassis to self-immolate, rendering what technology and data they had into waste and ash.",
+ "tactics": "The Operator is an elite, extremely mobile artillery mech. It is not particularly hardy, but can use its teleport ability to put itself in advantageous positions such as on top of obstacles, terrain, or in cover, where it can snipe at targets with its very accurate plasma rifle."
+ },
+ "stats": {
+ "hp": [10, 12, 15],
+ "evade": [10, 12, 14],
+ "edef": [10, 12, 14],
+ "heatcap": [8, 8, 8],
+ "hull": [2, 3, 4],
+ "agility": [2, 3, 4],
+ "systems": [2, 3, 4],
+ "engineering": [2, 3, 4],
+ "armor": [0, 0, 0],
+ "speed": [5, 5, 5],
+ "sensor": [10, 10, 10],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ }, {
+ "name": "sniper",
+ "role": "artillery",
+ "info": {
+ "flavor": "Sniper pattern chassis are common throughout the galaxy’s armies. Favoring stability and targeting over mobility, Snipers operate extremely long-ranged kinetic weapons in small, selfsufficient teams well removed from any direct combat. Sniper pilots are a proud breed, who emphasize economy and elegance over destructive power. Their weapons are often as tuned and modified as much as their chassis are; the pilots themselves often exhibit unparalleled control over their targeting systems. Partnered NHPs are said to send boast-data between themselves, noting the difficulty of landed shots to allied pilots.",
+ "tactics": "The rightly feared Sniper is a powerful single target damage NPC. Using its sniper’s mark ability, it can crush structure directly, making short work of even high-HP characters. Characters can avoid this effect by good use of cover, or by dropping prone. The Sniper must be relatively immobile to do its best work, since its rifle requires a full action to fire."
+ },
+ "stats": {
+ "hp": [10, 12, 14],
+ "evade": [10, 13, 16],
+ "edef": [8, 9, 10],
+ "heatcap": [6, 6, 6],
+ "hull": [-2, -2, -2],
+ "agility": [1, 2, 3],
+ "systems": [1, 3, 4],
+ "engineering": [1, 1, 2],
+ "armor": [0, 0, 0],
+ "speed": [4, 4, 4],
+ "sensor": [15, 15, 15],
+ "save": [11, 13, 15]
+ },
+ "size": [1]
+ }, {
+ "name": "cataphract",
+ "role": "striker",
+ "info": {
+ "flavor": "The Cataphract doctrine is common among rapid-strike kits that emphasize mobility, shock, and tenacity. Cataphract squadrons are feared across the galaxy for their ability to overwhelm defenses in moments: from an otherwise static line, a squadron of low and angular chassis burst overhead, heavy cannons and PDF guns carving seemingly impossible paths through a suddenly futile defense.",
+ "tactics": "The Cataphract is a very mobile striker. Take advantage of its ability to move through other characters to put it in the back lines, where it can use its Impale ability to drag vulnerable targets into a disadvantageous position. Position the cataphract so it has one character close to it to take advantage of its shield. Note the cataphract still provokes reactions with its movement, so use its abilities carefully."
+ },
+ "stats": {
+ "hp": [15, 17, 20],
+ "evade": [10, 11, 12],
+ "edef": [8, 8, 8],
+ "heatcap": [6, 7, 8],
+ "hull": [1, 2, 4],
+ "agility": [1, 3, 4],
+ "systems": [0, 0, 0],
+ "engineering": [0, 0, 0],
+ "armor": [0, 0, 0],
+ "speed": [8, 8, 8],
+ "sensor": [5, 5, 5],
+ "save": [12, 14, 16]
+ },
+ "size": [1]
+ }, {
+ "name": "engineer",
+ "role": "striker",
+ "info": {
+ "flavor": "Engineer doctrine chassis are common throughout the galaxy, their patterns unique to the world or theater in which they operate, but their charge the same: defend, maintain, secure. Engineers operate best in the mid to rear of the line, coordinating the defense of important positions and ensuring total operational deployment of all mission assets. Remember: if your chassis can’t make it to the line, you lose.",
+ "tactics": "The Engineer’s turrets are a potent force multiplier. Since it can put down one a turn, if the turrets are not dealt with, the engineer’s potential damage can skyrocket, especially with the mark it can put on enemies. Without the mark, turrets will attack the nearest target, which players can use to control who takes damage."
+ },
+ "stats": {
+ "hp": [20, 20, 20],
+ "evade": [7, 9, 11],
+ "edef": [10, 10, 12],
+ "heatcap": [10, 12, 14],
+ "hull": [-1, -1, 14],
+ "agility": [-1, -1, -1],
+ "systems": [1, 2, 3],
+ "engineering": [3, 4, 6],
+ "armor": [0, 0, 0],
+ "speed": [3, 3, 3],
+ "sensor": [15, 15, 15],
+ "save": [10, 12, 14]
+ },
+ "size": [1]
+ }, {
+ "name": "spectre",
+ "role": "striker",
+ "info": {
+ "flavor": "Spectre doctrine chassis emphasize the ability not to be hit over pure defensive shielding. Employing cutting-edge optical and systemic camouflage, Spectres vanish from the battlefield and all active/passive scans, flickering in and out of vision and shattering their image and radar signatures, confusing the eye and the sweep. Their weapons do not mark their doctrine: their power comes from the ability to operate unseen.",
+ "tactics": "The Spectre is a mobile striker that shines against characters off on their own. Use its prowl ability, it’s high reach, and high speed to move through front lines to vulnerable targets off on their own, such as snipers. The Spectre can hide any time normally, since it’s permanently invisible. It relies on invisibility for its own survivability, since it is not very resilient without it."
+ },
+ "stats": {
+ "hp": [10, 10, 10],
+ "evade": [10, 14, 18],
+ "edef": [8, 10, 12],
+ "heatcap": [7, 7, 7],
+ "hull": [-2, -2, -2],
+ "agility": [3, 5, 6],
+ "systems": [1, 2, 3],
+ "engineering": [0, 0, 1],
+ "armor": [0, 0, 0],
+ "speed": [4, 5, 6],
+ "sensor": [5, 5, 5],
+ "save": [10, 12, 10]
+ },
+ "size": [1]
+ }, {
+ "name": "ronin",
+ "role": "striker",
+ "info": {
+ "flavor": "Ronin doctrine chassis differ from Berserker and DEMOLISHER pattern chassis in that they have been purpose-built by boutique fabricators to excel in melee combat. Ronin patterns are common among martial cultures and event-combat firms both. Tactical applications for Ronin chassis are difficult in cultures where ranged weapons are preferred, but there is a certain prestige earned by pilots who adopt ancient weapons in the modern day and survive. That being said the availability of stasis and mag based defensive technology has made the Ronin doctrine marginally more viable in modern combat.",
+ "tactics": "The Ronin is a no-nonsense, high damage melee attacker. It’s Perfect Parry means attacking it with ranged weapons is a dangerous proposition. The Ronin suffers against armor and relies on accuracy to deal a lot of its damage."
+ },
+ "stats": {
+ "hp": [18, 20, 22],
+ "evade": [10, 13, 16],
+ "edef": [7, 7, 7],
+ "heatcap": [7, 7, 7],
+ "hull": [1, 2, 4],
+ "agility": [2, 4, 5],
+ "systems": [-1, -1, -1],
+ "engineering": [-1, -1, -1],
+ "armor": [0, 0, 0],
+ "speed": [5, 5, 6],
+ "sensor": [5, 10, 10],
+ "save": [10, 13, 15]
+ },
+ "size": [1]
+ }, {
+ "name": "monstrosity",
+ "role": "biological",
+ "info": {
+ "flavor": "Monstrosity-type enemies are massive or horrifying predatory wildlife. Generally wild, some kinds of monstrous enemies can be domesticated and trained for combat: these are in high demand in the distal and proximal reaches of the galaxy.",
+ "tactics": ""
+ },
+ "stats": {
+ "hp": [14, 16, 18],
+ "evade": [10, 12, 15],
+ "edef": [10, 10, 10],
+ "heatcap": [0, 0, 0],
+ "hull": [3, 4, 6],
+ "agility": [2, 3, 4],
+ "systems": [-2, -2, -2],
+ "engineering": [-2, -2, -2],
+ "armor": [1, 1, 1],
+ "speed": [6, 7, 8],
+ "sensor": [10, 10, 10],
+ "save": [10, 12, 15]
+ },
+ "size": [1, 2, 3]
+ }, {
+ "name": "infantry squad",
+ "role": "biological",
+ "info": {
+ "flavor": "Infantry-type enemies represent a squad-level group of human or subaltern infantry: not a single chassis like the Grunt-type, but (generally) a group of five to ten armed and armored individual soldiers. Like the Grunt, an Infantry-type enemy alone might not present a threat to a chassis, but operating as a squad with the right gear and training, infantry groups are a formidable threat.",
+ "tactics": ""
+ },
+ "stats": {
+ "hp": [10, 15, 20],
+ "evade": [8, 8, 8],
+ "edef": [8, 8, 8],
+ "heatcap": [0, 0, 0],
+ "hull": [2, 4, 6],
+ "agility": [2, 4, 6],
+ "systems": [2, 4, 6],
+ "engineering": [2, 4, 6],
+ "armor": [0, 0, 0],
+ "speed": [4, 4, 4],
+ "sensor": [5, 5, 5],
+ "save": [10, 12, 14]
+ },
+ "size": [4]
+ }
+]
\ No newline at end of file
diff --git a/lib/npc_generic_systems.json b/lib/npc_generic_systems.json
deleted file mode 100644
index e67b859..0000000
--- a/lib/npc_generic_systems.json
+++ /dev/null
@@ -1,56 +0,0 @@
-[
- {
- "name": "Armored",
- "class": "generic",
- "type": "trait",
- "effect": "This character gains +1 armor, up to a maximum of +4",
- "hide_on_card": true,
- "base": false,
- "stat_bonuses": { "armor": 1 }
- },
-
- {
- "name": "Boosted Reactor",
- "class": "generic",
- "type": "trait",
- "effect": "This character gains +2 heat capacity.",
- "hide_on_card": true,
- "base": false,
- "stat_bonuses": { "heatcap": 2 }
- },
-
- {
- "name": "Jump Jets",
- "class": "generic",
- "type": "system",
- "effect": "This character can Fly when it boosts, but must land after moving.",
- "base": false
- },
-
- {
- "name": "Reinforced",
- "class": "generic",
- "type": "trait",
- "effect": "This character gains +5 HP",
- "hide_on_card": true,
- "base": false,
- "stat_bonuses": { "hp": 5 }
- },
-
- {
- "name": "SSC Core Flight System",
- "class": "generic",
- "type": "system",
- "effect": "This character can Fly when it moves or boosts",
- "base": false
- },
-
- {
- "name": "Tactical Cloak",
- "class": "generic",
- "action": "quick",
- "type": "system",
- "effect": "This mech becomes invisible. If it takes damage or is stunned or shut down, it loses this invisibility.",
- "base": false
- }
-]
diff --git a/lib/npc_systems.json b/lib/npc_systems.json
index 11e3457..9d75d2e 100644
--- a/lib/npc_systems.json
+++ b/lib/npc_systems.json
@@ -23,7 +23,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -66,7 +66,7 @@
"id": "1/round"
}
],
- "effect": "When this mech moves or boosts and is flying, it can drop a bomb on one character below as a free action it that it passes over vertically or adjacent to. Bombs create a blast 1 area with at least 1 space on their target. All affected targets must pass an agility save or take 6/8/10 explosive damage and be knocked prone.",
+ "effect": "When this mech moves or boosts and is flying, it can drop a bomb on one character below as a free action it that it passes over vertically or adjacent to. Bombs create a blast 1 area with at least 1 space on their target. All affected targets must pass an agility save or take {6,8,10} explosive damage and be knocked prone.",
"base": false
},
{
@@ -79,7 +79,7 @@
"id": "1/round"
}
],
- "effect": "The Ace flies its speed in any direction in a strafing run, dealing 3/4/6 kinetic damage to any actor of its choice it passes over vertically or adjacent to (no roll required).",
+ "effect": "The Ace flies its speed in any direction in a strafing run, dealing {3,4,6} kinetic damage to any actor of its choice it passes over vertically or adjacent to (no roll required).",
"base": false
},
{
@@ -98,7 +98,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -145,11 +145,11 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 2,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -201,7 +201,7 @@
"weapon_roll": {
"flat": {
"val": 0,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -259,7 +259,7 @@
"val": 3
}
],
- "effect": "A knife can be thrown at any character in range 3 as a quick action. Make a ranged attack roll for +2 vs evasion/tier, attaching on hit. At the end of the target’s next turn, the knife explodes, dealing 6/8/10 explosive damage in a burst 1 area centered on the knife or mech.",
+ "effect": "A knife can be thrown at any character in range 3 as a quick action. Make a ranged attack roll for +2 vs evasion/tier, attaching on hit. At the end of the target’s next turn, the knife explodes, dealing {6,8,10} explosive damage in a burst 1 area centered on the knife or mech.",
"base": false
},
{
@@ -276,7 +276,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -301,7 +301,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -344,7 +344,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -371,7 +371,7 @@
"type": "system",
"action": "quick",
"recharge": 6,
- "effect": "All characters in a line 8 area drawn from the Assault must pass a hull save or take 6/8/10 kinetic damage, or half on a successful save.",
+ "effect": "All characters in a line 8 area drawn from the Assault must pass a hull save or take {6,8,10} kinetic damage, or half on a successful save.",
"effect_short": "Line 8: hull save or take 10 K else half"
},
{
@@ -404,7 +404,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -476,7 +476,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -506,7 +506,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -532,7 +532,7 @@
"base": false,
"name": "Retribution",
"type": "trait",
- "effect": "When the Berserker takes damage, its next attack deals +2/3/4 bonus damage on hit. This effect stacks up to +8, but is lost after the Berserker makes any attack or at the end of the Berserker’s next turn."
+ "effect": "When the Berserker takes damage, its next attack deals +{2,3,4} bonus damage on hit. This effect stacks up to +8, but is lost after the Berserker makes any attack or at the end of the Berserker’s next turn."
},
{
"class": "breacher",
@@ -543,11 +543,11 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": -2,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -608,11 +608,11 @@
"tech_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"effect": "On hit, all the Breacher’s attacks gain +1 accuracy/tier against that target, and 1/turn it can take the boost action as a Free Action, as long as it is made directly towards that target. The Breacher cannot change its target until it or the target is destroyed."
@@ -640,7 +640,7 @@
"weapon_roll": {
"flat": {
"val": 0,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -676,11 +676,11 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -701,7 +701,7 @@
"base": true,
"name": "Focus Down",
"type": "trait",
- "effect": "If the Scourer hit a character with the Thermal Lance that it already hit with the Thermal Lance in the previous turn, that character also takes burn 5/7/8."
+ "effect": "If the Scourer hit a character with the Thermal Lance that it already hit with the Thermal Lance in the previous turn, that character also takes burn {5,7,8}."
},
{
"class": "scourer",
@@ -746,7 +746,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -789,7 +789,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -902,7 +902,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -998,11 +998,11 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -1051,11 +1051,11 @@
"tech_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"effect": "A target struck by this drone takes 2 AP energy damage for each 1 space that it voluntarily moves until the end of its next turn. The target is aware of this effect.",
@@ -1100,7 +1100,7 @@
"val": 1
}
],
- "effect": "The Barricade rapidly prints and deploys a snare drone in a free adjacent space. This drone is size 1/2, has 10/12/14 evasion and e-defense and 5 HP/tier. When any hostile mech moves within range 3 of the drone or starts its turn in range of the drone, it emits a pulse, immediately immobilizing that mech until the drone is destroyed (no save allowed).",
+ "effect": "The Barricade rapidly prints and deploys a snare drone in a free adjacent space. This drone is size 1/2, has {10,12,14} evasion and e-defense and 5 HP/tier. When any hostile mech moves within range 3 of the drone or starts its turn in range of the drone, it emits a pulse, immediately immobilizing that mech until the drone is destroyed (no save allowed).",
"base": false
},
{
@@ -1119,7 +1119,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -1154,7 +1154,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -1189,7 +1189,7 @@
"name": "Shard Launcher",
"class": "bastion",
"type": "system",
- "effect": "Before any character attacks the Bastion from within range 3, it takes 1/2/3 AP explosive damage.",
+ "effect": "Before any character attacks the Bastion from within range 3, it takes {1,2,3} AP explosive damage.",
"base": false
},
{
@@ -1249,11 +1249,11 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": -1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -1278,7 +1278,7 @@
"name": "Cluster Munitions",
"class": "bombard",
"type": "trait",
- "effect": "The Bombard’s attacks deal +2/3/4 bonus damage to all characters caught in their area per target past the first that they catch in their blast.",
+ "effect": "The Bombard’s attacks deal +{2,3,4} bonus damage to all characters caught in their area per target past the first that they catch in their blast.",
"base": true
},
{
@@ -1308,7 +1308,7 @@
"name": "Bunker Buster",
"class": "bombard",
"type": "trait",
- "effect": "The Bombard cannon deals 10/15/20 AP damage to all objects and terrain on hit.",
+ "effect": "The Bombard cannon deals {10,15,20} AP damage to all objects and terrain on hit.",
"base": false
},
{
@@ -1344,7 +1344,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -1365,7 +1365,7 @@
"name": "Cluster-seeker Bombs",
"class": "bombard",
"type": "trait",
- "effect": "After the bombard fires its bombard cannon, 3 characters of its choice within range 5 of the primary target take 2/3/4 explosive damage, hit or miss.",
+ "effect": "After the bombard fires its bombard cannon, 3 characters of its choice within range 5 of the primary target take {2,3,4} explosive damage, hit or miss.",
"base": false
},
{
@@ -1376,11 +1376,11 @@
"weapon_roll": {
"flat": {
"val": 0,
- "pertier": false
+ "tier": false
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -1406,7 +1406,7 @@
"name": "Trample",
"class": "cataphract",
"type": "trait",
- "effect": "The Cataphract ignores engagement, and can pass through, but not end its turn in, the spaces of all other characters during its movement. Characters passed through take 2/3/4 kinetic damage.",
+ "effect": "The Cataphract ignores engagement, and can pass through, but not end its turn in, the spaces of all other characters during its movement. Characters passed through take {2,3,4} kinetic damage.",
"base": true
},
{
@@ -1474,7 +1474,7 @@
"name": "Capacitor Discharge",
"class": "cataphract",
"type": "trait",
- "effect": "The Cataphract is resistant to heat as long as it is not slowed or immobilized. At the end of the Cataphract’s turn, all characters it is adjacent to take 2/3/4 heat.",
+ "effect": "The Cataphract is resistant to heat as long as it is not slowed or immobilized. At the end of the Cataphract’s turn, all characters it is adjacent to take {2,3,4} heat.",
"base": false
},
{
@@ -1490,11 +1490,11 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": -1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -1543,7 +1543,7 @@
"class": "demolisher",
"type": "system",
"action": "full",
- "effect": "The Demolisher’s hammer can be used to make a sweep attack instead of a regular attack, attacking all characters of the Demolisher’s choice in a burst 2 area for +1 vs evasion/tier, 4/6/8 explosive damage. Targets struck by this attack are impaired until the end of their next turn.",
+ "effect": "The Demolisher’s hammer can be used to make a sweep attack instead of a regular attack, attacking all characters of the Demolisher’s choice in a burst 2 area for +1 vs evasion/tier, {4,6,8} explosive damage. Targets struck by this attack are impaired until the end of their next turn.",
"base": false
},
{
@@ -1593,7 +1593,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -1621,7 +1621,7 @@
"id": "drone"
}
],
- "effect": "The engineer deploys a self-building turret in an adjacent, open space. The turret is an immobile size 1/2 drone with simple AI that attacks the nearest hostile target. It has evasion and e-defense 10 and 5/8/10 HP. It attacks on the Engineer’s turn for +1/tier vs evasion, range 10, 4/5/6 kinetic damage, but can take no other actions. All turrets are disabled if the Engineer is destroyed. It can deploy a maximum of 6 turrets at once.",
+ "effect": "The engineer deploys a self-building turret in an adjacent, open space. The turret is an immobile size 1/2 drone with simple AI that attacks the nearest hostile target. It has evasion and e-defense 10 and {5,8,10} HP. It attacks on the Engineer’s turn for +1/tier vs evasion, range 10, {4,5,6} kinetic damage, but can take no other actions. All turrets are disabled if the Engineer is destroyed. It can deploy a maximum of 6 turrets at once.",
"base": true
},
{
@@ -1665,7 +1665,7 @@
"name": "Arsenal",
"class": "engineer",
"type": "system",
- "effect": "The Engineer can deploy stronger turrets, and can choose which to deploy when it uses its system. Each have the same statistics as a base turret, with the following changes: Inferno: The turret’s weapon becomes +1/tier vs evasion, cone 5, Burn 3/4/5 Hellstorm: The turret’s weapon becomes +1/tier vs evasion, range 15, blast 1, 2/3/4 explosive damage Hunter: The turrets gain reliable 1 Primed: When the turret or the engineer is destroyed, it explodes in a burst 1 area around it. Targets caught inside must pass an agility save or take 7/9/11 explosive damage",
+ "effect": "The Engineer can deploy stronger turrets, and can choose which to deploy when it uses its system. Each have the same statistics as a base turret, with the following changes: Inferno: The turret’s weapon becomes +1/tier vs evasion, cone 5, Burn {3,4,5} Hellstorm: The turret’s weapon becomes +1/tier vs evasion, range 15, blast 1, {2,3,4} explosive damage Hunter: The turrets gain reliable 1 Primed: When the turret or the engineer is destroyed, it explodes in a burst 1 area around it. Targets caught inside must pass an agility save or take {7,9,11} explosive damage",
"base": false
},
{
@@ -1676,7 +1676,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -1734,7 +1734,7 @@
"type": "system",
"action": "quick",
"recharge": 5,
- "effect": "A character in range 2 of the Goliath must pass a hull save or take 4/5/6 kinetic damage, be knocked back 5 spaces directly away from the Goliath and knocked prone.",
+ "effect": "A character in range 2 of the Goliath must pass a hull save or take {4,5,6} kinetic damage, be knocked back 5 spaces directly away from the Goliath and knocked prone.",
"base": false
},
{
@@ -1764,7 +1764,7 @@
"name": "Retribution",
"class": "goliath",
"type": "trait",
- "effect": "When the Goliath takes damage, its next attack deals +2/3/4 bonus damage on hit. This effect stacks up to +8, but is lost when the Goliath attacks or at the end of the Goliath’s turn.",
+ "effect": "When the Goliath takes damage, its next attack deals +{2,3,4} bonus damage on hit. This effect stacks up to +8, but is lost when the Goliath attacks or at the end of the Goliath’s turn.",
"base": false
},
{
@@ -1784,7 +1784,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -1810,7 +1810,7 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"effect": "The Hive directs its drones to run interference on a target of its choice. On hit, the targeted character either becomes Immobilized and Impaired until the end of its next turn, or immediately moves up to 5 spaces in a direction of the Hive’s choice (the targeted character can choose whether it moves or is impaired and immobilized). This movement ignores engagement and does not provoke reactions.",
@@ -1865,14 +1865,14 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
- "effect": "The Hive releases a swarm of tiny, hard to hit drones that attach to a hostile character in sensor range. On hit, the target takes Burn 2/3/4 each time it takes any action or reaction until the end of its next turn. It is aware of this effect.",
+ "effect": "The Hive releases a swarm of tiny, hard to hit drones that attach to a hostile character in sensor range. On hit, the target takes Burn {2,3,4} each time it takes any action or reaction until the end of its next turn. It is aware of this effect.",
"base": false
},
{
@@ -1889,11 +1889,11 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -1919,11 +1919,11 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -1968,10 +1968,10 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
- "effect": "On hit, the target takes 3/4/5 heat and becomes jammed until the end of their next turn.",
+ "effect": "On hit, the target takes {3,4,5} heat and becomes jammed until the end of their next turn.",
"base": true
},
{
@@ -2016,11 +2016,11 @@
"weapon_roll": {
"flat": {
"val": 0,
- "pertier": false
+ "tier": false
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2057,14 +2057,14 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
- "effect": "On hit, the Mirage’s target takes 2/3/4 heat and treats all other characters as being in soft cover until the end of its next turn.",
+ "effect": "On hit, the Mirage’s target takes {2,3,4} heat and treats all other characters as being in soft cover until the end of its next turn.",
"base": true
},
{
@@ -2086,7 +2086,7 @@
"class": "mirage",
"type": "trait",
"action": "quick",
- "effect": "Up to two allies of the Mirage’s choice can immediately teleport up to 5 spaces in any direction to their ‘real’ location. This movement does not provoke reactions and ignores engagement.",
+ "effect": "Up to two allies of the Mirage’s choice can immediately teleport up to 5 spaces in any direction to their ‘real’ location. This movement does not provoke reactions and ignores engagement. The Mirage can use this system as a reaction to any other action or movement it can see 1/round, but can only teleport one ally if used this way.",
"base": true
},
{
@@ -2097,7 +2097,7 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"effect": "On hit, all characters allied to the Mirage count as invisible to its target until the start of its next turn.",
@@ -2127,7 +2127,7 @@
"tech_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"effect": "The Mirage chooses a hostile or allied character in range 5. On hit, the target and an ally the Mirage can see teleport, swapping places. A flying character cannot be swapped with a character that isn’t flying, and vice versa.",
@@ -2149,11 +2149,11 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 2,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -2191,7 +2191,7 @@
"name": "Self-erasing",
"class": "operator",
"type": "trait",
- "effect": "When this mech is destroyed, it immediately self-immolates into superheated plasma. All targets adjacent to it when it is destroyed must pass an agility save or take 4/6/8 energy damage or half on a successful check. This mech is then removed from the battlefield - it is utterly annihilated.",
+ "effect": "When this mech is destroyed, it immediately self-immolates into superheated plasma. All targets adjacent to it when it is destroyed must pass an agility save or take {4,6,8} energy damage or half on a successful check. This mech is then removed from the battlefield - it is utterly annihilated.",
"base": true
},
{
@@ -2237,7 +2237,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2266,10 +2266,10 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
- "effect": "On hit, the target takes 2/3/4 heat each time it makes an attack roll until the end of its next turn.",
+ "effect": "On hit, the target takes {2,3,4} heat each time it makes an attack roll until the end of its next turn.",
"base": true
},
{
@@ -2348,7 +2348,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2397,7 +2397,7 @@
"name": "Unshielded Reactor",
"class": "pyro",
"type": "trait",
- "effect": "Targets that start their turn adjacent to the pyro or become adjacent to the pyro for the first time on their turns take 2/3/4 heat.",
+ "effect": "Targets that start their turn adjacent to the pyro or become adjacent to the pyro for the first time on their turns take {2,3,4} heat.",
"base": false
},
{
@@ -2423,7 +2423,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2491,7 +2491,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2514,7 +2514,7 @@
"class": "rainmaker",
"type": "system",
"action": "quick",
- "effect": "The Rainmaker chooses 3 free spaces in range 20 and line of sight that are not adjacent to each other. These spaces are visible to all characters. The next time any hostile character passes through this space or any of the spaces over it vertically up to 10 spaces high, or starts its turn in one of those spaces, it takes 5/6/7 kinetic damage as a rocket hits them, then this effect ends in that area. It also ends on all targeted spaces at the start of the Rainmaker’s next turn.",
+ "effect": "The Rainmaker chooses 3 free spaces in range 20 and line of sight that are not adjacent to each other. These spaces are visible to all characters. The next time any hostile character passes through this space or any of the spaces over it vertically up to 10 spaces high, or starts its turn in one of those spaces, it takes {5,6,7} kinetic damage as a rocket hits them, then this effect ends in that area. It also ends on all targeted spaces at the start of the Rainmaker’s next turn.",
"base": true
},
{
@@ -2530,7 +2530,7 @@
"type": "system",
"action": "quick",
"recharge": 5,
- "effect": "The rainmaker targets a cone 3 area drawn in any direction from a point within range 20 of its location. This system tracks line of sight as if it were an arcing weapon. All characters in that area must pass an agility check or take 4/6/8 energy damage and 2 heat, and half on a successful check.",
+ "effect": "The rainmaker targets a cone 3 area drawn in any direction from a point within range 20 of its location. This system tracks line of sight as if it were an arcing weapon. All characters in that area must pass an agility check or take {4,6,8} energy damage and 2 heat, and half on a successful check.",
"base": false
},
{
@@ -2544,7 +2544,7 @@
],
"action": "quick",
"recharge": 6,
- "effect": "Choose a target within range 20 and line of sight. The Rainmaker fires a hound missile at the target, which is a drone with size 1/2, evasion/e-defense 10, and 10/15/20 HP. The missile primes on the turn that it is fired, deploying in an adjacent space, then flies 5 at the start of each of the rainmaker’s subsequent turns. If its target suffers from the Lock On condition, its movement increases to 10. It must move as far as possible directly towards its target, but maneuvers around cover and obstacles as long as there is space to do so. If the missile’s movement causes it to collide with any character, it detonates for a blast 1 explosion. Characters caught inside must pass an agility save or take 16/20/24 energy damage and half on a successful check.",
+ "effect": "Choose a target within range 20 and line of sight. The Rainmaker fires a hound missile at the target, which is a drone with size 1/2, evasion/e-defense 10, and {10,15,20} HP. The missile primes on the turn that it is fired, deploying in an adjacent space, then flies 5 at the start of each of the rainmaker’s subsequent turns. If its target suffers from the Lock On condition, its movement increases to 10. It must move as far as possible directly towards its target, but maneuvers around cover and obstacles as long as there is space to do so. If the missile’s movement causes it to collide with any character, it detonates for a blast 1 explosion. Characters caught inside must pass an agility save or take {16,20,24} energy damage and half on a successful check.",
"base": false
},
{
@@ -2560,7 +2560,7 @@
"type": "system",
"action": "full",
"recharge": 5,
- "effect": "All characters of the Rainmaker’s choice within range 20 and line of sight of the rainmaker must pass an agility save or take 4/6/8 explosive damage, or half on a successful check.",
+ "effect": "All characters of the Rainmaker’s choice within range 20 and line of sight of the rainmaker must pass an agility save or take {4,6,8} explosive damage, or half on a successful check.",
"base": false
},
{
@@ -2569,7 +2569,7 @@
"type": "system",
"action": "full",
"recharge": 6,
- "effect": "The rainmaker targets a space on the ground within range 30 and line of sight. The targeted space is visible to all in line of sight. At the end of the next round (after all characters have acted) the missile lands, targeting a burst 2 area centered on that space. All characters caught within must pass an agility save or take 16/20/24 explosive damage, and half on a successful check.",
+ "effect": "The rainmaker targets a space on the ground within range 30 and line of sight. The targeted space is visible to all in line of sight. At the end of the next round (after all characters have acted) the missile lands, targeting a burst 2 area centered on that space. All characters caught within must pass an agility save or take {16,20,24} explosive damage, and half on a successful check.",
"base": false
},
{
@@ -2580,11 +2580,11 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -2624,7 +2624,7 @@
"type": "system",
"action": "full",
"recharge": 5,
- "effect": "All characters adjacent to the Ronin must make a successful agility save or take 6/9/12 kinetic damage, or half on a successful check.",
+ "effect": "All characters adjacent to the Ronin must make a successful agility save or take {6,9,12} kinetic damage, or half on a successful check.",
"base": false
},
{
@@ -2654,7 +2654,7 @@
"name": "Extended Blade",
"class": "ronin",
"type": "trait",
- "effect": "The Ronin’s Carbon Fiber Sword becomes threat 3. The first time it critically hits with a melee attack on a turn, all targets within its threat range take 2/3/4 kinetic damage including the target of its attack.",
+ "effect": "The Ronin’s Carbon Fiber Sword becomes threat 3. The first time it critically hits with a melee attack on a turn, all targets within its threat range take {2,3,4} kinetic damage including the target of its attack.",
"base": false
},
{
@@ -2671,11 +2671,11 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 2,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -2715,7 +2715,7 @@
"name": "System Flayer",
"class": "scout",
"type": "trait",
- "effect": "Characters that fail their save against the Marker’s Rebound Scan gain Lock On and take 2/3/4 heat.",
+ "effect": "Characters that fail their save against the Marker’s Rebound Scan gain Lock On and take {2,3,4} heat.",
"base": false
},
{
@@ -2729,7 +2729,7 @@
"name": "Expose Weakness",
"class": "scout",
"type": "trait",
- "effect": "Characters hit by the Marker Rifle take +4/6/8 bonus damage from the very next attack that hits them, or until the scene ends.",
+ "effect": "Characters hit by the Marker Rifle take +{4,6,8} bonus damage from the very next attack that hits them, or until the scene ends.",
"base": false
},
{
@@ -2746,7 +2746,7 @@
"type": "system",
"action": "full",
"recharge": 5,
- "effect": "The Marker chooses a space in range 20 and line of sight. The targeted space is visible to all characters. At the end of the next round (after all characters have been activated), all characters still in a blast 2 area centered on that space must pass an agility save or take 12/16/20 energy damage and be knocked prone, or half and no prone on a successful check.",
+ "effect": "The Marker chooses a space in range 20 and line of sight. The targeted space is visible to all characters. At the end of the next round (after all characters have been activated), all characters still in a blast 2 area centered on that space must pass an agility save or take {12,16,20} energy damage and be knocked prone, or half and no prone on a successful check.",
"base": false
},
{
@@ -2766,7 +2766,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2800,7 +2800,7 @@
"id": "1/turn"
}
],
- "effect": "The Seeder deploys a mine in a free space within range 3. The mine is invisible and untargetable but can be revealed by a character looking for the mine taking a successful systems check if the mine is in that character’s sensor range. The mine triggers when any hostile character passes over its space, forcing a save for any character in a burst 1 area around it (allied or hostile). It can be disarmed by moving on top of it and passing a successful systems check as a quick action, but triggers if the check fails. The seeder chooses from the following mines: Stun Mine - Engineering save. A character that fails this save is stunned until the end of its next turn. Explosive Mine - Agility save. 8/12/16 explosive damage, and half on a successful check. Sealant Mine - Hull save. A character that fails this save is immobilized until the end of its next turn, then slowed until the end of its subsequent turn. Shock Mine - Systems save. A character that fails this save is Jammed until the end of its next turn, then impaired until the end of its subsequent turn.",
+ "effect": "The Seeder deploys a mine in a free space within range 3. The mine is invisible and untargetable but can be revealed by a character looking for the mine taking a successful systems check if the mine is in that character’s sensor range. The mine triggers when any hostile character passes over its space, forcing a save for any character in a burst 1 area around it (allied or hostile). It can be disarmed by moving on top of it and passing a successful systems check as a quick action, but triggers if the check fails. The seeder chooses from the following mines: Stun Mine - Engineering save. A character that fails this save is stunned until the end of its next turn. Explosive Mine - Agility save. {8,12,16} explosive damage, and half on a successful check. Sealant Mine - Hull save. A character that fails this save is immobilized until the end of its next turn, then slowed until the end of its subsequent turn. Shock Mine - Systems save. A character that fails this save is Jammed until the end of its next turn, then impaired until the end of its subsequent turn.",
"base": true
},
{
@@ -2834,7 +2834,7 @@
}
],
"action": "quick",
- "effect": "A target in range 5 and line of sight to the Seeder must pass a systems save or have a mine attached to them. The seeder can detonate any grav mines at the start of its turn as a free action, causing any affected mech to take 2/3/4 AP explosive damage, no attack roll required, and be pulled 3 spaces in a direction of the Seeder’s choosing.",
+ "effect": "A target in range 5 and line of sight to the Seeder must pass a systems save or have a mine attached to them. The seeder can detonate any grav mines at the start of its turn as a free action, causing any affected mech to take {2,3,4} AP explosive damage, no attack roll required, and be pulled 3 spaces in a direction of the Seeder’s choosing.",
"base": false
},
{
@@ -2848,7 +2848,7 @@
}
],
"recharge": 5,
- "effect": "The seeder fires small seeker mines at one to three characters of the seeder’s choice in range 5 and line of sight. Those targets must pass an agility save or have a mine latch on to them. At the start of the seeder’s next turn, the mines explode for a burst 1 explosion on each character for 3/5/7 explosive damage. Characters can take damage from more than one mine.",
+ "effect": "The seeder fires small seeker mines at one to three characters of the seeder’s choice in range 5 and line of sight. Those targets must pass an agility save or have a mine latch on to them. At the start of the seeder’s next turn, the mines explode for a burst 1 explosion on each character for {3,5,7} explosive damage. Characters can take damage from more than one mine.",
"base": false
},
{
@@ -2859,7 +2859,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2888,7 +2888,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -2992,11 +2992,11 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 2,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -3088,7 +3088,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -3147,7 +3147,7 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"effect": "The Spectre can only make this attack against an adjacent target. On hit, the target is stunned until any character other than the Spectre starts its turn adjacent to the target or moves adjacent to the target.",
@@ -3170,7 +3170,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -3218,7 +3218,7 @@
}
],
"recharge": 5,
- "effect": "As a quick action, the support fires a drone to a point within range 5 of its position, where it hovers. The drone can be attacked and destroyed. It is a size 1/2 drone with evasion and edefense 10/12/14 and 5/8/10 HP. The drone clamps on to the next allied mech to move through or adjacent to that drone’s space and discharges, healing that mech 5/10/15 HP.",
+ "effect": "As a quick action, the support fires a drone to a point within range 5 of its position, where it hovers. The drone can be attacked and destroyed. It is a size 1/2 drone with evasion and edefense {10,12,14} and {5,8,10} HP. The drone clamps on to the next allied mech to move through or adjacent to that drone’s space and discharges, healing that mech {5,10,15} HP.",
"base": true
},
{
@@ -3250,7 +3250,7 @@
"type": "system",
"action": "full",
"recharge": 6,
- "effect": "The support creates a blast 2 area within range 5 of its location. Allied targets that start their turns in the area or move through it for the first time can gain 2/4/6 HP. The cloud disperses at the start of the support’s next turn.",
+ "effect": "The support creates a blast 2 area within range 5 of its location. Allied targets that start their turns in the area or move through it for the first time can gain {2,4,6} HP. The cloud disperses at the start of the support’s next turn.",
"base": false
},
{
@@ -3272,7 +3272,7 @@
}
],
"recharge": 6,
- "effect": "The support chooses another mech within range 5, then fires a self-deploying drone(Size 1/2, 5 HP/tier, 10 evasion/e-defense) at that mech. The drone clamps on to the targeted mech and occupies the same space as it. At the start of each of its turns, while the drone is deployed on that target, that target can heal 5/8/10 HP. In addition, it gains +1 Accuracy on all checks, saves, and attacks. The drone can be shot off and destroyed.",
+ "effect": "The support chooses another mech within range 5, then fires a self-deploying drone(Size 1/2, 5 HP/tier, 10 evasion/e-defense) at that mech. The drone clamps on to the targeted mech and occupies the same space as it. At the start of each of its turns, while the drone is deployed on that target, that target can heal {5,8,10} HP. In addition, it gains +1 Accuracy on all checks, saves, and attacks. The drone can be shot off and destroyed.",
"base": false
},
{
@@ -3283,14 +3283,14 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
- "effect": "On hit, the target takes 1/2/3 heat, and 3 heat at the start of the Witch’s next turn.",
+ "effect": "On hit, the target takes {1,2,3} heat, and 3 heat at the start of the Witch’s next turn.",
"base": true
},
{
@@ -3302,11 +3302,11 @@
"tech_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"effect": "On hit, the target only has line of sight to adjacent squares until the end of its next turn.",
@@ -3321,7 +3321,7 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"effect": "On hit, the target immediately makes an attack with a single weapon of the witch’s choice against any other target within range (even an allied target).",
@@ -3356,10 +3356,10 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
- "effect": "On hit, the target is chained to a point within range 3 of its location. If it moves further away from range of 3 of that point (voluntarily or otherwise), it takes 2/3/4 heat and becomes jammed until the end of its next turn, but the effect ends. Otherwise, it only ends when the Witch is destroyed, shut down, or the scene is over.",
+ "effect": "On hit, the target is chained to a point within range 3 of its location. If it moves further away from range of 3 of that point (voluntarily or otherwise), it takes {2,3,4} heat and becomes jammed until the end of its next turn, but the effect ends. Otherwise, it only ends when the Witch is destroyed, shut down, or the scene is over.",
"base": false
},
{
@@ -3371,7 +3371,7 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"effect": "On hit, the target is slowed. On it’s next turn, it is immobilized. On its following turn, it is stunned until the end of that turn, and the effect ends.",
@@ -3386,7 +3386,7 @@
"tech_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"effect": "On hit, until the end of the Witch’s next turn, when the target gains heat, all its allies in range 5 of that target also gain the same amount of heat.",
@@ -3414,11 +3414,11 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
},
- "accdiff": {
+ "acc": {
"val": 1,
- "pertier": false
+ "tier": false
}
},
"weapon_range": [
@@ -3443,7 +3443,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -3482,7 +3482,7 @@
"type": "trait",
"action": "quick",
"recharge": 5,
- "effect": "As a quick action, the monstrosity moves in a straight line as far as possible up to its speed, ignoring engagement, not provoking reactions, and passing freely through all character’s spaces. Any characters it passes adjacent to or over must pass an agility save or take 4/6/8 kinetic damage.",
+ "effect": "As a quick action, the monstrosity moves in a straight line as far as possible up to its speed, ignoring engagement, not provoking reactions, and passing freely through all character’s spaces. Any characters it passes adjacent to or over must pass an agility save or take {4,6,8} kinetic damage.",
"base": false
},
{
@@ -3491,7 +3491,7 @@
"type": "trait",
"action": "full",
"recharge": 5,
- "effect": "An adjacent character must pass a hull save. On a failed save, the target takes 4/5/6 Burn. In addition, regardless of whether it succeeds this save, it is Shredded until it regains any amount of HP.",
+ "effect": "An adjacent character must pass a hull save. On a failed save, the target takes {4,5,6} Burn. In addition, regardless of whether it succeeds this save, it is Shredded until it regains any amount of HP.",
"base": false
},
{
@@ -3519,7 +3519,7 @@
"name": "Spined",
"class": "monstrosity",
"type": "trait",
- "effect": "When the monstrosity takes damage from a melee weapon, it deals 1/2/3 AP kinetic damage to its attacker after the damage resolves.",
+ "effect": "When the monstrosity takes damage from a melee weapon, it deals {1,2,3} AP kinetic damage to its attacker after the damage resolves.",
"base": false
},
{
@@ -3593,7 +3593,7 @@
"weapon_roll": {
"flat": {
"val": 2,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
@@ -3624,7 +3624,7 @@
"weapon_roll": {
"flat": {
"val": 1,
- "pertier": true
+ "tier": true
}
},
"weapon_range": [
diff --git a/lib/npc_template_systems.json b/lib/npc_template_systems.json
index 3a5fdce..40e2c38 100644
--- a/lib/npc_template_systems.json
+++ b/lib/npc_template_systems.json
@@ -1,4 +1,58 @@
[
+ {
+ "name": "Armored",
+ "class": "generic",
+ "type": "trait",
+ "effect": "This character gains +1 armor, up to a maximum of +4",
+ "hide_on_card": true,
+ "base": false,
+ "stat_bonuses": { "armor": 1 }
+ },
+
+ {
+ "name": "Boosted Reactor",
+ "class": "generic",
+ "type": "trait",
+ "effect": "This character gains +2 heat capacity.",
+ "hide_on_card": true,
+ "base": false,
+ "stat_bonuses": { "heatcap": 2 }
+ },
+
+ {
+ "name": "Jump Jets",
+ "class": "generic",
+ "type": "system",
+ "effect": "This character can Fly when it boosts, but must land after moving.",
+ "base": false
+ },
+
+ {
+ "name": "Reinforced",
+ "class": "generic",
+ "type": "trait",
+ "effect": "This character gains +5 HP",
+ "hide_on_card": true,
+ "base": false,
+ "stat_bonuses": { "hp": 5 }
+ },
+
+ {
+ "name": "SSC Core Flight System",
+ "class": "generic",
+ "type": "system",
+ "effect": "This character can Fly when it moves or boosts",
+ "base": false
+ },
+
+ {
+ "name": "Tactical Cloak",
+ "class": "generic",
+ "action": "quick",
+ "type": "system",
+ "effect": "This mech becomes invisible. If it takes damage or is stunned or shut down, it loses this invisibility.",
+ "base": false
+ },
{
"name": "Berserker",
"class": "ultra",
@@ -23,7 +77,8 @@
"class": "ultra",
"type": "trait",
"effect": "The Ultra gains +4 evasion, up to a maximum of 20, but reduce its structure to 3.",
- "base": false
+ "base": false,
+ "stat_bonuses": { "structure": -1 }
},
{
"name": "Extra Deadly",
@@ -36,7 +91,7 @@
"name": "Fortress",
"class": "ultra",
"type": "trait",
- "effect": "Tech attacks against the Ultra are made at +3 difficulty and it makes all systems saves at +3 accuracy).",
+ "effect": "Tech attacks against the Ultra are made at +3 difficulty and it makes all systems saves at +3 accuracy.",
"base": false
},
{
@@ -50,7 +105,7 @@
"name": "Limitless",
"class": "ultra",
"type": "trait",
- "effect": "The Ultra can use overcharge. It’s cost for overcharging is always 1d6 heat.",
+ "effect": "The Ultra can use overcharge. Its cost for overcharging is always 1d6 heat.",
"base": false
},
{
@@ -71,28 +126,29 @@
"name": "Superior Construction",
"class": "ultra",
"type": "trait",
- "effect": "The ultra has resistance to one of the following damage types: kinetic, energy, explosive. It cannot gain resistance to more than 2 (from this trait or any other systems). Reduce its structure to 3.",
- "base": false
+ "effect": "The Ultra has resistance to one of the following damage types: kinetic, energy, explosive. It cannot gain resistance to more than 2 (from this trait or any other systems). It loses its +5 bonus HP.",
+ "base": false,
+ "stat_bonuses": { "hp": -5 }
},
{
"name": "Superior Frame",
"class": "ultra",
"type": "trait",
- "effect": "The ultra is immune to the Slowed, Shredded, and immobilized conditions",
+ "effect": "The Uultra is immune to the Slowed, Shredded, and immobilized conditions",
"base": false
},
{
"name": "Superior Targeting",
"class": "ultra",
"type": "trait",
- "effect": "The ultra ignores cover when making ranged attacks.",
+ "effect": "The Ultra ignores cover when making ranged attacks.",
"base": false
},
{
"name": "Supreme Maintenance",
"class": "ultra",
"type": "trait",
- "effect": "The ultra is immune to the Jammed condition, can reload one weapon with the loading property as a free action on its turn, and can repair a destroyed weapon or system with a quick action on its turn.",
+ "effect": "The Ultra is immune to the Jammed condition, can reload one weapon with the loading property as a free action on its turn, and can repair a destroyed weapon or system with a quick action on its turn.",
"base": false
},
{
@@ -106,14 +162,14 @@
"name": "ARGUS armor",
"class": "ultra",
"type": "system",
- "effect": "The ultra’s armor increases to 6. Each time it rolls a structure or overheating check, reduce its armor by 2, to a minimum of 0.",
+ "effect": "The Ultra’s armor increases to 6. Each time it rolls a structure or overheating check, reduce its armor by 2, to a minimum of 0.",
"base": false
},
{
"name": "Siege Shield",
"class": "ultra",
"type": "system",
- "effect": "The ultra has resistance to all damage that originates further away than range 5 of its space.",
+ "effect": "The Ultra has resistance to all damage that originates further away than range 5 of its space.",
"base": false
},
{
@@ -123,8 +179,8 @@
"weapon_type": ["Heavy", "CQB"],
"weapon_roll": {
"flat": {
- "val": 0,
- "pertier": false
+ "val": 2,
+ "pertier": true
}
},
"weapon_range": [
@@ -201,8 +257,9 @@
"name": "SSC Silvershielding",
"class": "ultra",
"type": "system",
- "effect": "The Ultra is permanently invisible. Reduce its structure to 2.",
- "base": false
+ "effect": "The Ultra is permanently invisible. It loses its +5 bonus HP.",
+ "base": false,
+ "stat_bonuses": { "hp": -5 }
},
{
"name": "SSC Ex Hover Propulsion",
diff --git a/lib/reserves.json b/lib/reserves.json
index 0f9df93..383a134 100644
--- a/lib/reserves.json
+++ b/lib/reserves.json
@@ -1,272 +1,219 @@
-[
- {
- "id": "reserve_access",
- "type": "Narrative",
- "name": "Access",
- "label": "Resource",
- "description": "Gain a keycard, invite, bribes, or insider access to a particular location",
- "roll_min": 1,
- "roll_max": 2
- },
- {
- "id": "reserve_backing",
- "type": "Narrative",
- "name": "Backing",
- "label": "Contact",
- "description": "Political support from someone powerful for this mission - you can invoke it as leverage",
- "roll_min": 3,
- "roll_max": 4
- },
- {
- "id": "reserve_supplies",
- "type": "Narrative",
- "name": "Supplies",
- "label": "Resource",
- "description": "Cross a hazardous or hostile area without having to make a skill check",
- "roll_min": 5,
- "roll_max": 6
- },
- {
- "id": "reserve_disguise",
- "type": "Narrative",
- "name": "Disguise",
- "label": "Identity",
- "description": "Prepare a disguise or cover identity, allowing you to sneak into a location uncontested",
- "roll_min": 7,
- "roll_max": 8
- },
- {
- "id": "reserve_diversion",
- "type": "Narrative",
- "name": "Diversion",
- "label": "Diversion",
- "description": "Prepare or arrange for a diversion, giving you time to take action without fear of consequence",
- "roll_min": 9,
- "roll_max": 10
- },
- {
- "id": "reserve_blackmail",
- "type": "Narrative",
- "name": "Blackmail",
- "label": "Target",
- "description": "Gain blackmail or sensitive information on a particular person",
- "roll_min": 11,
- "roll_max": 12
- },
- {
- "id": "reserve_reputation",
- "type": "Narrative",
- "name": "Reputation",
- "label": "Status",
- "description": "Make a good name for yourself for the next mission, starting you off on a good position with everyone you meet",
- "roll_min": 13,
- "roll_max": 14
- },
- {
- "id": "reserve_safeharbor",
- "type": "Narrative",
- "name": "Safe Harbor",
- "label": "Location",
- "description": "Gain a guaranteed safe location where you can convene, plan, or recuperate",
- "roll_min": 15,
- "roll_max": 16
- },
- {
- "id": "reserve_tracking",
- "type": "Narrative",
- "name": "Tracking",
- "label": "Target",
- "description": "Know the location of important objects or people for this mission",
- "roll_min": 17,
- "roll_max": 18
- },
- {
- "id": "reserve_knowledge",
- "type": "Narrative",
- "name": "Knowledge",
- "label": "Subject",
- "description": "Gain important knowledge of local history, customs, or culture etiquette",
- "roll_min": 19,
- "roll_max": 20
- },
- {
- "id": "reserve_ammo",
- "type": "Mech",
- "name": "Ammo",
- "label": "Ammo",
- "description": "Get extra uses (+1 or +2) to a (limited) weapon or system",
- "roll_min": 1,
- "roll_max": 2
- },
- {
- "id": "reserve_rentedgear",
- "type": "Mech",
- "name": "Rented Gear",
- "label": "Gear",
- "description": "Get access to a weapon or piece of mech gear you don’t normally have access to for the mission only",
- "roll_min": 3,
- "roll_max": 4
- },
- {
- "id": "reserve_extrarepair",
- "type": "Mech",
- "name": "Extra Repair",
- "label": "Resource",
- "description": "Start the mission with +2 repairs on your mech",
- "roll_min": 5,
- "roll_max": 6
- },
- {
- "id": "reserve_corebattery",
- "type": "Mech",
- "name": "CORE Battery",
- "label": "Battery",
- "description": "Consume this to gain CORE power on your mech, allowing it to use its most powerful ability again (you can’t get more than 1 CORE power at a time)",
- "roll_min": 7,
- "roll_max": 8
- },
- {
- "id": "reserve_deployableshield",
- "type": "Mech",
- "name": "Deployable Shield",
- "label": "Shield",
- "description": "Gain a single-use deployable shield generator, a size 1 deployable that grants all allied actors in a burst 2 radius around it soft cover",
- "roll_min": 9,
- "roll_max": 10
- },
- {
- "id": "reserve_redundantrepair",
- "type": "Mech",
- "name": "Redundant Repair",
- "label": "Resource",
- "description": "Once per mission make the stabilize action as a free action",
- "roll_min": 11,
- "roll_max": 12
- },
- {
- "id": "reserve_sysreinforcement",
- "type": "Mech",
- "name": "Systems Reinforcement",
- "label": "Resource",
- "description": "Get +1 accuracy to hull, agility, systems, or engineering checks, this mission only (choose one)",
- "roll_min": 13,
- "roll_max": 14
- },
- {
- "id": "reserve_smartammo",
- "type": "Mech",
- "name": "Smart Ammo",
- "label": "Ammo",
- "description": "All weapons of your choice can be fired as if they had the smart tag, this mission only",
- "roll_min": 15,
- "roll_max": 16
- },
- {
- "id": "reserve_boostedservos",
- "type": "Mech",
- "name": "Boosted Servos",
- "label": "Resource",
- "description": "Become immune to the slowed condition, this mission only",
- "roll_min": 17,
- "roll_max": 18
- },
- {
- "id": "reserve_jumpjets",
- "type": "Mech",
- "name": "Jump Jets",
- "label": "Resource",
- "description": "Your mech can fly when it makes its regular move, this mission only, but must land after moving",
- "roll_min": 19,
- "roll_max": 20
- },
- {
- "id": "reserve_scouting",
- "type": "Tactical",
- "name": "Scouting",
- "label": "Location",
- "description": "Get detailed information on the kinds of mechs and threats you will be facing soon, such as number, type, and statistics",
- "roll_min": 1,
- "roll_max": 2
- },
- {
- "id": "reserve_vehicle",
- "type": "Tactical",
- "name": "Vehicle",
- "label": "Designation",
- "description": "Gain use of a transport vehicle or starship for this mission only (a tier 1 NPC with the vehicle or ship tag)",
- "roll_min": 3,
- "roll_max": 4
- },
- {
- "id": "reserve_reinforcements",
- "type": "Tactical",
- "name": "Reinforcements",
- "label": "Designation",
- "description": "Call in an NPC mech ally, once per mission (choose a tier 1-3 NPC from the NPC section)",
- "roll_min": 5,
- "roll_max": 6
- },
- {
- "id": "reserve_envshielding",
- "type": "Tactical",
- "name": "Environmental Shielding",
- "label": "Environment",
- "description": "Ignore a particular battlefield hazard or dangerous terrain, such as extreme heat or cold",
- "roll_min": 7,
- "roll_max": 8
- },
- {
- "id": "reserve_accuracy",
- "type": "Tactical",
- "name": "Accuracy",
- "label": "Skill/Action",
- "description": "Gain +1 accuracy on a particular skill or action due to training or enhancement, this mission only",
- "roll_min": 9,
- "roll_max": 10
- },
- {
- "id": "reserve_bombardment",
- "type": "Tactical",
- "name": "Bombardment",
- "label": "Resource",
- "description": "Call in an artillery or orbital bombardment once during mech combat (Full Action, range 30 within line of sight, blast 2, 3d6 explosive damage)",
- "roll_min": 11,
- "roll_max": 12
- },
- {
- "id": "reserve_extendedharness",
- "type": "Tactical",
- "name": "Extended Harness",
- "label": "Resource",
- "description": "Carry an extra pilot weapon and two pieces of pilot gear into this mission",
- "roll_min": 13,
- "roll_max": 14
- },
- {
- "id": "reserve_ambush",
- "type": "Tactical",
- "name": "Ambush",
- "label": "Location",
- "description": "Choose exactly where your next battle will take place, including the terrain and cover set up, etc",
- "roll_min": 15,
- "roll_max": 16
- },
- {
- "id": "reserve_orbitaldrop",
- "type": "Tactical",
- "name": "Orbital Drop",
- "label": "Location",
- "description": "Start the mission dropping from orbit into a heavily fortified or hard to reach location",
- "roll_min": 17,
- "roll_max": 18
- },
- {
- "id": "reserve_assistant",
- "type": "Tactical",
- "name": "NHP Assistant",
- "label": "Designation",
- "description": "Gain an NHP, controlled by the GM, that can give you advice on the current situation",
- "roll_min": 19,
- "roll_max": 20
- }
-]
+[
+ {
+ "id":"reserve_skill",
+ "type":"Narrative",
+ "name":"Skill",
+ "label":"Resource",
+ "description":"Gain or improve a skill, typically as part of the \"Get Focused\" Downtime Action "
+ },
+ {
+ "id":"reserve_access",
+ "type":"Narrative",
+ "name":"Access",
+ "label":"Resource",
+ "description":"Gain a keycard, invite, bribes, or insider access to a particular location"
+ },
+ {
+ "id":"reserve_backing",
+ "type":"Narrative",
+ "name":"Backing",
+ "label":"Contact",
+ "description":"Political support from someone powerful for this mission - you can invoke it as leverage"
+ },
+ {
+ "id":"reserve_supplies",
+ "type":"Narrative",
+ "name":"Supplies",
+ "label":"Resource",
+ "description":"Cross a hazardous or hostile area without having to make a skill check"
+ },
+ {
+ "id":"reserve_disguise",
+ "type":"Narrative",
+ "name":"Disguise",
+ "label":"Identity",
+ "description":"Prepare a disguise or cover identity, allowing you to sneak into a location uncontested"
+ },
+ {
+ "id":"reserve_diversion",
+ "type":"Narrative",
+ "name":"Diversion",
+ "label":"Diversion",
+ "description":"Prepare or arrange for a diversion, giving you time to take action without fear of consequence"
+ },
+ {
+ "id":"reserve_blackmail",
+ "type":"Narrative",
+ "name":"Blackmail",
+ "label":"Target",
+ "description":"Gain blackmail or sensitive information on a particular person"
+ },
+ {
+ "id":"reserve_reputation",
+ "type":"Narrative",
+ "name":"Reputation",
+ "label":"Status",
+ "description":"Make a good name for yourself for the next mission, starting you off on a good position with everyone you meet"
+ },
+ {
+ "id":"reserve_safeharbor",
+ "type":"Narrative",
+ "name":"Safe Harbor",
+ "label":"Location",
+ "description":"Gain a guaranteed safe location where you can convene, plan, or recuperate"
+ },
+ {
+ "id":"reserve_tracking",
+ "type":"Narrative",
+ "name":"Tracking",
+ "label":"Target",
+ "description":"Know the location of important objects or people for this mission"
+ },
+ {
+ "id":"reserve_knowledge",
+ "type":"Narrative",
+ "name":"Knowledge",
+ "label":"Subject",
+ "description":"Gain important knowledge of local history, customs, or culture etiquette"
+ },
+ {
+ "id":"reserve_ammo",
+ "type":"Mech",
+ "name":"Ammo",
+ "label":"Ammo",
+ "description":"Get extra uses (+1 or +2) to a (limited) weapon or system"
+ },
+ {
+ "id":"reserve_rentedgear",
+ "type":"Mech",
+ "name":"Rented Gear",
+ "label":"Gear",
+ "description":"Get access to a weapon or piece of mech gear you don’t normally have access to for the mission only"
+ },
+ {
+ "id":"reserve_extrarepair",
+ "type":"Mech",
+ "name":"Extra Repair",
+ "label":"Resource",
+ "description":"Start the mission with +2 repairs on your mech"
+ },
+ {
+ "id":"reserve_corebattery",
+ "type":"Mech",
+ "name":"CORE Battery",
+ "label":"Battery",
+ "description":"Consume this to gain CORE power on your mech, allowing it to use its most powerful ability again (you can’t get more than 1 CORE power at a time)"
+ },
+ {
+ "id":"reserve_deployableshield",
+ "type":"Mech",
+ "name":"Deployable Shield",
+ "label":"Shield",
+ "description":"Gain a single-use deployable shield generator, a size 1 deployable that grants all allied actors in a burst 2 radius around it soft cover"
+ },
+ {
+ "id":"reserve_redundantrepair",
+ "type":"Mech",
+ "name":"Redundant Repair",
+ "label":"Resource",
+ "description":"Once per mission make the stabilize action as a free action"
+ },
+ {
+ "id":"reserve_sysreinforcement",
+ "type":"Mech",
+ "name":"Systems Reinforcement",
+ "label":"Resource",
+ "description":"Get +1 accuracy to hull, agility, systems, or engineering checks, this mission only (choose one)"
+ },
+ {
+ "id":"reserve_smartammo",
+ "type":"Mech",
+ "name":"Smart Ammo",
+ "label":"Ammo",
+ "description":"All weapons of your choice can be fired as if they had the smart tag, this mission only"
+ },
+ {
+ "id":"reserve_boostedservos",
+ "type":"Mech",
+ "name":"Boosted Servos",
+ "label":"Resource",
+ "description":"Become immune to the slowed condition, this mission only"
+ },
+ {
+ "id":"reserve_jumpjets",
+ "type":"Mech",
+ "name":"Jump Jets",
+ "label":"Resource",
+ "description":"Your mech can fly when it makes its regular move, this mission only, but must land after moving"
+ },
+ {
+ "id":"reserve_scouting",
+ "type":"Tactical",
+ "name":"Scouting",
+ "label":"Location",
+ "description":"Get detailed information on the kinds of mechs and threats you will be facing soon, such as number, type, and statistics"
+ },
+ {
+ "id":"reserve_vehicle",
+ "type":"Tactical",
+ "name":"Vehicle",
+ "label":"Designation",
+ "description":"Gain use of a transport vehicle or starship for this mission only (a tier 1 NPC with the vehicle or ship tag)"
+ },
+ {
+ "id":"reserve_reinforcements",
+ "type":"Tactical",
+ "name":"Reinforcements",
+ "label":"Designation",
+ "description":"Call in an NPC mech ally, once per mission (choose a tier 1-3 NPC from the NPC section)"
+ },
+ {
+ "id":"reserve_envshielding",
+ "type":"Tactical",
+ "name":"Environmental Shielding",
+ "label":"Environment",
+ "description":"Ignore a particular battlefield hazard or dangerous terrain, such as extreme heat or cold"
+ },
+ {
+ "id":"reserve_accuracy",
+ "type":"Tactical",
+ "name":"Accuracy",
+ "label":"Skill/Action",
+ "description":"Gain +1 accuracy on a particular skill or action due to training or enhancement, this mission only"
+ },
+ {
+ "id":"reserve_bombardment",
+ "type":"Tactical",
+ "name":"Bombardment",
+ "label":"Resource",
+ "description":"Call in an artillery or orbital bombardment once during mech combat (Full Action, range 3 within line of sight, blast 2, 3d6 explosive damage)"
+ },
+ {
+ "id":"reserve_extendedharness",
+ "type":"Tactical",
+ "name":"Extended Harness",
+ "label":"Resource",
+ "description":"Carry an extra pilot weapon and two pieces of pilot gear into this mission"
+ },
+ {
+ "id":"reserve_ambush",
+ "type":"Tactical",
+ "name":"Ambush",
+ "label":"Location",
+ "description":"Choose exactly where your next battle will take place, including the terrain and cover set up, etc"
+ },
+ {
+ "id":"reserve_orbitaldrop",
+ "type":"Tactical",
+ "name":"Orbital Drop",
+ "label":"Location",
+ "description":"Start the mission dropping from orbit into a heavily fortified or hard to reach location"
+ },
+ {
+ "id":"reserve_assistant",
+ "type":"Tactical",
+ "name":"NHP Assistant",
+ "label":"Designation",
+ "description":"Gain an NHP, controlled by the GM, that can give you advice on the current situation"
+ }
+]
\ No newline at end of file
diff --git a/lib/systems.json b/lib/systems.json
index e1136d0..d131911 100644
--- a/lib/systems.json
+++ b/lib/systems.json
@@ -91,6 +91,9 @@
},
{
"id": "drone"
+ },
+ {
+ "id": "quickaction"
}
],
"source": "GMS",
@@ -231,7 +234,7 @@
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "Gain 2 extra sets of limbs. These limbs cannot be used to make attacks, but can otherwise hold and manipulate the environment and items as normal. In addition, these manipulators can interact with objects in the environment that a pilot would normally have to interact with (a pilot sized touch pad, etc) with no penalty.",
+ "effect": "Gain an extra set of limbs. These limbs cannot be used to make attacks, but can otherwise hold and manipulate the environment and items as normal. In addition, these manipulators can interact with objects in the environment that a pilot would normally have to interact with (a pilot sized touch pad, etc) with no penalty.",
"description": "Precise interaction with the built or natural environment, soft targets, and sensitive material below rated tonnage is part of the daily routine for support-class mechs. Manipulators, haptic-padded multi-digit \"hands\", allow for such precise manipulation. ",
"data_type": "system",
"aptitude": {
@@ -742,7 +745,7 @@
"id": "shield"
},
{
- "id": "protocol"
+ "id": "quickaction"
}
],
"source": "IPS-N",
@@ -2577,15 +2580,14 @@
"id": "quickaction"
},
{
- "id": "heatself",
- "val": 2
+ "id": "reaction"
}
],
"source": "HA",
"license": "SALADIN",
"license_level": 1,
"effect": "Activating this system generates a Burst 3 area centered on you until the end of your next turn. All ranged or melee attacks made against you and any characters inside the shield that originate from outside the shield are made with +1 Difficulty, but your mech is immobilized for the same duration. While the shield is active, 1/round you can grant resistance to all the damage of one attack that just hit a character or object in the shield, but your mech takes 2 heat.",
- "description": "The HA Support Shield, ENCLAVE-pattern, creates a localized one-way blink field, folding a thin dome of spacetime around its user to protect occupants from incoming projectiles. Units covered by the field can fire out, but probabilistic fluctuations cause incoming projectiles to \"lag\", skipping them away from their intended target and into a randomized trajectory.",
+ "description": "The HA Support Shield, ENCLAVE-pattern, creates a localized one-way blink field, folding a thin dome of spacetime around its user to protect occupants from incoming projectiles. Units covered by the field can fire out, but probabilistic fluctuations cause incoming projectiles to “lag”, skipping them away from their intended target and into a randomized trajectory.",
"data_type": "system",
"aptitude": {
"support": 1,
@@ -2698,7 +2700,7 @@
"source": "HA",
"license": "SHERMAN",
"license_level": 1,
- "effect": "When you gain your first point of reactor stress, you can re-roll your overheating check (but must keep the second result, even if it's worse).",
+ "effect": "When you gain a point of reactor stress, you can re-roll your overheating check (but must keep the second result, even if it’s worse).",
"description": "A necessary component of most energy-based mechs, reactor stabilizers add another layer of failsafe protocols to vent heat, manage power flow, and shunt excessive output into weapons and systems in need.",
"data_type": "system",
"aptitude": {
@@ -3448,7 +3450,7 @@
"sp": 0,
"tags": [
{
- "id": "ai"
+ "id": "bonus_ai"
}
],
"source": "",
diff --git a/lib/tags.json b/lib/tags.json
index 9c94156..daa64b8 100644
--- a/lib/tags.json
+++ b/lib/tags.json
@@ -182,6 +182,11 @@
"id": "ai",
"name": "AI",
"description": "Your mech gains the AI property. You may cede control of your mech to the AI at the start of your turn. You can only ever install one system with the AI tag unless you have a talent, feature, or piece of gear that says otherwise."
+ },
+ {
+ "id": "bonus_ai",
+ "name": "AI",
+ "description": "Your mech gains the AI property. You may cede control of your mech to the AI at the start of your turn. You can only ever install one system with the AI tag unless you have a talent, feature, or piece of gear that says otherwise."
},
{
"id": "fullaction",
diff --git a/package.json b/package.json
index 512be6c..b072811 100644
--- a/package.json
+++ b/package.json
@@ -1,6 +1,6 @@
{
"name": "lancer-data",
- "version": "2.0.1",
+ "version": "2.0.2",
"description": "Data for the LANCER TTRPG",
"main": "index.js",
"repository": {