-
Notifications
You must be signed in to change notification settings - Fork 29
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
- Loading branch information
1 parent
ca8eab4
commit ac5c056
Showing
3 changed files
with
174 additions
and
0 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,102 @@ | ||
[ | ||
{ | ||
"id": "env_dangerousflorafauna", | ||
"name": "Dangerous Flora or Fauna", | ||
"description": "An unusually large proportion of this planet’s animal or plant life is dangerous; some of the flora and fauna may predatory, particularly hostile, or even titanic in size. Use the Monstrosity NPC type to generate encounters with wildlife. Hostile flora can appear on the battlefield as immobile characters with Size 1–2, 5 HP, and Evasion 10; targets that move adjacent to them must succeed on a Hull save or take 3 Kinetic Damage and become Immobilized until the flora is destroyed, as it traps them with sticky sap, webbing, a pit, or the like." | ||
}, | ||
{ | ||
"id": "env_extremecold", | ||
"name": "Extreme Cold", | ||
"description": "Local cultures have adapted to the frozen climate, but mechs and pilots quickly freeze without a nearby source of heat. Mechs that don’t move or Boost on their turn become Immobilized at the end of their turn. This lasts until they break free with a successful Hull save as a quick action. In addition, all mechs gain Resistance to Heat." | ||
}, | ||
{ | ||
"id": "env_extremeheat", | ||
"name": "Extreme Heat", | ||
"description": "Society has retreated mostly underground to escape this world’s blistering atmosphere. All Heat inflicted (to the user or others) by systems or weapons is increased by +1." | ||
}, | ||
{ | ||
"id": "env_thinatmosphere", | ||
"name": "Thin Atmosphere", | ||
"description": "All characters gain Resistance to Explosive Damage." | ||
}, | ||
{ | ||
"id": "env_extremesun", | ||
"name": "Extreme Sun", | ||
"description": "Characters take 1d6 Heat whenever they are aren’t in shade at the end of a turn." | ||
}, | ||
{ | ||
"id": "env_corrosiveatmosphere", | ||
"name": "Corrosive Atmosphere", | ||
"description": "The dense atmosphere of this world eats through armor. All weapons gain AP." | ||
}, | ||
{ | ||
"id": "env_particulatestorms", | ||
"name": "Particulate Storms", | ||
"description": "This planet is swept by brutal, scouring storms of sand, rock, or metal. During storms, mechs always have soft cover. Pilots that leave their mech take 1 Kinetic Damage (AP) each turn they are outside." | ||
}, | ||
{ | ||
"id": "env_electricalstorms", | ||
"name": "Electrical Storms", | ||
"description": "This planet is swept by unusually strong electrical storms. During storms, choose a character at random at the end of each round: they must succeed on an ENGINEERING save with +1 Difficulty per level of Size or be STUNNED until the end of their next turn by a bolt of lightning." | ||
}, | ||
{ | ||
"id": "env_disruptivestorms", | ||
"name": "Disruptive Storms", | ||
"description": "The storms on this planet are so highly charged that electronic systems can’t function. All tech actions, attacks, and SYSTEMS checks and saves receive +1 Difficulty." | ||
}, | ||
{ | ||
"id": "env_dangeroustorms", | ||
"name": "Dangerous Storms", | ||
"description": "Storms of fire, meteors, acid rain, ice, or other destructive particles sweep this planet. During storms, all characters take 2 Energy Damage (AP) at the end of their turns unless they are adjacent to an object that grants hard cover." | ||
}, | ||
{ | ||
"id": "env_oceanworld", | ||
"name": "Ocean World", | ||
"description": "Less than five percent of this world’s surface rises above the ocean. Mechs sink to the bottom and move as though in difficult terrain unless they are flying or have an EVA Module. Mechs can walk (slowly) on the bottom and are usually able to function in extremely high-pressure environments." | ||
}, | ||
{ | ||
"id": "env_earthquakes", | ||
"name": "Earthquakes", | ||
"description": "This world is regularly rocked by earthquakes. During earthquakes, roll 1d6 at the end of each round: on 1, all mechs must succeed on a HULL save or be knocked Prone unless they are flying." | ||
}, | ||
{ | ||
"id": "env_moltenworld", | ||
"name": "Molten World", | ||
"description": "Parts of this world’s crust juts through the surface in showers and pools of liquid rock. When characters move into areas of molten rock or lava for the first time on their turn or start their turn there, they take 5 Energy Damage (AP) and 3 Heat." | ||
}, | ||
{ | ||
"id": "env_primordealworld", | ||
"name": "Primordial World", | ||
"description": "This world is a bubbling soup of semi-organic mud and gases. Humans must use breathing apparatuses or sealed suits outside of their mechs to survive the toxic atmosphere, and boiling mud creates numerous areas of both difficult and dangerous terrain." | ||
}, | ||
{ | ||
"id": "env_lowgravity", | ||
"name": "Low Gravity", | ||
"description": "Mechs count as flying when they Boost but must land after they move. Characters never take damage from falling." | ||
}, | ||
{ | ||
"id": "env_highgravity", | ||
"name": "High Gravity", | ||
"description": "Mechs cannot Boost and are Immobilized instead whenever they would be Slowed." | ||
}, | ||
{ | ||
"id": "env_tombworld", | ||
"name": "Tomb World", | ||
"description": "This world has extremely high levels of ambient radiation, possibly because of nuclear war, atmospheric degradation, or something more sinister. Outside of mechs, humans without environmental protection temporarily decrease their maximum HP by 1 per hour of exposure. If they reach 0 HP this way, they die. They can regain their maximum HP by performing a Full Repair in a safe environment." | ||
}, | ||
{ | ||
"id": "env_spireworld", | ||
"name": "Spire World", | ||
"description": "Instead of a surface, this world is comprised of countless floating islands or spires, each held aloft in a gaseous substrate and suspended through magnetic force. Perhaps the crust was shattered by a superweapon or natural disaster. Most of the remaining landmass is disconnected, although some islands are large enough to hold cities. Navigation systems are almost useless here." | ||
}, | ||
{ | ||
"id": "env_sinkingworld", | ||
"name": "Sinking World", | ||
"description": "The surface of this world is covered in fine sand or thick mud. Mechs that move 1 space or less during their turn are Slowed. Slowed mechs that move 1 space or less are Immobilized and start sinking, eventually becoming completely engulfed. This effect lasts until an affected mech (or one adjacent to it) succeeds on a Hull save as a full action." | ||
}, | ||
{ | ||
"id": "env_holyworld", | ||
"name": "Holy World", | ||
"description": "This world is beautiful and lacks especially dangerous features, but the local population holds it sacrosanct. Damaging any natural object – rocks, trees, and pristine grasslands, for example – incurs the wrath of the residents." | ||
} | ||
] |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,67 @@ | ||
[ | ||
{ | ||
"id": "sitrep_standardcombat", | ||
"name": "Standard Combat", | ||
"pcVictory": "PCs defeat or route all enemy forces", | ||
"enemyVictory": "PCs are defeated or retreat from battle", | ||
"description": "A simple affair, with two sides facing off against each other until one of them is broken or destroyed." | ||
}, | ||
{ | ||
"id": "sitrep_control", | ||
"name": "Control", | ||
"description": "CONTROL missions require the PCs to maintain control of four Control Zones for six rounds. The zones might contain important locations like transmission towers, gun batteries, terminals, or hangars. At the end of each round, each side gains 1 point for each Control Zone they control. If one side controls all four Control Zones, they gain an additional +1 point.", | ||
"pcVictory": "The PCs have the highest score at the end of the sixth round", | ||
"enemyVictory": "The enemy force has the highest score at the end of the sixth round.", | ||
"noVictory": "If both sides have an equal score at the end of the sixth round, there is no victor and both sides must withdraw.", | ||
"controlZone": "Four Control Zones (typically 4 spaces on each side) in different quadrants of the map, each placed anywhere in their quadrant. They should be roughly symmetrical, or the map will be unbalanced. If there are characters of only one side within a Control Zone, they control it; if there are characters from two or more sides within a Control Zone, it is contested.", | ||
"deployment": "The GM and a player each roll 1d6 to determine the order of deployment. Whoever rolls the lower result deploys first." | ||
}, | ||
{ | ||
"id": "sitrep_escort", | ||
"name": "Escort", | ||
"description": "ESCORT missions require the PCs to bring an OBJECTIVE safely to the Extraction Zone and get the hell out of there.", | ||
"pcVictory": "The Objective is safely extracted.", | ||
"enemyVictory": "The Objective hasn’t been extracted at the end of the eighth round. If there are any PCs remaining on the field when this takes place, they are captured or overrun.", | ||
"noVictory": "The Objective is destroyed.", | ||
"deployment": "The PCs deploy first, choosing positions for their characters and the Objective in the Allied Deployment Zone; then, the GM deploys enemy forces in the EDZ.", | ||
"extraction": "While in the Extraction Zone, PCs can extract as a free action at the end of their turn. Extracted PCs are removed from the battlefield. If the Objective is adjacent to a PC when they extract and isn’t contested by any characters from the opposing side, it is safely extracted." | ||
}, | ||
{ | ||
"id": "sitrep_extraction", | ||
"name": "Extraction", | ||
"description": "EXTRACTION missions require player characters to dash across the map to retrieve an objective and bring it safely back to extraction.", | ||
"pcVictory": "The Objective is safely extracted.", | ||
"enemyVictory": "The Objective hasn’t been extracted at the end of the tenth round. If there are any PCs remaining on the field when this takes place, they are captured or overrun.", | ||
"noVictory": "The Objective is destroyed.", | ||
"deployment": "The PCs deploy first, choosing positions for their characters in the Allied Deployment Zone; next, the GM places the Objective in the Objective Zone.", | ||
"objective": "An object or person of Size 1/2–2. The Objective has 10 HP per level of Size, Evasion 10, E-Defense 10, and no Armor. Enemy forces want the Objective and will not willingly damage it. When a character starts their turn adjacent to the Objective, it moves with them when they make their regular move. If the Objective is ever adjacent to two characters of opposing sides, it stops moving and can’t move until it is only adjacent characters from one side. The Objective doesn’t move on its own.", | ||
"extraction": "While in the Extraction Zone/Allied Deployment Zone, PCs can extract as a free action at the end of their turn. Extracted PCs are removed from the battlefield. If the Objective is adjacent to a PC when they extract and isn’t contested by any characters from the opposing side, it is safely extracted." | ||
}, | ||
{ | ||
"id": "sitrep_gauntlet", | ||
"name": "Gauntlet", | ||
"description": "GAUNTLET missions are usually done under duress or when no other options are available, and they usually take place in unfriendly territory. Gauntlet missions require PCs to move through a dangerous area to secure a position.", | ||
"pcVictory": "At the end of the eighth round, there are more PCs inside the Control Zone than there are enemy characters. Ultras count as 4 characters, elites count as 2, and grunts count as 1/4.", | ||
"enemyVictory": "At the end of the sixth round, there are at least as many enemy characters inside the Control Zone as there are PCs.", | ||
"deployment": "The PCs deploy first, choosing positions for their characters in the Allied Deployment Zone; next, the GM places the Objective in the Objective Zone.", | ||
"controlZone": "The area around the EDZ/Control Zone is fortified with Size 1–2 hard cover." | ||
}, | ||
{ | ||
"id": "sitrep_holdout", | ||
"name": "Holdout", | ||
"description": "HOLDOUT missions are desperate undertakings. They require the PCs to defend an area against an onslaught of enemies. In the best-case scenario, this buys time for allies to complete an objective elsewhere; in the worst, it’s survive or die. The PCs start with 4 points. At the end of the sixth round, the points are tallied: the PCs lose a point for every enemy inside the Control Zone. This can result in a negative score.", | ||
"pcVictory": "At the end of the sixth round, the PCs have a score of 1 or higher.", | ||
"enemyVictory": "At the end of the sixth round, the PCs have a score of less than 1. If there are any PCs remaining on the field when this takes place, they are captured or overrun.", | ||
"controlZone": "An area typically 10 spaces by 5 spaces in the middle of the map, or positioned as needed. The area around the Control Zone should be fortified with Size 1–2 hard cover.", | ||
"deployment": "The PCs deploy first, choosing positions for their characters within the Allied Deployment Zone/Control Zone; next, the GM deploys enemy forces in the EDZ." | ||
}, | ||
{ | ||
"id": "sitrep_recon", | ||
"name": "Recon", | ||
"description": "RECON missions are dangerous endeavors involving small teams entering hostile territory to identify targets or retrieve key information.", | ||
"pcVictory": "At the end of the sixth round, the PCs control the True Control Zone.", | ||
"enemyVictory": "At the end of the sixth round, the PCs don’t control the True Control Zone.", | ||
"controlZone": "Four Control Zones (typically 4 spaces on each side) in different quadrants of the map, each placed anywhere in their quadrant. The GM secretly designates one Control Zone as the True Control Zone. While inside a Control Zone, PCs may take a full action to determine whether it is the True Control Zone. If there are only PCs within the True Control Zone, they control it; if there are characters from two or more sides within the True Control Zone, it is contested.", | ||
"deployment": "The PCs deploy first, choosing positions for their characters within the Allied Deployment Zone; next, the GM deploys enemy forces in the EDZ." | ||
} | ||
] |
Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.
Oops, something went wrong.