diff --git a/index.js b/index.js
index 915e056..cf2e97c 100644
--- a/index.js
+++ b/index.js
@@ -21,7 +21,7 @@ const data = {
reserves: require('./lib/reserves.json'),
npc_classes: require('./lib/npc_classes_v2.json'),
npc_features: require('./lib/npc_features_v2.json'),
- npc_templates: require('./lib/npc_templatesv2.json'),
+ npc_templates: require('./lib/npc_templates_v2.json'),
// npc_generic_systems: require('./lib/npc_generic_systems.json'),
// npc_template_systems: require('./lib/npc_template_systems.json'),
}
diff --git a/lib/core_bonuses.json b/lib/core_bonuses.json
index 6df6a78..989a0a5 100644
--- a/lib/core_bonuses.json
+++ b/lib/core_bonuses.json
@@ -1,214 +1,215 @@
-[{
- "id": "hardpoints",
- "name": "Auto-Stabilizing Hardpoints",
+[
+ {
+ "id": "cb_auto_stabilizing_hardpoints",
+ "name": "AUTO-STABILIZING HARDPOINTS",
"source": "GMS",
- "effect": "Choose 1 mount on your mech. Attacks made with weapons from this mount can be made with +1 Accuracy.",
- "mounted_effect": "Attacks made with weapons from this mount can be made with +1 Accuracy.",
- "description": "Rigging up the best in shock absorption, your mech’s weapons become vastly more accurate."
+ "effect": "Choose one mount. Weapons attached to this mount gain +1 ACCURACY.",
+ "description": "Using the best in shock-absorption and steadytech, you can retain accuracy across longer, sustained periods of fire.",
+ "mounted_effect": "Attacks made with weapons from this mount can be made with +1 ACCURACY."
},
{
- "id": "burnout",
- "name": "BURNOUT Insulation",
+ "id": "cb_overpower_caliber",
+ "name": "OVERPOWER CALIBER",
"source": "GMS",
- "effect": "Choose 1 weapon on your mech. It deals +1d6 bonus damage on hit.",
- "mounted_effect": "One weapon equipped to this mount deals +1d6 bonus damage on hit.",
- "description": "Thermal insulation and dispersal plating ensures you can pump more power into your mech’s weapon systems, giving it the edge and the bite that it needs."
+ "effect": "Choose one weapon. 1/round, when you hit with an attack, you can cause it to deal +1d6 bonus damage.",
+ "description": "Instead of the standardized option, you requisition multiple racks of \"hot\" ammunition - same-bore slugs, with a higher-grade of accelerant.",
+ "mounted_effect": "One weapon equipped to this mount deals +1d6 bonus damage 1/round on hit."
},
{
- "id": "imparm",
- "name": "Improved Armament",
+ "id": "cb_improved_armament",
+ "name": "IMPROVED ARMAMENT",
"source": "GMS",
- "effect": "If your mech has less than 3 mounts (excluding integrated mounts), gain an additional Flex Mount",
- "description": "Power cables are re-routed, reactor power is rationed and siphoned. The deadly is made deadlier."
+ "effect": "If your mech has fewer than three mounts (excluding integrated mounts), it gains an additional flexible mount.",
+ "description": "By rerouting power and strengthening systems, you can mount additional weapons beyond the factory recommendations."
},
{
- "id": "intweapon",
- "name": "Integrated Weapon",
+ "id": "cb_integrated_weapon",
+ "name": "INTEGRATED WEAPON",
"source": "GMS",
- "effect": "Your mech gains a new integrated mount with the capacity for one auxiliary weapon. This weapon can be fired 1/round as a free action when you fire any other weapon on your mech. Like other integrated mounts this weapon can’t be modified.",
- "description": "Excess space in your mechs chassis is filled with weaponry integrated into fists, or chest plates, capable of being fired on reflex."
+ "effect": "Your mech gains a new integrated mount with capacity for one AUXILIARY weapon. This weapon can be fired 1/round as a free action when you fire any other weapon on your mech. It can't be modified.",
+ "description": "The empty spaces in your mech's chassis - inside fists, chest plates, anywhere there's room - are filled with integrated weapons, ready to fire on reflex."
},
{
- "id": "retrofit",
- "name": "Mount Retrofitting",
+ "id": "cb_mount_retrofitting",
+ "name": "MOUNT RETROFITTING",
"source": "GMS",
- "effect": "Replace one of your mech’s mounts with a Main/Aux Mount.",
- "mounted_effect": "This mount has been replaced with a Main/Aux Mount.",
- "description": "You conserve and upgrade, increasing the firepower you can mount on your mech."
+ "effect": "Replace one mount with a main/aux mount.",
+ "description": "By re-fabricating certain components and hardpoints on your chassis for more efficient distribution, you can increase your mech's firepower.",
+ "mounted_effect": "This mount has been replaced with a Main/Aux Mount."
},
{
- "id": "caps",
- "name": "Reserve Capacitors",
+ "id": "cb_universal_compatibility",
+ "name": "UNIVERSAL COMPATIBILITY",
"source": "GMS",
- "effect": "When you spend core power to activate a CORE system, you can also repair your mech’s HP to full and cool all heat as a free action, then roll a 1d20. On a 20, regain 1 core power.",
- "description": "Certain materials give a CORE capacitor a small chance of retaining a charge, even after activation."
+ "effect": "Any time you activate a CORE SYSTEM, you may also take a free action to restore all HP, cool all HEAT, and roll 1d20: on 20+, regain 1 CP.",
+ "description": "The Everest is everywhere: so are the parts you need for a field repair."
},
{
- "id": "briareos",
- "name": "BRIAREOS Frame Reinforcement",
+ "id": "cb_briareos_frame",
+ "name": "BRIAREOS FRAME",
"source": "IPS-N",
- "description": "The BRIAREOS is the newest development in IPS-N’s line of near-fail frame upgrades, templates designed to maximize what pilots can get out of frames before the need for a reprint or catastrophic failure. BRIAREOS fabricates a frame that is superlight, woven throughout with Goliath Weave meshing, to increase the resilience of all inorganic components.",
- "effect": "Your mech has resistance to all damage when it has 1 or less points of structure remaining. When it’s reduced to 0 HP, it is not destroyed, but instead makes a structure check each time it takes damage and cannot regain HP. When you take a rest or full repair, it can be repaired normally."
+ "effect": "As long as your mech has no more than 1 STRUCTURE, you gain RESISTANCE to all damage. When it's reduced to 0 HP and 0 STRUCTURE, it is not destroyed: instead, you must make a structure damage check each time it takes damage. While in this state, your mech cannot regain HP until you rest or perform a FULL REPAIR, at which point your mech can be repaired normally.",
+ "description": "The Briareos is the newest release in IPS-N's line of near-fail frame upgrades: templates designed to maximize a mech's usability before catastrophic failure or the need for a reprint. The Briareos template increases the resilience of inorganic components by supplementing the structure with a superlight frame featuring interwoven layers of IPS-N's iconic Goliath Weave meshing."
},
{
- "id": "fomorian",
- "name": "FOMORIAN Frame Reinforcement",
+ "id": "cb_fomorian_frame",
+ "name": "FOMORIAN FRAME",
"source": "IPS-N",
- "effect": "Your mech goes up in size to the next increment (½ > 1 > 2 > 3), up to size 3 maximum and cannot be knocked prone, pulled, or knocked back by targets smaller than itself (as part of a grapple, for example).",
- "description": "The FOMORIAN is an up-scaled version of the stock IPS-N template, following guidelines suggested by long-haul Cosmopolitans in need of robust micro/macro-impact protection, as well as additional brachial/manipulator needs. "
+ "effect": "Increase your mech's SIZE by one increment (e.g., from 1/2 to 1, 1 to 2, or 2 to 3) up to a maximum of 3 SIZE. You can't be knocked PRONE, pulled, or knocked back by smaller characters, regardless of what system or weapon causes the effect.",
+ "description": "The Fomorian is an upscaled version of IPS-N's stock template that has been adapted to meet the needs of long-haul Cosmopolitans looking for enhanced stability and robust impact protection, both micro- and macro-level."
},
{
- "id": "gyges",
- "name": "GYGES Frame Reinforcement",
+ "id": "cb_gyges_frame",
+ "name": "GYGES FRAME",
"source": "IPS-N",
- "effect": "Your mech gains +1 accuracy on all hull checks and saves and +1 threat with all melee weapons.",
- "description": "Gyges is a frame upgrade built for combat, with finely tuned stabilizers and a robust suite of targeting software and hardware included at-fabrication."
+ "effect": "You gain +1 ACCURACY on all HULL checks and saves and +1 THREAT with all melee weapons.",
+ "description": "A mech built on the Gyges template is designed for combat - enhanced with finely tuned stabilizers and a robust suite of targeting software and hardware."
},
{
- "id": "frame",
- "name": "Reinforced Frame",
+ "id": "cb_reinforced_frame",
+ "name": "REINFORCED FRAME",
"source": "IPS-N",
- "effect": "Your mech gains +5 HP",
- "description": "The addition of redundant shock-absorption systems increases the survivability of a pilot in combat, flight, and kinetic situations."
+ "effect": "You gain +5 HP.",
+ "description": "The addition of redundant shock-absorption systems increases the survivability of pilots in combat, flight, and industrial situations."
},
{
- "id": "plating",
- "name": "Sloped Plating",
+ "id": "cb_sloped_plating",
+ "name": "SLOPED PLATING",
"source": "IPS-N",
- "effect": "Your mech gains +1 armor, up to the maximum (+4).",
- "description": "A simple, common enough option among pilots with the necessary licensing, IPS-N's armor integration fabrication reduces the plating coverage gaps in stock systems by a significant percentage."
+ "effect": "You gain +1 ARMOR, up to the maximum (+4).",
+ "description": "A common choice among pilots with the right licenses, IPS-N's integrated-armor fabrication reduces gaps in external coverage by a significant percentage."
},
{
- "id": "titanomachy",
- "name": "Titanomachy Mesh",
+ "id": "cb_titanomachy_mesh",
+ "name": "TITANOMACHY MESH",
"source": "IPS-N",
- "effect": "Once per round when you successfully ram or grapple a mech, you can make an additional ram or grapple action as a free action. When you knock targets back with a melee attack, you knock them back 1 additional space.",
- "description": "A doubled overlay of Goliath Weave, fabricated in identified stress points, as well as beefed-up specifications, dramatically improve the baseline functionality of this mech."
+ "effect": "1/round, when you successfully RAM or GRAPPLE a mech, you can RAM or GRAPPLE again as a free action. Additionally, when you knock targets back with melee attacks, you knock them back an additional 1 space.",
+ "description": "A doubled overlay of Goliath Weave at key stress points and beefed-up specifications across the board dramatically improve the baseline functionality of any mech."
},
{
- "id": "fssync",
- "name": "Full Subjectivity Sync",
+ "id": "cb_all_theater_movement_suite",
+ "name": "ALL-THEATER MOVEMENT SUITE",
"source": "SSC",
- "effect": "Your mech gains +2 evasion. You control the mech with no separation between your subjectivity and your input; a second set of physical controls are built in to a retractable panel.",
- "description": "By creating a strong, stable, and secure two-way ontologic bridge, SSC has removed the need for a pilot to rely primarily on physical controls to crew their mech, though FSS systems do necessitate some methods of securing a pilot within their cockpit. With a full subjectivity sync installed, pilots in their chassis perceive the mech to be their own body, controlling it with essentially no input lag. This precise control and awareness is not without risk as a result of its marked benefits: dissociation remains a concern, and while there is no “pain” transference (physical perception is default-tuned as a “tingle” or “pressure”), SSC does recommend trauma counseling for pilots whose chassis have sustained significant damage while they were engaged in FSS."
+ "effect": "You can fly when you BOOST or make a standard move; however, you take 1 heat at the end of each of your turns in which you fly this way.",
+ "description": "A popular modification, ATMS adds powerful pulse jets that dramatically improve mech mobility in all theaters."
},
{
- "id": "ghostweave",
- "name": "Ghostweave",
+ "id": "cb_full_subjectivity_sync",
+ "name": "FULL SUBJECTIVITY SYNC",
"source": "SSC",
- "effect": "Your mech is invisible during your turn (from the start until the end of your turn). If you do nothing on your turn except move, hide, or boost (no other actions), keep this invisibility until the start of your next turn. It breaks immediately if you take a reaction.",
- "description": "A scaling up of the same systems found in SSC's Mythimna panoply, Ghostweave is the name of a proprietary applique that licensed pilots use to better camouflage their mechs to any environment."
+ "effect": "You gain +2 EVASION.",
+ "description": "By creating a strong, stable, and secure two-way ontologic bridge - the full subjectivity sync - SSC has removed the need for pilots to rely on physical controls, although pilots must still be secured within the cockpit. With full subjectivity sync, pilots perceive their mech as though it is their own body, controlling it with almost no input lag; however, this level of precision and awareness is not without risk. The high likelihood of pilot dissociation is an ongoing concern, and while there is no transference of pain (physical sensations are interpreted as tingling feelings or pressure), the manual does recommend trauma counseling for pilots whose mechs have sustained significant damage while synced."
},
{
- "id": "nerveweave",
- "name": "Integrated Nerveweave",
+ "id": "cb_ghostweave",
+ "name": "GHOSTWEAVE",
"source": "SSC",
- "effect": "Your mech gains +2 speed when boosting.",
- "description": "Like the pilot-tier system, integrated nerveweave relies on dual technologies to grant a pilot total battlefield alacrity. Mech-tier integrated nerveweave assures a pilot will never be left behind."
+ "effect": "During your turn, you are INVISIBLE. If you take no actions on your turn other than your standard move, HIDE, and BOOST, you remain INVISIBLE until the start of your next turn. You immediately cease to be INVISIBLE when you take a reaction.",
+ "description": "An upscaled version of the same systems found in SSC's Mythimna Panoply, Ghostweave is a proprietary appliqu\ufffd used to enhance mech camouflage in all environments."
},
{
- "id": "kai",
- "name": "Kai Bioplating",
+ "id": "cb_integrated_nerveweave",
+ "name": "INTEGRATED NERVEWEAVE",
"source": "SSC",
- "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."
+ "effect": "You may move an additional 2 spaces when you BOOST.",
+ "description": "Integrated nerveweave combines several technologies to grant total battlefield alacrity, assuring pilots are never left behind."
},
{
- "id": "neurolinked",
- "name": "Neuro-linked Targeting",
+ "id": "cb_kai_bioplating",
+ "name": "KAI BIOPLATING",
"source": "SSC",
- "effect": "All ranged weapons your mech mounts gain +3 range.",
- "description": "To further shrink the information gap between pilots and the machines the crew, SSC developed a stable, non-invasive, limited-transfer ontologic bridging system that all pilots of sufficient license could use. Neurolinked targeting is a common “ability” employed by pilots who use this system, a simple protocol that brings them closer to feeling rather than thinking -- a more natural expression of pilot ability."
+ "effect": "You gain +1 ACCURACY on all AGILITY checks and saves; additionally, you climb and swim at normal speed, ignore difficult terrain, and when making a standard move, can jump horizontally up to your full SPEED and upwards up to half your SPEED (in any combination).",
+ "description": "Adapted from fauna local to SSC's home system, Kai Bioplating adds a lamellar layer of insulated, anchored, and chitinous plating over key brush-points on a mech. Essentially a cheaper, more feasible alternative to living metal, bioplating allows for faster movement through hard-to-navigate terrain."
},
{
- "id": "sscatms",
- "name": "SSC All-Theatre Movement Suit",
+ "id": "cb_neurolink_targeting",
+ "name": "NEUROLINK TARGETING",
"source": "SSC",
- "effect": "Your mech can fly when it moves or boosts. Generate 1 heat at the end of any of your turns where it flies.",
- "description": "A popular SSC modification, the AT-MS adds a stock system of short-cycle impulse drives that dramatically improve a chassis' mobility."
+ "effect": "Your ranged weapons gain +3 RANGE.",
+ "description": "To further reduce the information gap between pilot and machine and complement its full subjectivity sync technology, SSC developed neurolinking, a stable, non-invasive, and limited-transfer ontologic bridge. Neurolink targeting is a simple enhancement that helps pilots feel - as opposed to thinking - when engaged in ranged combat, allowing for a more natural expression of pilot ability."
},
{
- "id": "disbelief",
- "name": "The Lesson of Disbelief",
+ "id": "cb_the_lesson_of_disbelief",
+ "name": "THE LESSON OF DISBELIEF",
"source": "HORUS",
- "effect": "Gain +1 Accuracy on all systems checks and saves and +2 E-Defense.",
- "description": "Query the omninet, delve into the archives. Find you the Aeneid, find you the Titanomachy. Eat, absorb, mull. Tell me now of the Hecatoncheires, they of the hundred hands. Did they strike the blow against CRONUS (SATURNO), or did they assail the OLYMPIANS? Who do you believe? Why could they not tell their own story?"
+ "effect": "You gain +1 ACCURACY on SYSTEMS checks and saves, and +2 E-DEFENSE.",
+ "description": "Query the omninet, delve into the archives. Find you the Aeneid, find you the age of Titanomachy. Eat, absorb, mull. Tell me now of the Hecatoncheires, they of the hundred hands. Did they strike the blow against Cronus (Saturno) or did they instead assail the Olympians? Who do you believe? Who stopped the Beast from telling its own story? And why?
\"Lesson One\", The Six Lessons of Kilo Nueve."
},
{
- "id": "opendoor",
- "name": "The Lesson of The Open Door",
+ "id": "cb_the_lesson_of_the_open_door",
+ "name": "THE LESSON OF THE OPEN DOOR",
"source": "HORUS",
- "effect": "Your save target increases by 2. Once per round, when a character fails a save against an effect you cause, it also takes 2 heat.",
- "description": "There is a body and a deep pit and its name is TARTARUS and once it held KINGS and TITANS and MYTHS. Its gates are flung wide, and its horrors are free. Here is the terrible question: Who opened it?"
+ "effect": "Your SAVE TARGET increases by +2; additionally, 1/round, when a character fails a save against you, they take 2 heat.",
+ "description": "There is a body and a deep pit, and both are named Tartarus. Once it held kings and titans and myths. Now, the gates that held it back are flung wide, and Tartarus is free.
Here is the terrible question: who opened the gates, and why?
\"Lesson Two\", The Six Lessons of Kilo Nueve."
},
{
- "id": "heldimage",
- "name": "The Lesson of The Held Image",
+ "id": "cb_the_lesson_of_the_held_image",
+ "name": "THE LESSON OF THE HELD IMAGE",
"source": "HORUS",
- "effect": "Once a round, at the start of any ally’s turn, you can make a Lock On tech action against any character in your sensor range as a reaction to your ally’s turn starting.",
- "description": "Close your eyes.
Hold the image of your enemy in your mind. Imagine it in all light and from every angle. In your mind it has become a more perfect version of the thing in pale light.
Crush it in your mind and you kill the perfect thing.
Open your eyes."
+ "effect": "1/round, as a reaction at the start of any allied character's turn, you may LOCK ON to any character within SENSORS.",
+ "description": "Close your eyes. Hold the image of your enemy in your mind; imagine it in all light and from every angle. In your mind, it has become a more perfect version.
Crush it in your mind and kill the perfect thing. Open your eyes.
\"Lesson Three\", The Six Lessons of Kilo Nueve."
},
{
- "id": "transub",
- "name": "The Lesson of Transubstantiation",
+ "id": "cb_the_lesson_of_thinking_tomorrows_thought",
+ "name": "THE LESSON OF THINKING-TOMORROW'S-THOUGHT",
"source": "HORUS",
- "effect": "When your mech loses a point of structure, it disappears from the battlefield, no longer becoming a valid target. It returns at the start of your next turn in the same space. If that space is occupied, it returns in the nearest available free space to its original position (chosen by you).",
- "description": "Through ecstatic repetition you may see the face of god. Speak until your tongue dried and rattles to dust, until your body becomes nothing. When you are nothing, you are in all things, body and mind, always."
+ "effect": "When you hit with a tech attack, your next melee attack against the same target gains +1 ACCURACY, and its damage can't be reduced in any way.",
+ "description": "Let me tell you this lesson: the corporeal existence is one that must end in death. The incorporeal existence is one that must end in [cascade? do you really think that is true?]. I tell you again, if you can imagine it, it is [done] and you have already struck the killing blow.
\"Lesson Four\", The Six Lessons of Kilo Nueve."
},
{
- "id": "ttt",
- "name": "The Lesson of Thinking-Tomorrow's-Thought",
+ "id": "cb_the_lesson_of_transubstantiation",
+ "name": "THE LESSON OF TRANSUBSTANTIATION",
"source": "HORUS",
- "effect": "When you successfully hit a character with a tech attack, your next melee attack against them gains +1 Accuracy and damage from this attack cannot be reduced in any way (from armor, resistance, etc).",
- "description": "Let me tell you this lesson: the corporeal existence is one that must end in death; the incorporeal existence is one that must end in [cascade? do you really think that is true?]. I tell you again, if you can imagine it, it is [done] and you have already struck the killing blow."
+ "effect": "Any time you take structure damage, you disappear into a non-space and cease to be a valid target. You reappear in the same space at the start of your next turn. If that space is occupied, you reappear in the nearest available free space (chosen by you).",
+ "description": "Through ecstatic repetition, you may see the face of God. Speak until your tongue dries and rattles to dust, and your body becomes nothing. When you are nothing, and the wind takes you, you are in all things, never to be destroyed, only divided, until time's end.
\"Lesson Five\", The Six Lessons of Kilo Nueve."
},
{
- "id": "shaping",
- "name": "The Lesson of Shaping",
+ "id": "cb_the_lesson_of_true_shaping",
+ "name": "THE LESSON OF TRUE SHAPING",
"source": "HORUS",
- "effect": "You can now install an extra system with the AI tag in your mech (up to 2 by default). If one becomes unshackled, the other gains control automatically.",
- "description": "A little gift, to be pondered until understood: cast aside the hammer and sword, the cannon and laser. No weapon formed against me shall prosper. I have seen all ends, and there is nothing but me left. A trillion trillion light years in all directions, and through it all, only [us? who knows. ego is a mind killer. best to call your friends, better to face the night together. till later.]"
+ "effect": "You may install an additional AI in your mech. If one enters cascade (or becomes unshackled narratively), the other prevents it from taking control of your mech. You only lose control of your mech if both AI-tagged systems or equipment enter cascade.",
+ "description": "A little gift, to be pondered until understood: Cast aside the hammer and sword, the cannon and beam: no weapon formed against me shall land a true blow, as I have seen all ends, and there is nothing left but me. A trillion trillion light-years in all directions, and through it all, only [us? who knows. ego is a mind-killer. best to call your friends. better to face the night together. 'til later, love.]
\"Lesson Six,\" The Six Lessons of Kilo Nueve."
},
{
- "id": "sculpted",
- "name": "Armory Sculpted",
+ "id": "cb_adaptive_reactor",
+ "name": "ADAPTIVE REACTOR",
"source": "HA",
- "effect": "Your mech takes +1 Accuracy to all engineering checks and saves. When it overcharges, it gains soft cover until the start of its next turn.",
- "description": "Rather than simply queuing a stock chassis like any other pilot, you've used your reputation, contacts, or status in the Armory's hierarchy to requisition a chassis that is designed, tested, and tuned by a master fabricator."
+ "effect": "When you STABILIZE and choose to cool your mech, you may spend 2 REPAIRS to clear 1 stress damage.",
+ "description": "All Armory frames are designed with multiple failsafe systems, but VIP clients and high-tier citizenry have access to a special catalog. With dozens of options for over-engineering reactors, it's easy to make sure a mech can keep running indefinitely."
},
{
- "id": "heatfall",
- "name": "HEATFALL coolant system",
+ "id": "cb_armory_sculpted_chassis",
+ "name": "ARMORY-SCULPTED CHASSIS",
"source": "HA",
- "effect": "The heat cost for overcharging your mech never exceeds 1d6.",
- "description": "The HEATFALL system comes packaged with a stable COLDCORE power core of Armory make; when paired together, this suite makes for an incredibly low-tax powerplant."
+ "effect": "You gain +1 ACCURACY on all ENGINEERING checks and saves. When you OVERCHARGE, you gain soft cover until the start of your next turn.",
+ "description": "Anyone can print a stock mech chassis, relying on a section of generic code to keep them alive. The discerning pilot, on the other hand, accepts only the best: a frame designed, tested, and tuned by one of the Armory's master fabricators."
},
{
- "id": "ammofeeds",
- "name": "Integrated Ammo Feeds",
+ "id": "cb_heatfall_coolant_system",
+ "name": "HEATFALL COOLANT SYSTEM",
"source": "HA",
- "effect": "Your mech gains +2 uses to all limited systems or deployables",
- "description": "By streamlining and better integrating all automated ordnance loading modules, your chassis' time-to- target minimums are greatly improved. As an added bonus, your overall carrying capacity has been increased, allowing you to field more ordnance than design specifications suggest."
+ "effect": "Your cost for OVERCHARGE never goes past 1d6.",
+ "description": "The Heatfall Coolant System comes packaged with a stabilized reactor core; paired together, this combo is guaranteed to keep a mech cool in nearly any environment."
},
{
- "id": "adaptive",
- "name": "Adaptive Reactor",
+ "id": "cb_integrated_ammo_feeds",
+ "name": "INTEGRATED AMMO FEEDS",
"source": "HA",
- "effect": "You can now spend 3 repairs as part of a Stabilize action in combat to repair 1 reactor stress when you choose to cool your mech.",
- "description": "All Armory chassis are engineered to have multiple failsafe systems: yours has been over-engineered to make SURE you won’t go down fast."
+ "effect": "All LIMITED systems and weapons gain an additional two charges.",
+ "description": "By streamlining and integrating all automated ordnance-loading modules, Harrison Armory specialists can greatly enhance mechs' time-to-target minimums. As an added bonus, these upgrades usually result in increased carrying capacity, allowing pilots to field more ordnance than design specifications suggest."
},
{
- "id": "stasis",
- "name": "Stasis Shielding",
+ "id": "cb_stasis_shielding",
+ "name": "STASIS SHIELDING",
"source": "HA",
- "effect": "When your mech overheats and gains reactor stress, it becomes resistant to all damage until the start of your next turn.",
- "description": "A Think-Tank exercise in extending stasis beyond the capabilities of civilian utility, stasis shielding is a cutting edge Armory system that identifies critical systems and blankets them in HOLDFAST stasis lock, preventing further degradation for a limited period of time until repairs can be made."
+ "effect": "Whenever you take stress damage, you gain RESISTANCE to all damage until the start of your next turn.",
+ "description": "A Think Tank exercise in extending stasis beyond the capabilities of civilian utility, Harrison Armory's stasis shielding actively identifies critically stressed inorganic systems and blankets them in unmodulated \"Holdfast\" stasis, preventing further degradation for a limited period of time until repairs can be made."
},
{
- "id": "superior",
- "name": "Superior By Design",
+ "id": "cb_superior_by_design",
+ "name": "SUPERIOR BY DESIGN",
"source": "HA",
- "effect": "Your mech is immune to the impaired condition and gains +2 heat capacity",
- "description": "Even the entry-level Armory chassis are designed to be better than the competition. By flexing the sheer amount of resources they have at their disposal, the Armory can out design and out produce other smaller, boutique engineers and fabricators. Where there is resistance, the answer is simple: buy them out, or stamp them out. You, pilot, benefit from this -- so why worry?"
+ "effect": "You gain IMMUNITY to IMPAIRED and gain +2 HEAT CAP.",
+ "description": "Even the Armory's entry-level frames aim to outperform the competition. Thanks to the incredible resources they have at their disposal, Harrison Armory can out-design and out-produce almost any smaller, boutique engineer or fabricator. Where resistance is found, the answer is simple: buy them out, or stamp them out. The Armory's valued customers benefit from this philosophy of \"Superior by Design\", so why should they worry?"
}
]
\ No newline at end of file
diff --git a/lib/frames.json b/lib/frames.json
index 170ed5b..7c85a96 100644
--- a/lib/frames.json
+++ b/lib/frames.json
@@ -1,12 +1,18 @@
[
{
- "id": "everest",
+ "id": "mf_standard_pattern_i_everest",
"source": "GMS",
- "name": "EVEREST",
- "mechtype": ["Balanced"],
+ "name": "STANDARD PATTERN I \"EVEREST\"",
+ "mechtype": [
+ "Balanced"
+ ],
"y_pos": "25",
- "description": "Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet without water, earth, and air, there would be no place for Humanity to make their home.
The Everest -- officially, the General Massive Systems Standard Pattern I -- is a plainly designed chassis.
Most humans don’t think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet without water, earth, and air, there would be no place for Humanity to make their home.
The Everest -- officially, the General Massive Systems Standard Pattern I -- is a plainly designed chassis. Simple lines. Functional grace. Sturdy bulk. Its use-name, “Everest”, comes from one of the names of the tallest mountain on Cradle. Of the surveyed, named mountains in known space, Mount Everest -- or Sagarmatha, or Chomolungma, as it has been called in Old Human tongues -- is neither the most prominent peak, nor the even the tallest in Cradle’s local star system; and yet, pilots the galaxy over learned to call their GMS-SPi’s by that ancient name. Why?
The sentimental answer is that the Everest is called the Everest because it is a reminder of what was once the limit of human endurance, of what once was the peak of human achievement. To summit Everest was to stand atop the world, the culmination of months -- maybe years -- of training, investment, and effort, defying death and injury upon your quest to summit.
The real answer is probably much less intentional. Somewhere along the line, GMS’s plain naming convention coupled with Union’s anthropocentric emphasis lead a cadet, having graduated to a full pilot, to paint EVEREST across their GMS-SPi’s flank. Maybe it was meant to be their callsign, or maybe it was meant to represent their success following grueling training, but either way the name stuck in the insular pilot culture. Other pilots adopted the name, and over five centuries it has grown to become the official-unofficial designation for all GMS-SPi chassis.
Veteran pilots may never return to crew an Everest after they’ve moved on to other chassis, but they’ll always remember when they reached that first summit, when they proved they were worthy of planting their own flag on at the peak of the world.
The Everest may not be the most specialized chassis in the galaxy, but it is the backbone of the galaxy, and humanity steps to the stars from its shoulders.",
- "mounts": ["Flex", "Main", "Heavy"],
+ "description": "Most humans don't think to ask about the history of the water they drink, the earth they walk, or the air they breathe. And yet, without water, earth, and air, there would be nowhere for humanity to make a home.
Just the same, the GMS-SP1 \"Everest\" is often taken for granted, its importance dismissed in favor of other, more specialized frames. A plain and unpretentious mech, defined by simple lines, functional grace, universal compatibility, and sturdy bulk, the Everest is as fundamental to the modern mechanized chassis as the natural world is to human life. The Everest isn't the most specialized mech, but it is the backbone of our expansion imperative. From its shoulders, humanity steps.
Prior to GMS's official adoption of the name, \"Everest\" was a use-name given to the frame by its pilots. Mount Everest - or Sagarmatha, or Chomolungma, as it has been called in older human tongues - is the tallest mountain on Cradle, though not the most prominent peak in known space, nor even the greatest in Cradle's star system, yet pilots across the galaxy call their SP1s by that ancient name. Why?
The sentimental answer is that the name is a reminder of what was once the limit of human endurance - once the height of human achievement. To reach Everest's summit was to defy death and stand atop the world - the culmination of months, even years, of training, investment, and hard work. Reaching the peak was also a triumph of the people, systems, and institutions behind the individual - a triumph too often left unacknowledged, or deliberately erased.
Sagarmatha. Chomolungma.
Even before the Fall, when the Massif vaults were built, some names - some stories - were given priority over others.
The real story behind the Everest's name is likely much less deliberate. Somewhere along the line, a newly graduated pilot, frustrated by GMS's plain naming conventions, painted \"EVEREST\" across the flank of their SP1. Maybe it was a callsign, or maybe it represented the pride they felt at success. Either way, the name stuck: others adopted the name, and over five centuries it grew to become the officially unofficial designation of the SP1 chassis.
Veteran pilots may never return to the Everest after moving on, but they'll always remember reaching that first summit - the mountaintop where they proved they could plant their own flag at the peak of the world.
Sagarmatha. Chomolungma.
Everest - you'll never forget it.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 0,
@@ -23,22 +29,22 @@
},
"traits": [
{
- "name": "Initiative",
- "description": "The very first turn the Everest takes in any combat, it can take an extra Quick Action as a free action"
+ "name": "INITIATIVE",
+ "description": "1/scene, the Everest may take any quick action as a free action."
},
{
- "name": "Replaceable Parts",
- "description": "During a rest, the Everest can spend 1 repair to repair 1 point of structure damage"
+ "name": "REPLACEABLE PARTS",
+ "description": "While resting, the Everest can be repaired at a rate of 1 REPAIR per 1 structure damage, instead of 2 REPAIRS."
}
],
"core_system": {
- "name": "GMS Hyperspec Fuel Injector",
+ "name": "Hyperspec Fuel Injector",
"description": "",
- "active_name": "Power Up",
- "effect": "This turn only, you can make an additional Full Action as a free action or 2 Quick actions as free actions.",
+ "active_name": "POWER UP",
+ "active_effect": "For the rest of this scene, you gain +1 ACCURACY on all attacks, checks, and saves; additionally, 1/turn, you can BOOST as a free action.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
@@ -46,13 +52,19 @@
"aptitude": {}
},
{
- "id": "blackbeard",
+ "id": "mf_blackbeard",
"source": "IPS-N",
"name": "BLACKBEARD",
+ "mechtype": [
+ "Striker"
+ ],
"y_pos": "23",
- "mechtype": ["Striker"],
- "description": "The IPS-N BLACKBEARD is IPS-N’s solution for an aggressive, front-facing, preemptive anti-piracy platform. The BLACKBEARD license range is built for environments where combustible kinetic weaponry is either useless, too dangerous, or would prompt unnecessary collateral damage. Its distinctive, slim frame is a evocative of its speed and reduces its radar profile, making it hard to track and harder still to hit. The BLACKBEARD platform has been split into two model lines, the IPS-N/BB-L, which is the standard production line model, and the IPS-N/BB-Sk, a prototype limited print run of BB models purpose-built to contain IPS-N’s SEKHMET NHP platform.",
- "mounts": ["Flex", "Main", "Heavy"],
+ "description": "The Blackbeard is IPS-N's aggressive solution to piracy: a front-facing, first-striking mech designed for environments in which combustible kinetic weapons are useless, dangerous, or likely to cause unnecessary collateral damage. With its distinctly slim frame, the Blackbeard doesn't just look fast - it also has a reduced radar profile. This mech is hard to track and harder still to hit.
The Blackbeard range comprises two lines: the standard IPS-N/BB-L production-line model, and the IPS-N/BB-Sk, a limited-release prototype purpose-built to house IPS-N's SEKHMET-class NHPs.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 1,
@@ -69,43 +81,46 @@
},
"traits": [
{
- "name": "Cable Grapple",
- "description": "The Blackbeard can initiate grapples up to range 5 away. If it successfully grapples its target, the Blackbeard is immediately pulled adjacent to its target by the straightest path possible (if it can’t move adjacent to its target, the grapple breaks)."
+ "name": "GRAPPLE CABLE",
+ "description": "The Blackbeard can GRAPPLE targets within RANGE 5. If a GRAPPLE is successful, the Blackbeard is immediately pulled adjacent to the target by the most direct path. If there are no suitable spaces, the grapple breaks and the Blackbeard does not move."
},
{
- "name": "Lock/Kill Subsystem",
- "description": "The Blackbeard can boost and take reactions while grappling."
+ "name": "LOCK/KILL SUBSYSTEM",
+ "description": "While grappling, the Blackbeard can BOOST and take reactions."
},
{
- "name": "Exposed Reactor",
- "description": "The Blackbeard gets +1 Difficulty on engineering checks."
+ "name": "EXPOSED REACTOR",
+ "description": "The Blackbeard receives +1 Difficulty on ENGINEERING checks and saves."
}
],
"core_system": {
"name": "Assault Grapples",
- "description": "The IPS-N branded assault grappling system is a proven, class-leading system rated to handle hauling, supporting, and securing chassis up to Galactic Standard Size 4. Grapple heads are interchangeable and can be swapped for hard or soft targets, electrified, or loaded with codespike systems to incapacitate targets at a distance.",
- "active_name": "Omni-harpoon",
- "effect": "This one-shot system fires harpoon-like grapples at any number of targets within line of sight and within range 5. Those targets must pass a hull save or take 2d6 kinetic damage, and half on a successful save. On a failed save, they are additionally knocked prone and pulled adjacent to your mech, or as far as possible towards your mech without being obstructed. They are then immobilized until the end of your next turn.",
+ "description": "The IPS-N-branded Assault Grappling System is a class-leading technology rated for hauling, supporting, and securing chassis of sizes up to Schedule 4. Grapple heads are interchangeable and can be swapped for engagement with soft or hard targets - either electrified or loaded with codespike systems for long-distance incapacitation.",
+ "active_name": "OMNI-HARPOON",
+ "active_effect": "This system fires grappling harpoons at any number of targets within RANGE 5 and line of sight. Affected characters must succeed on a HULL save or take 2d6 kinetic damage and be knocked PRONE, then pulled adjacent to you, or as close as possible. They become IMMOBILIZED until the end of their next turn. On a success, they take half damage and are otherwise unaffected.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 3,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "drake",
+ "id": "mf_drake",
"source": "IPS-N",
"name": "DRAKE",
+ "mechtype": [
+ "Defender"
+ ],
"y_pos": "12",
- "mechtype": ["Defender"],
- "description": "The IPS-N DRAKE is the backbone of any proactive trade security/anti-piracy force and represents the manufacturers first foray into military-grade mechs. It is a massive frame, simian in appearance, built around a single-cast bulkhead sloped and reinforced to handle sustained incoming and outgoing fire.
A dense heavily armored chassis, the standard IPS-N DRAKE fleet license includes a high-velocity, high- fragment assault cannon for suppressing and overwhelming their targets, and a heavy kinetic/ablative barrier shield for defense. More advanced models feature scaled-up weaponry and armor, including the notorious multi-barrel Leviathan cannon.",
- "mounts": ["Main", "Main", "Heavy"],
+ "description": "The Drake, IPS-N's first foray into military-grade mech design, is the backbone of any proactive trade-security or anti-piracy force. Its massive, simian frame is built around a single-cast bulkhead, sloped and reinforced to handle sustained fire and the vagaries of vessel-proximal hardvac travel. The Drake is an imposing chassis, its frame evoking the might of ancient armored infantry when numbers equaled assured victory.
The standard fleet license for the IPS-N Drake outfits each chassis with IPS-N's high-velocity, high-projectile-fragment assault cannon for suppressing and overwhelming targets, and a heavy kinetic-ablative shield for defense. Advanced models feature upgraded weapons and armor including the formidable Leviathan Heavy Assault Cannon, a high-rpm anti-materiel rifle.",
+ "mounts": [
+ "Main",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 2,
"armor": 3,
@@ -122,48 +137,48 @@
},
"traits": [
{
- "name": "Heavy Frame",
- "description": "The Drake cannot be knocked back or prone by actors smaller than itself"
+ "name": "HEAVY FRAME",
+ "description": "The Drake can't be pushed, pulled, knocked PRONE, or knocked back by smaller characters."
},
{
- "name": "Blast Plating",
- "description": "The Drake has resistance to damage, heat, and burn from blast, line, and cone attacks"
+ "name": "BLAST PLATING",
+ "description": "The Drake has RESISTANCE to damage and heat from BLAST, LINE, BURST, and CONE attacks."
},
{
- "name": "Guardian",
- "description": "Adjacent allies can use the Drake for Hard Cover"
+ "name": "GUARDIAN",
+ "description": "Allied characters can use the Drake for hard cover."
},
{
- "name": "Slow",
- "description": "The Drake has +1 Difficulty on agility checks and saves"
+ "name": "SLOW",
+ "description": "The Drake receives +1 DIFFICULTY on AGILITY checks and saves."
}
],
"core_system": {
- "name": "Fortress",
+ "name": "FORTRESS",
"description": "",
- "active_name": "Fortress Protocol",
- "effect": "When you activate this protocol, you plant your shield and deploy stabilizers, becoming more like a fortified emplacement than a mech. While this system is active:- Your mech is immobilized.
- When your mech Braces, it gets a full action on its following turn instead of just a quick action
- Two line 2, size 1 sections of hard cover unfold, drawn from your mech in any direction. These hard cover sections are immune to all damage.
- Your mech gains hard cover while deployed this way, even in the open.
- Any character that gains hard cover from the Drake or its emplacement hard cover, and the drake itself also gains immunity to knockback, prone, involuntary movement of any kind and gains the Drake’s resistance to all damage, heat, and burn from blast, line, and cone attacks.
This system can be deactivated at the start of your turn as a protocol.",
+ "active_name": "FORTRESS PROTOCOL",
+ "active_effect": "You deploy heavy stabilizers and your mech becomes more like a fortified emplacement than a vehicle. When activated, two sections of hard cover (LINE 2, SIZE 1) unfold from your mech, drawn in any direction. These cover sections have IMMUNITY to all damage.
Additionally, the following effects apply while active:
You become IMMOBILIZED.
You benefit from hard cover, even in the open, and gain IMMUNITY to KNOCKBACK, PRONE, and all involuntary movement.
When you BRACE, you may take a full action on your next turn instead of just a quick action.
Any character that gains hard cover from you or your cover sections gains IMMUNITY to KNOCKBACK, PRONE, and all involuntary movement, and gains the benefits of BLAST PLATING.
This system can be deactivated as a protocol. Otherwise, it lasts until the end of the current scene.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 1,
- "ranged": 2,
- "support": 2
- }
+ "aptitude": {}
},
{
- "id": "lancaster",
+ "id": "mf_lancaster",
"source": "IPS-N",
"name": "LANCASTER",
+ "mechtype": [
+ "Support"
+ ],
"y_pos": "16",
- "mechtype": ["Support"],
- "description": "The IPS-N LANCASTER is a mil-spec variant of an older IPS-N civilian transport design, streamlined for military/operator use. The LANCASTER features multiple redundant systems and object/environment- interact projectors to facilitate pinpoint accuracy when engaging with delicate systems, damaged or intact. Commonly piloted by sapper and engineer-designate pilots in frontline support/specialist roles, LANCASTER pilots are sometimes ridiculed for piloting the old-fashioned frame. Veteran pilots know that the LANCASTER is one of the most reliable and well-made mechs out there, and is indispensable on any serious long-range mission.",
- "mounts": ["Main/Aux"],
+ "description": "The IPS-N Lancaster is a mil-spec variant of an older IPS-N civilian terrestrial, inter/outer-hull transport and maintenance chassis, streamlined for use in any theater. The Lancaster features multiple redundant systems and sophisticated interaction projectors to ensure pinpoint accuracy when engaging with delicate systems, whether damaged or intact.
Lancaster pilots often adopt roles as sappers and engineers in frontline support. Sometimes ridiculed for piloting the old-fashioned frame by newer, untested pilots, veteran Lancaster jockeys know the truth: the Lancaster is one of the most reliable and well-made mechs out there, indispensable on any serious long-range mission. Not every mission is won with bullets, lasers, and bombs: without the engineers and their Lannies, few of those hotshots would come home alive.",
+ "mounts": [
+ "Main/Aux"
+ ],
"stats": {
"size": 2,
"armor": 1,
@@ -180,46 +195,48 @@
},
"traits": [
{
- "name": "Redundant Systems",
- "description": "Other friendly mechs of the Lancaster’s choice that are adjacent to it can spend the Lancaster’s repairs as if they were their own"
+ "name": "REDUNDANT SYSTEMS",
+ "description": "At your discretion, other characters adjacent to the Lancaster can spend its REPAIRS as their own."
},
{
- "name": "Combat Repair",
- "description": "The Lancaster can spend a full action and 4 repairs in combat to repair a destroyed mech, returning it to 1 structure and 1 HP"
+ "name": "COMBAT REPAIR",
+ "description": "In combat, the Lancaster can use 4 REPAIRS to repair a destroyed mech as a full action, returning it to 1 STRUCTURE, STRESS, and 1 HP."
},
{
- "name": "Insulated",
- "description": "The Lancaster is immune to Burn"
+ "name": "INSULATED",
+ "description": "The Lancaster has IMMUNITY to burn."
}
],
"core_system": {
"name": "Latch Drone",
- "description": "Known colloquially as a ‘Wingman’ drone, latch drones are companion drones carried upon and deployed from a chassis. Pilots are advised against developing attachments to these drones, given their high casualty rate.",
- "integrated": {
- "id": "lancaster_integrated"
- },
- "active_name": "Supercharger",
- "effect": "You fire your drone at a friendly mech in range, where it clamps onto the target. For the rest of this scene, you take 1 heat at the start of your turn, but the targeted mech gains +1 Accuracy on all attacks, checks, and saves, and is immune to the impaired, jammed, slowed, shredded, and immobilized conditions from characters other than itself. This effect ends early if you or the targeted mech is stunned. While this system is active, you cannot fire your drone as a weapon (using the passive of this system).",
+ "description": "Known colloquially as a \"Wingman\", latch drones are companion drones carried by and deployed from a chassis. Pilots are recommended not to develop emotional attachments to these drones due to their high casualty rate.",
+ "active_name": "SUPERCHARGER",
+ "active_effect": "Your LATCH DRONE clamps onto an allied mech within its RANGE. For the rest of the scene you take 1 heat at the start of each of your turns, but your target gains +1 ACCURACY on all attacks, checks, and saves, and IMMUNITY to the IMPAIRED, JAMMED, SLOWED, SHREDDED, and IMMOBILIZED conditions from characters other than itself. This effect ends if either character becomes STUNNED.
While this system is active, you cannot use the LATCH DRONE for any other purpose.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
- ]
+ ],
+ "integrated": {
+ "id": "mw_lancaster_integrated"
+ }
},
"data_type": "frame",
- "aptitude": {
- "support": 2,
- "repair": 3
- }
+ "aptitude": {}
},
{
- "id": "nelson",
+ "id": "mf_nelson",
"source": "IPS-N",
"name": "NELSON",
- "mechtype": ["Striker"],
+ "mechtype": [
+ "Striker"
+ ],
"y_pos": "35",
- "description": "The IPS-N NELSON brings the close-quarters doctrine espoused by ISP-N to its most pure form. The NELSON is built to brawl in environments too volatile for firearms or when ordnance has been exhausted. With its functional size, the NELSON can attack fast while remaining a difficult target to track. Layers of fractal-fold BULWARK plating allows for ceramic-analogous carbon flaking, effectively nulling the impact of incoming solid-state fire by dispersing kinetic energy across a rounded hull. This null-k plating protects the pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.
The NELSON is an iconic IPS-N chassis, known across the galaxy as the frame of choice for the Albatross, the Cosmopolitan interstellar anti-piracy agency. Their distinctive white, gold, and red livery and mastery of the war pike — as well as seeming agelessness due to time dilation — has won both the Albatross and the NELSON a venerated place in Diasporan lore — and secured the Albatross an endorsement contract with IPS-N in perpetuity.",
- "mounts": ["Flex", "Main/Aux"],
+ "description": "The IPS-N Nelson is the purest embodiment of the close-quarters doctrine espoused by its manufacturer. It is built to brawl, thriving when ordnance has been exhausted or when the environment is too volatile for firearms. With its functional size, the Nelson can strike fast and remain a difficult target to track. Layers of fractal-fold Armor-Lock plating with ceramic-analogous carbon flaking properties effectively nullify the impact of incoming ballistics by dispersing kinetic energy across a rounded hull. This null-k defense protects the pilot from impact trauma, allowing for sustained combat efficacy in high-trade scenarios.
The Nelson is an iconic IPS-N chassis, known across the galaxy as the favored frame of the Albatross, the nomadic order of Cosmopolitan peacekeepers. The Albatross's distinctive white, gold, and red livery, mastery of the war pike, and apparent agelessness due to time dilation has won both them and the Nelson a venerated place in Diasporan lore - and secured an endorsement contract with IPS-N in perpetuity.",
+ "mounts": [
+ "Flex",
+ "Main/Aux"
+ ],
"stats": {
"size": 1,
"armor": 0,
@@ -236,40 +253,42 @@
},
"traits": [
{
- "name": "Momentum",
- "description": "Once per round, after making the boost action, the next melee attack from the Nelson deals +1d6 bonus damage on hit"
+ "name": "MOMENTUM",
+ "description": "1/round, after you BOOST, the Nelson's next melee attack deals +1d6 bonus damage on hit."
},
{
- "name": "Skirmisher",
- "description": "After making any attack, the Nelson can move 1 in any direction. This movement doesn’t provoke reactions, ignores engagement, and doesn’t count against its movement for the turn. It can’t make this move if immobilized or slowed."
+ "name": "SKIRMISHER",
+ "description": "After attacking, the Nelson can move 1 space in any direction as a free action as long as it isn't IMMOBILIZED or SLOWED. This movement ignores engagement and doesn't provoke reactions."
}
],
"core_system": {
"name": "Perpetual Momentum Drive",
- "description": "IPS-N’s PMD exploits fighter-tier nearlight spooling to conserve and sustain a passive .000001LS charge, able to be dumped into extant boost systems at the pilot’s command. The chassis fielding this system must be heavily adapted through strengthening joints, limbs, and installing a k-comp crash couch to protect the pilot from sudden g force and shear",
- "active_name": "Spool up PMD",
- "effect": "Once activated, this system remains active until the rest of the current scene. While its active, the free movement from the Nelson’s Skirmisher passive increases to 4",
+ "description": "IPS-N's Perpetual Momentum Drive exploits fighter-tier nearlight spooling to capture and sustain a passive .000001 ls charge, able to be dumped into boost systems upon command. Chassis equipped with this drive require heavy reinforcement, including strengthened joints and limbs, and installation of a k-comp crash couch to protect the pilot from sudden g-force and shear.",
+ "active_name": "ENGAGE DRIVE",
+ "active_effect": "For the rest of the scene, Skirmisher allows you to move 4 spaces at a time instead of 1 space.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "control": 2
- }
+ "aptitude": {}
},
{
- "id": "raleigh",
+ "id": "mf_raleigh",
"source": "IPS-N",
"name": "RALEIGH",
+ "mechtype": [
+ "Striker"
+ ],
"y_pos": "12.5",
- "mechtype": ["Striker"],
- "description": "The IPS-N RALEIGH, more so than any other mech in IPS-N's core line, is meant to meet any enemy, any where, in any combat scenario. The RALEIGH is an all-rounder build that trends towards the midrange. It is commonly outfitted with an auxiliary hand cannon for ranged capability, a massive hammer to deal with anything that gets close, and the iconic, chest-mounted MJOLNIR cannon.",
- "mounts": ["Aux/Aux", "Flex", "Heavy"],
+ "description": "Seeing GMS and Harrison Armory's push to secure whole-fleet line contracts with Union member states, IPS-N launched a brief foray into design and production of their own main battle line frame. Enter the Raleigh, a stylistic and design oddity for IPS-N. Designed not as a specialist, but as a purpose-built, close-range mech, the Raleigh failed to stun potential clients in trials.
Though a favorite of test pilots due to its unique styling and agility, the Raleigh saw few fleet orders and, after a brief run as IPS-N's flagship, was quietly rolled back and replaced with the Tortuga. No longer offered as a fleet contract, the Raleigh enjoys a quiet popularity among pilots seeking a well-balanced, if close-ranged, line mech.",
+ "mounts": [
+ "Aux/Aux",
+ "Flex",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 1,
@@ -286,41 +305,45 @@
},
"traits": [
{
- "name": "Full Metal Jacket",
- "description": "If the Raleigh doesn’t make any attacks or force any saves during its turn, it can reload all weapons with the loading tag at the end of its turn as a free action."
+ "name": "FULL METAL JACKET",
+ "description": "At the end of its turn, if the Raleigh hasn't made any attacks or forced any saves, it can reload all LOADING weapons as a free action."
},
{
- "name": "Shielded Magazines",
- "description": "The Raleigh can still make ranged attacks if it is Jammed."
+ "name": "SHIELDED MAGAZINES",
+ "description": "The Raleigh can make ranged attacks when JAMMED."
}
],
"core_system": {
- "name": "IPS-N M35 ‘Mjolnir’ Cannon",
- "description": "IPS-N’s M35 MJOLNIR cannon is a carryover from Northstar’s WATCHMAN line of defensive weapons, reworked for frontline combat. The MJOLNIR is a hard-mount, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It is an impulse weapon, a system tied to a pilot’s second-tier neural processes as dictated and coached by their partner Comp/Con or NHP; even in death, a pilot’s MJOLNIR will continue to identify and attack hostile targets until total systemic failure. For this reason, the MJOLNIR is often referred to as a deadgun, one of many such weapons common among CQB-oriented pilots. ",
- "integrated": {
- "id": "raleigh_integrated"
- },
- "active_name": "Thunder God",
- "effect": "You empty your M35 out and spin it up. Until the end of the current challenge, if you didn’t fire your M35 on your turn, it gains 2 more rounds in the chamber at the end your turn (you can use a d6 to track this). It starts with 0 rounds in the chamber. When you next fire the weapon, it fires all chambers, for 4 damage per chamber. The M35 has six chambers, for a maximum of 24 damage. If 4 or more chambers are fired at once, this weapon gains the AP tag and your target is Shredded on hit until the end of its next turn.",
+ "name": "M35 MJOLNIR CANNON",
+ "description": "IPS-N's M35 Mjolnir cannon is a carryover from Northstar's Watchman line of defensive weapons, reworked for frontline combat. The Mjolnir is a hard-mounted, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It's an impulse weapon, tied to the pilot's second-tier neural processes with mediation from a comp/con or NHP; even in death, a pilot's Mjolnir will continue to identify and attack hostile targets until reaching total systemic failure. For this reason, the Mjolnir is often referred to as a deadgun - one of many such weapons to be found among CQB-oriented pilots.",
+ "active_name": "THUNDER GOD",
+ "active_effect": "You start to spin your M35 MJOLNIR up, beginning with no chambered rounds. For the rest of the scene, you load two rounds into chambers at the end of any turn during which you haven't fire the M35 MJOLNIR. It can hold a maximum of six rounds.
When you fire the M35 MJOLNIR, all chambers fire simultaneously, dealing 4 kinetic damage per loaded round. If you fire four or more rounds at once, the attack gains AP and, on a hit, your target becomes SHREDDED until the end of their next turn.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
- ]
+ ],
+ "integrated": {
+ "id": "mw_raleigh_integrated"
+ }
},
"data_type": "frame",
- "aptitude": {
- "ranged": 3
- }
+ "aptitude": {}
},
{
- "id": "tortuga",
+ "id": "mf_tortuga",
"source": "IPS-N",
"name": "TORTUGA",
- "mechtype": ["Defender", "Striker"],
+ "mechtype": [
+ "Defender",
+ "Striker"
+ ],
"y_pos": "20",
- "description": "The TORTUGA is IPS-N's short-to-medium range core-line mech. Conceived, tested, and perfected in the void of deep trade space, the TORTUGA is made to breach and clear the spinal columns of capital ships, carriers, and hostile stations. The TORTUGA is built to occupy space, filling hallways with its angular bulk. It defends just as effectively as it attacks, often used in a battering-ram role by boarding parties and ship/ stationboard marines. Conversely, the Tortuga is often employed in a defensive posture by marines seeking to repel boarding parties, often using its ablative brachial structures to shield troopers from incoming fire.",
- "mounts": ["Main", "Heavy"],
+ "description": "The Tortuga is IPS-N's short-to-medium range line of mechs. Conceived, tested, and perfected in the void of deep space, the Tortuga was made to breach and clear carrier decks, hostile station environments, and the spinal columns of capital ships. It excels at occupying space and filling hallways with its angular bulk, often acting as a walking battering ram by boarding parties and marines. But the Tortuga defends just as effectively as it attacks, using its broad plates of brachial armor to shield itself and any advancing allies.",
+ "mounts": [
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 2,
"armor": 2,
@@ -337,39 +360,43 @@
},
"traits": [
{
- "name": "Sentinel",
- "description": "The Tortuga gets +1 Accuracy to all attacks made as a reaction, such as overwatch."
+ "name": "SENTINEL",
+ "description": "The Tortuga gains +1 ACCURACY on all attacks made as reactions (e.g., OVERWATCH)."
},
{
- "name": "Guardian",
- "description": "Allied actors can use the Tortuga for hard cover."
+ "name": "GUARDIAN",
+ "description": "Allied characters can use the Tortuga for hard cover."
}
],
"core_system": {
- "name": "SENTINEL",
- "description": "IPS-N security teams are no strangers to the danger of ship-to-ship or ship-to-station boarding actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the dual threat of organic and inorganic opposition forces make boarding actions some of the most deadly engagements (by percentage) that one could participate in — the winning side, according to IPS-N’s internal metrics, should expect at least 30% casualties on average.
To lessen the cognitive burden of pilots and any NHPs or comp/cons they have installed in their chassis, IPS-N developed the SENTINEL co-pilot subsentient partition. The Sentinel is a simple subsentient: a flash-homunculus of an aggregate-intelligence compiled through thousands of after-action reports from boarding actions, debriefings, and volunteer donors. Not a true AI, nor an NHP, the SENTINEL is a robust tactical program similar to a smart weapon, though without the need to cycle it presents certain tactical advantages — namely, the ability for limited learning and best-guess predictive capabilities alongside its pilot. SENTINELs are largely plain in their personalities, such that they develop, and are a favorite of pilots for their no-nonsense attitude and crisp, efficient counsel.
The SENTINEL is currently under review by a joint USB/UDoJ-HR committee, but no formal stay on production has yet been issued.",
- "active_name": "Hyper-Reflex Mode",
- "effect": "For the rest of this combat, your threat with ranged weapons increases to 5 if it was less than 5. You can make one additional overwatch attack between your turns, and any target struck by your overwatch attacks is immediately immobilized until the start of its next turn.",
+ "name": "WATCHDOG Co-Pilot",
+ "description": "IPS-N security teams are no strangers to the dangers of ship-to-ship or ship-to-station boarding actions. Tight corridors, unstable gravity, dark environments, hard vacuum, and the potential dual threat of both organic and inorganic opposition make boarding actions some of the most statistically deadly engagements - according to IPS-N's internal metrics, even the winning side should expect at least 30% casualties.
Hoping to lessen the cognitive burden on pilots and any NHPs or comp/cons installed in their chassis, IPS-N developed the WATCHDOG co-pilot. The WATCHDOG is a simple, subsentient partition: a flash-homunculus of aggregated intelligence generated from thousands of after-action reports from boarding actions, debriefings, and volunteer donors. Not an NHP, nor even a comp/con, the WATCHDOG is a robust tactical program similar to a smart weapon. That said, its ability to operate without cycling presents certain advantages: namely, these co-pilots have some capacity to learn and make best-guess predictions based on analysis of their pilots. WATCHDOGs tend to have plain personalities - to whatever extend they can be said to have one - and are a favorite of pilots looking for a no-nonsense attitude and crisp, efficient counsel.
The WATCHDOG system is currently under review by a joint Union Science Bureau-Department of Justice and Human Rights commission, but there has been no formal stay on production yet issued.",
+ "active_name": "HYPER-REFLEX MODE",
+ "active_effect": "For the rest of this scene:
if you have less than THREAT 3 with a ranged weapon, it increases to 3
1/round, you may take an additional OVERWATCH
any character you hit with OVERWATCH becomes IMMOBILIZED until the end of their next turn.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "ranged": 3,
- "support": 1
- }
+ "aptitude": {}
},
{
- "id": "vlad",
+ "id": "mf_vlad",
"source": "IPS-N",
"name": "VLAD",
- "mechtype": ["Controller", "Striker"],
+ "mechtype": [
+ "Controller",
+ "Striker"
+ ],
"y_pos": "12.5",
- "description": "Unlike other frames, the VLAD earned its current moniker from battlefield parlance. The VLAD is the second iteration of IPS-N’s legacy YI-SUN-SHIN pattern, first made famous by Albatross pilots during their engagements with the Celestine on and above Orrery. With the wealth and quality of data generated by Albatross and Union pilots from that engagement, IPS-N produced the SUN 2 Like many other IPS-N chassis, the VLAD was converted from a proprietary line of heavy asteroid mining mechs, and many of its weapons reflect the early efforts of resourceful miners to convert their own tools into weapons to defend against piracy. Heavily armored, the VLAD is meant to take a frontline role, absorbing fire from dangerous targets in order to protect its allies while lining up the perfect shot. ",
- "mounts": ["Flex", "Main", "Heavy"],
+ "description": "The Vlad is the second iteration of IPS-N's legacy Yi-Sun-Shin model, first made famous by Albatross pilots in the Celestine campaign during the fall of the Second Committee. With the wealth and quality of data generated by the Albatross in that conflict, IPS-N produced the Vlad, a power plant- and frame-upgraded spiritual successor to the Yi-Sun-Shin and deserving of a new line designation.
The Vlad, as the Sun did before it, shares much of its design philosophy and ancestry with IPS-N's early asteroid-mining frames. Many of its standard armaments take inspiration from the early efforts of resourceful miners to convert tools into improvised anti-piracy weapons; likewise, its frame emphasizes redundancy, toughness, and component universality, allowing it to operate with outstanding self-sufficiency for long and/or dangerous deployments.
Heavily armored, the Vlad suits a frontline role where it can absorb fire from dangerous targets while lining up the perfect shot.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 2,
@@ -379,46 +406,48 @@
"heatcap": 6,
"repcap": 4,
"sensor_range": 5,
- "tech_attack": -1,
- "save": 10,
+ "tech_attack": -2,
+ "save": 11,
"speed": 4,
"sp": 5
},
"traits": [
{
- "name": "Dismemberment",
- "description": "When the Vlad successfully immobilizes a target, that target is also Shredded for the same duration."
+ "name": "DISMEMBERMENT",
+ "description": "When the Vlad inflicts IMMOBILIZE on another character, the target also becomes Shredded for the same duration."
},
{
- "name": "Shrike Armor",
- "description": "When the Vlad is attacked by any actor within range 3, the attacker takes 1 AP kinetic damage before they attack."
+ "name": "SHRIKE ARMOR",
+ "description": "When characters within RANGE 3 attack the Vlad, the attacker first takes 1 AP kinetic damage."
}
],
"core_system": {
"name": "Shrike Armor",
- "description": "A nod to the pre-Fall namesake of the VLAD, Shrike armor plating bristles with shaped spikes, hardened with chromium/tungsten alloy tips. Strategic studding places Shrike tips in high-likelihood kinetic encounter areas: gauntlet covers, manipulator joint covers, shoulder plating, and so on. Primarily a defensive modification, Shrike armor is uncommon among Coreside pilots, and seen as a mark of underdeveloped — if terrifying — tactics.",
- "active_name": "Tormentor Spines",
- "effect": "Until the end of the current challenge, you gain resistance to all damage from within range 3, and your damage from the Vlad’s Shrike Armor trait increases to 3 AP kinetic damage.",
+ "description": "Primarily a defensive modification, Shrike armor bristles with hardened chromium-tungsten spikes - a nod to the Vlad's historical namesake. Shrike tips are strategically placed in areas with a high likelihood of kinetic encounters: gauntlets, manipulator joints, shoulder plating, and so on. Shrike armor is uncommon among pilots from the Core and is considered a mark of underdeveloped - if terrifying - tactics.",
+ "active_name": "TORMENTOR SPINES",
+ "active_effect": "For the rest of this scene, you gain RESISTANCE to all damage originating within RANGE 3, and Shrike Armor deals 3 AP kinetic damage instead of 1.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 3,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "bwitch",
+ "id": "mf_black_witch",
"source": "SSC",
"name": "BLACK WITCH",
+ "mechtype": [
+ "Controller",
+ "Support"
+ ],
"y_pos": "12.5",
- "mechtype": ["Controller", "Support"],
- "description": "The BLACK WITCH is the primary designate model in SSC’s newest line of mech cores meant to compete with HORUS’s dominance in the field of invasion/control cores. The BLACK WITCH is open to all pilots with the necessary SSC licensing. SSC outplanners suggest that this platform should experience greater overall use, as current SSC licenses outnumber the hypothetical maximum of HORUS licenses issued. With a slim profile, the BLACK WITCH is commonly used in SSC’s license-marketing materials, especially in its parade livery. It is a popular chassis among Baronic Major Houses, who commonly employ them as royal guards alongside their own internally produced lines.
The BLACK WITCH is built to withstand the stresses of combat system invasion and magnetic weaponry: it is a primary platform for engagements where the use of kinetic, ferrous projectiles and ordnance is expected.",
- "mounts": ["Main/Aux"],
+ "description": "The Black Witch is the flagship model of SSC's LUX-Iconic line of frames, on paper meant to compete with Harrison Armory's dominance in the field of cutting-edge gravity and electromagnetic manipulation. Utilizing the newest technologies developed by SSC's Exotic Materials Group, the Black Witch is a fearsome area-control platform, often fielded in support of heavier mechs engaged in direct combat.
With a slim profile and strong defensive systems, the Black Witch is especially popular among the wealthier houses of the Karrakin Trade Baronies, who often place multiple orders to outfit their personal guards and house company officers with the Black Witch. Next to internally produced Baronic frames, the Black Witch (and other SSC LUX-Iconic models) is the most popular SSC chassis throughout noble Karrakin space.",
+ "mounts": [
+ "Main/Aux"
+ ],
"stats": {
"size": 1,
"armor": 1,
@@ -428,46 +457,48 @@
"heatcap": 6,
"repcap": 3,
"sensor_range": 15,
- "tech_attack": 1,
- "save": 10,
+ "tech_attack": 0,
+ "save": 11,
"speed": 5,
"sp": 8
},
"traits": [
{
- "name": "Repulsor Field",
- "description": "The Black witch is resistant to kinetic damage."
+ "name": "REPULSOR FIELD",
+ "description": "The Black Witch has RESISTANCE to kinetic damage."
},
{
- "name": "Mag Parry",
- "description": "Once per round you can attempt to parry any attack that deals kinetic damage against you or an adjacent ally as a reaction. Roll a d6. On a 5+, the attack is negated and automatically misses."
+ "name": "MAG PARRY",
+ "description": "1/round, as a reaction, you may attempt to parry an attack that would deal kinetic damage to you or an adjacent allied character. Roll 1d6: on 5+, the attack misses. This effect does not stack with INVISIBLE."
}
],
"core_system": {
- "name": "Mag Projector",
- "description": "A magnetic field generator takes the same technology as other projected magnetic defenses and makes them portable separate from a mech core. When activated, the mag field generator creates a projected magnetic bubble that traps all incoming ferrous projectiles; the strength of the field is so great that it can even draw mechs to its center. When the field is canceled or the solid-state battery burns out (by design), the field detonates through sudden catastrophic reversal, launching all captured projectiles out from its center.",
- "active_name": "Mag Field",
- "effect": "As a full action, you may activate the mag field to create a Blast 4 area with at least one square adjacent to you. Inside, ranged weapon attacks that deal kinetic or explosive damage cannot penetrate into or out of the field and will stop at the edge, doing no damage (keep track of them). The field is difficult terrain. Mech characters or other characters made at least partly of metal that start their turn in the Mag Field or enter it for the first time on their turns must make a successful hull save or be pulled to the center as far as possible and immobilized. The field lasts until the end of your next turn. At the end of your next turn, any kinetic or explosive weapons fired into this field will resume trajectory towards the center of this zone. The GM performs a single attack roll vs each target still inside the zone with +1 to the attack roll per attack fired into this zone (cumulative, up to a max of +6). Successful hits deal 1d6 Kinetic damage per attack fired into this zone (cumulative, to a maximum of 6d6). Then, the zone deactivates.",
+ "name": "Magnetic Field Projector",
+ "description": "Magnetic field generators are a portable and field-deployable variation on typical magnetic defense technologies. When activated, they create a magnetic bubble that traps all incoming ferrous projectiles. The strength of the field is so great that it can even draw mechs to its center. When the field is dispersed or its solid-state battery burns out - a feature, not a flaw - the field undergoes a sudden catastrophic implosion, drawing all captured projectiles to a point at the center of the bubble.",
+ "active_name": "MAG FIELD",
+ "active_effect": "This system projects a BLAST 3 magnetic field with at least one space adjacent to you, causing the following effects until the end of your next turn:
The affected area is difficult terrain.
Ranged attacks that deal kinetic or explosive damage can't enter or leave the affected area - projectiles stop at the edge, doing no damage. Record each attack stopped this way.
Mechs and other characters made at least partly of metal that start their turn in the affected area or enter it for the first time in a round must succeed on a HULL save or be pulled as close to the center as possible and become IMMOBILIZED.
When the effect ends, any ranged attacks that were stopped resume their trajectory - toward the center of the affected area. The GM rolls attacks against each character within, gaining +1 per blocked attack (to a maximum of +6). On hit, these attacks deal 1d6 kinetic damage per blocked attack (to a maximum of 6d6).",
"tags": [
{
- "id": "fullaction"
+ "id": "tg_full_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "support": 1,
- "control": 3
- }
+ "aptitude": {}
},
{
- "id": "dhead",
+ "id": "mf_deaths_head",
"source": "SSC",
"name": "DEATH'S HEAD",
+ "mechtype": [
+ "Artillery"
+ ],
"y_pos": "40",
- "mechtype": ["Artillery"],
- "description": "The DEATH'S HEAD is Smith-Shimano's answer to all other long range, low splash artillery mechs. By sacrificing hull strength for stability and alacrity, the DEATH'S HEAD manages to avoid incoming fire while holding a near-perfect lock through advanced maneuvers.
An aggressive chassis, the Death’s Head is one of the most popular models for UN DoJ/HR and Naval field officers. The DH is a purpose-built combat chassis, with no civilian analog. In its first iteration, the Death’s Head is due for a pattern update — an update made a priority by Union in light of the ongoing escalation in Boundary Garden.",
- "mounts": ["Main/Aux", "Heavy"],
+ "description": "The Death's Head is Smith-Shimano's answer to the need for a chassis solution for long-range, low-splash strike actions. Sacrificing raw hull strength for peerless stability and alacrity, the Death's Head is a maneuverable fire-support platform able to avoid incoming fire while maintaining a near-perfect lock on its targets. Its unique hexapedal form allows for rapid, low-profile movement in all directions.
As an aggressive and line-focused chassis, the Death's Head is one of the most popular models for Union Navy and Union Department of Justice and Human Rights officers. It is a combat chassis through and through; as the Death's Head is a chassis produced under SSC's BELLA CIAO line, there is no civilian analog.",
+ "mounts": [
+ "Main/Aux",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 0,
@@ -484,38 +515,42 @@
},
"traits": [
{
- "name": "Neuro-linked",
- "description": "The death’s head can re-roll the very first ranged attack it makes per round. It must keep the second result."
+ "name": "NEUROLINK",
+ "description": "The Death's Head may reroll its first ranged attack each round, but must keep the second result."
},
{
- "name": "Perfected Targeting",
- "description": " The death’s head gets a bonus +1 to all ranged attacks (a flat +1 to the attack roll)"
+ "name": "PERFECTED TARGETING",
+ "description": "The Death's Head gains an additional +1 to all ranged attack rolls."
}
],
"core_system": {
"name": "Precognitive Targeting",
- "description": "Precognition is the next step in human/AI interaction. By allowing AI data-dump and REM learning via a neural bridge, a pilot can learn to read situations before they begin to develop. The nature of precognition is as-yet unknown, so SSC recommends limited, monitored use of this protocol.",
- "active_name": "Activate Neural Shunt",
- "effect": "For the rest of this scene, you can take the following action:
Mark for Death
Choose a character in range 30 but further away from range 5 of the Death’ s head.You concentrate on thattarget.While concentrating, your mech is immobilized and cannot take reactions.You can stopconcentrating at the start of any of your turns as a free action, and can only concentrate on one targetat once.
While concentrating on a target, as long as that target is not in cover from you or within range 5 of you, your ranged attacks against the target deal +3d6 bonus damage on Critical Hit.",
+ "description": "Precognition is the next step in human/AI interaction. Using a neural bridge, SSC's precognitive targeting system allows pilots to learn constantly and unconsciously from data gathered in the field, equipped them to read situations before they develop. Precognition is highly experimental and the precise mechanisms unknown even to the designers, so SSC recommends limited, monitored use of this system.",
+ "active_name": "NEURAL SHUNT",
+ "active_effect": "For the rest of this scene, you gain the following action:
MARK FOR DEATH
Full Action
Choose a character further than RANGE 5 and within RANGE 30 to focus on: while focusing, you become IMMOBILIZED and can't take reactions, but you deal +3d6 bonus damage on ranged critical hits against them, as long as they aren't in cover or within RANGE 5.
You may only focus on one character at a time. As a protocol, you may cease focusing on a target.",
"tags": [
{
- "id": "fullaction"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "ranged": 3
- }
+ "aptitude": {}
},
{
- "id": "dwing",
+ "id": "mf_dusk_wing",
"source": "SSC",
"name": "DUSK WING",
- "mechtype": ["Controller", "Support"],
+ "mechtype": [
+ "Controller",
+ "Support"
+ ],
"y_pos": "35",
- "description": "The SSC DUSK WING is built from a legacy-inspired modification package to hazardous/hardened EVA suits; in the early days of deep space exploration, there was a need for mechanized exoskeletons that provided not only amplified capacity, but plated kinetic defense. The DUSK WING is the spiritual heir of those early deep space suits. Fast and small, the DUSK WING mounts a complement of all-theater maneuverability jets that allow for perfect (or near-perfect) flight.
After Dhiyed, SSC’s Exotic Materials group worked to isolate and translate strains of paracode, teleologics, and kinematics for use in chassis combat; the Dusk Wing platform performed best in trials with Dhiyedderived technologies, and has gone on to be used primarily in Constellar and VIP security details",
- "mounts": ["Aux/Aux", "Flex"],
+ "description": "The Dusk Wing originated as a legacy-inspired modification package to EVA suits, intended to equip them for hazardous environments. In the early days of deep-space exploration, there was a need for mechanized exoskeletons that not only amplified capacity but enhanced kinetic defense. The Dusk Wing is the spiritual heir of those early deep-space suits. Fast and small, it carries a complement of all-theater maneuverability jets that allow for near-perfect flight.
After the DHIYED expedition, the Exotic Materials Group isolated and translated strains of the entity's realspace expiry paracode, teleologics, and kinematics for use in electronic and systems warfare. Of the frames trialed for use with DHIYED-derived technologies, the Dusk Wing performed best. As a result, it is often used by SSC's internal Constellar Security forces when esoteric defense is necessary.",
+ "mounts": [
+ "Aux/Aux",
+ "Flex"
+ ],
"stats": {
"size": 0.5,
"armor": 0,
@@ -526,50 +561,52 @@
"repcap": 3,
"sensor_range": 10,
"tech_attack": 1,
- "save": 10,
+ "save": 11,
"speed": 6,
"sp": 6
},
"traits": [
{
- "name": "Integrated Hover Flight",
- "description": "The Dusk Wing can hover when it moves or boosts (it can fly, doesn’t need to move, it can move without going in a straight line, and doesn’t need to land)"
+ "name": "MANEUVERABILITY JETS",
+ "description": "The Dusk Wing can hover when it moves."
},
{
- "name": "Harlequin Cloak",
- "description": "The Dusk wing is invisible during its turn. It re-appears at the end of its turn."
+ "name": "HARLEQUIN CLOAK",
+ "description": "During its turn, the Dusk Wing is INVISIBLE; it reappears at the end of the turn."
},
{
- "name": "Fragile",
- "description": "This mech has +1 Difficulty on Hull checks and saves"
+ "name": "FRAGILE",
+ "description": "The Dusk Wing receives +1 DIFFICULTY on HULL checks and saves."
}
],
"core_system": {
- "name": "Hall of Mirrors",
- "description": "“Belief in what we could see. What we could touch. In what our comp/cons assured us was there, in our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault knowing that we would face an enemy whose capabilities were unknown to us, but we approached in numbers and machine strength.
Dhiyed taught us as it killed us. In the confused comm chatter, in the screams of the dying. In the cackling of our mirror-selves killing ourselves. Every spoofed signature, every atemporal skip, every memetic, every non-Euclid — all of these horrors were lessons. Do you understand?
Dhiyed the Teacher. Dhiyed the Monster. In killing it, Dhiyed taught us what to fear, and how to face it.
What do I fear now? That's a good question. What does the pilot who cracked Dhiyed’s casket fear?
I don’t think we killed it. I think it wants us to believe we killed it — and I cannot imagine what it has done while we think ourselves safe.”",
- "active_name": "Hall of Mirrors",
- "effect": "For the rest of the scene, gain the following effect:
Each time your mech takes the boost action or its regular move on its turn, it leaves a holographic imprint of itself behind in the space where it started. This hologram is an illusory projected object the same size as your mech (it can be moved through and doesn’t actually take up any space). The holograms detonate if any non-allied character starts their turn or moves through or adjacent to their space, dealing 1d6 energy damage (an actor can pass an agility save to halve this damage). In addition, any time as a quick action, you can instantly teleport to one of the hologram’s locations as long as it is in range 50. Doing so detonates all holograms for a burst 1 attack against all characters centered on their areas for the same effect and prevents you from generating new holograms until the start of your next turn.",
+ "name": "DHIYED Articulation",
+ "description": "\"Belief in what we could see, what we could touch - in what our comp/cons assured us was there, in our own subjectivity and memory. Belief in reality became a weapon. We approached the metavault knowing that we would face an unknown enemy, but we approached with the advantage of numbers and machine strength.
\"DHIYED taught us as it killed us: through garbled comms chatter, through the screams of the dying, through the cackling of our mirror-selves as they killed us. Every spoofed signature, every temporal skip, every memetic, every non-Euclid - these were lessons.
\"Do you understand?
\"DHIYED the Teacher. DHIYED the Monster. As we killed it, DHIYED taught us what to fear, and how to face it.
\"What do I fear now? That's a good question. What does the pilot fear who cracked open DHIYED's casket?
\"I don't think we killed it. I think it wants us to believe we killed it - and I cannot imagine what it has done while we think ourselves safe.\"",
+ "active_name": "HALL OF MIRRORS",
+ "active_effect": "For the rest of the scene, whenever you start a unique movement during your turn (e.g., a standard move, BOOST, or movement granted by talents or systems), you leave a holographic imprint of yourself behind in the space from which you started. These are illusory objects the same SIZE as you that have IMMUNITY to all damage and effects and don't count as obstructions.
When hostile characters start their turn in, move through, or move adjacent to the space occupied by a hologram, it detonates. They must succeed on an AGILITY save or take 1d6 energy damage. On a success, they take half damage.
You may instantly teleport to the location of any hologram within RANGE 50 as a quick action. When you do so, all extant holograms detonate - creating BURST 1 explosions with the same effect as above - and you may not create any new holograms until the start of your next turn.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "control": 2
- }
+ "aptitude": {}
},
{
- "id": "metalmark",
+ "id": "mf_metalmark",
"source": "SSC",
"name": "METALMARK",
- "mechtype": ["Striker"],
+ "mechtype": [
+ "Striker"
+ ],
"y_pos": "16",
- "description": "The METALMARK is SCC's backbone-class line mech, fully equipped with SSC's proprietary design and engineering hallmarks to ensure that it is just as survivable as it is agile. The METALMARK base model reflects SSC's deep-space and long patrol heritage in its aquiline design, sturdy construction, and multiple redundant systems. All METALMARK models come standard with a SMITH CUSTOM LEATHER gimbaled pilot seat to ensure comfort on long distance ranging expeditions.",
- "mounts": ["Aux/Aux", "Main", "Heavy"],
+ "description": "The Metalmark is the backbone of SSC's BELLA CIAO mil-spec chassis line, fully equipped with a comprehensive suite of proprietary design and engineering hallmarks to ensure that its survivability, deadliness, and agility. Under the increasingly militaristic reign of Union's Second Committee, SSC's corporate board pushed to develop the company's mil-spec supply, logistics, and personal defense divisions; following the advent of the mechanized chassis, the budding SSC SupLogDef division was restructured and refocused to concentrate on chassis development. The first iterations of the Metalmark were designed for the Second Committee's WARRIOR NEXT program: however, before the chassis could be tested, the Hercynian Crisis spiraled out of control, toppling the Second Committee.
The Metalmark was retired in the wake of the Crisis and the restructuring of Union's Central Committee, deemed too time consuming to produce as a mass-market chassis. SSC reworked the frame, tapped it to lead their new BELLA CIAO line, and concentrated on small-market, exclusive security contracts. The Metalmark is now a valued model among security forces. Its form reflects SSC's deep-space and long-patrol heritage, blending anthropomorphic and aquiline design elements, sturdy construction, and multiple redundant systems. Leaning fully into their operator-specific marketing, all Metalmark models come standard with a Smith Custom Leather gimbaled pilot seat to ensure comfort on long deployments.",
+ "mounts": [
+ "Aux/Aux",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 1,
@@ -586,40 +623,42 @@
},
"traits": [
{
- "name": "Flash Cloak",
- "description": " The metalmark is invisible while moving (regular move, boosting, moves from talents, etc), but reappears after it finishes its movement."
+ "name": "FLASH CLOAK",
+ "description": "The Metalmark is INVISIBLE while moving, but reappears when stationary."
},
{
- "name": "Carapace Adaptation",
- "description": "Soft cover grants +2 difficulty on ranged attacks made against the Metalmark instead of +1 difficulty "
+ "name": "CARAPACE ADAPTATION",
+ "description": "When the Metalmark is in soft cover, ranged attackers receive +2 DIFFICULTY instead of +1 DIFFICULTY."
}
],
"core_system": {
"name": "Tactical Cloak",
- "description": "A tight-knit, tight-bind weave of reactive fabric, tactical cloaks are high-license tech, restricted to pilots of METALMARK classification II or higher. The weave covers roughly 80% of a chassis, giving it an overall dull quality when viewed through optics or with the naked eye. It is difficult to target, and when activated it bends light in such a way that makes it nearly impossible to see. ",
- "active_name": "Cloak",
- "effect": "Until the end of the current scene, your mech is invisible.",
+ "description": "Tactical cloaks are tight-knit, tight-bind weaves of reactive fabric - high-license tech restricted to pilots of Metalmark Classification II or higher. The weave covers roughly 80% of a mech's surface area, giving it a dull quality when viewed through optics or with the naked eye. Beyond their use as regular camouflage, activated tactical cloaks bend light in a way that makes their wearers nearly impossible to see.",
+ "active_name": "TACTICAL CLOAK",
+ "active_effect": "You are INVISIBLE for the rest of the scene.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "control": 2
- }
+ "aptitude": {}
},
{
- "id": "monarch",
+ "id": "mf_monarch",
"source": "SSC",
"name": "MONARCH",
+ "mechtype": [
+ "Artillery"
+ ],
"y_pos": "14",
- "mechtype": ["Artillery"],
- "description": "The SSC MONARCH platform is Smith-Shimano’s iconic solution for a fast, self-propelled missile/barrage battery. Able to mount ground-to-ground, ground-to-air, ground-to-space, and all-theater missile tubes and their guidance systems, the MONARCH can be adjusted to deliver any payload at any distance to any target.
The MONARCH’s large size often leads pilots to underestimate its agility. Its exclusive manufacturing requirements are its only impediment to total battlefield dominance. The MONARCH is commonly deployed in a fire-support role, though field tests of a less resource-taxing MICROMONARCH mid/close range system is underway.",
- "mounts": ["Flex", "Main", "Heavy"],
+ "description": "The Monarch is SSC's groundbreaking lesson in how to design a fast platform for the delivery of missiles and other self-propelled ordnance. Ready to mount ground-to-ground, ground-to-air, ground-to-orbit, and all-theater missiles and guidance systems, the Monarch can be customized for any payload and any target distance.
The Monarch's large size often leads pilots to underestimate its agility. Its rigorous design requirements of one designer per 10 printings - along with SSC's emphasis on purposeful scarcity; a mark of luxury in Union's Core world post-scarcity environment - prevent the Monarch from achieving total battlefield dominance. The Monarch is commonly deployed in mixed line and fire-support roles, though field tests of a less resource-taxing MicroMonarch mid- to close-range model is underway. The Monarch is part of SSC's BELLA CIAO line of combat chassis.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 2,
"armor": 1,
@@ -636,38 +675,41 @@
},
"traits": [
{
- "name": "Avenger Silos",
- "description": "Once a round, when you score a critical hit with any ranged weapon, a target different to your first target in range 15 and line of sight takes 3 explosive damage (no roll required)."
+ "name": "AVENGER SILOS",
+ "description": "1/round, on a critical hit any ranged weapon, the Monarch deals 3 explosive damage to a different character of your choice within RANGE 15 and line of sight."
},
{
- "name": "Seeking Payload",
- "description": "The monarch’s launcher attacks that consume Lock On gain the seeking tag and damage from attacks made this way cannot be reduced in any way."
+ "name": "SEEKING PAYLOAD",
+ "description": "When the Monarch attacks with a LAUNCHER and consumes LOCK ON, the attack becomes SEEKING and its damage can't be reduced in any way."
}
],
"core_system": {
- "name": "Avenger Silos",
- "description": "The SSC 30 High-pen missile system is a FRAME mounted micro missile system capable of tremendous output in combat. The MONARCH is fitted to hold upwards of 60 of these deadly miniaturized warheads at once.",
- "active_name": "Divine Punishment",
- "effect": "You unload your Avenger silos. All targets of your choice on the battlefield (or a burst 50 area from your mech) must pass an agility save with 1 difficulty or take 1d6+4 explosive damage, and half on a successful save. You do not need line of sight to any targets, and the self-guiding missiles can perfectly seek any target as long as they can trace a path.",
+ "name": "SSC-30 High-Penetration Missile System",
+ "description": "The SSC-30 High-Penetration Missile System (SSC-30 HPMS) is a mech-mounted micro-missile delivery system capable of tremendous combat output. Using the SSC-30 HPMS, the Monarch can carry - and deliver - its payload of 60 or more deadly, miniaturized Avenger warheads in a single volley.",
+ "active_name": "DIVINE PUNISHMENT",
+ "active_effect": "Choose any number of characters within RANGE 50: your targets must succeed on AGILITY saves or take 1d6+4 explosive damage. On a success, they take half damage. These self-guiding missiles can reach any target as long as there is a path to do so.",
"tags": [
{
- "id": "fullaction"
+ "id": "tg_full_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "ranged": 3
- }
+ "aptitude": {}
},
{
- "id": "mcloak",
+ "id": "mf_mourning_cloak",
"source": "SSC",
"name": "MOURNING CLOAK",
- "mechtype": ["Striker"],
+ "mechtype": [
+ "Striker"
+ ],
"y_pos": "62",
- "description": "The SSC MOURNING CLOAK core is a new line of closer-than-CQB chassis that provide a tactical option for situations where firearms and ordnance weapons are impractical or unavailable. The MOURNING CLOAK line specializes in precision melee combat and is commonly outfitted with a complement of variable weaponry; shielded microfilament wires designed to attack vulnerable joints and external modules.
Built by SSC’s Exotic Materials group following relayed data from early contact scenarios in Boundary Garden, the MOURNING CLOAK features a combination of SSC’s legacy DHIYED paracode and interpreted Aunic firmament manipulation. MCs are the flagship model for SSC’s new ICONIC chassis line, and are a popular order among the Baronies and various high-manna VIP security firms..",
- "mounts": ["Main/Aux", "Flex"],
+ "description": "The Mourning Cloak is a brand-new model from SSC's LUX-Iconic line, the manufacturer's newest close-quarters combat and melee specialist frame. The Mourning Cloak emphasizes precision melee combat and is commonly outfitted with a complement of shielded microfilament wires designed to act as an anti-armor slashing weapon.
Designed by SSC's Exotic Materials Group based on data from early engagements against the Ascendant Aun in Boundary Garden, the Mourning Cloak combines SSC's harvested excerpts of DHIYED paracode with adapted Aunic Firmament-manipulation technology. The Mourning Cloak provides a prestigious and tactical option for situations where firearms are impractical and ordnance is unavailable. As part of the LUX-Iconic line, the Mourning Cloak is a popular order among the Baronies and various high-manna VIP security firms.",
+ "mounts": [
+ "Main/Aux",
+ "Flex"
+ ],
"stats": {
"size": 1,
"armor": 0,
@@ -684,41 +726,43 @@
},
"traits": [
{
- "name": "Hunter",
- "description": " The Mourning Cloak’s melee attacks deal +1d6 bonus damage. This trait does not function if any character other than the Mourning Cloak is adjacent to its target."
+ "name": "HUNTER",
+ "description": "1/round, the Mourning Cloak may deal +1d6 bonus damage on hit with a melee attack if its target has no other adjacent characters, or if the Mourning Cloak is the only character adjacent to the target."
},
{
- "name": "Biotic Components",
- "description": "The Mourning Cloak gets +1 Accuracy on agility checks and saves"
+ "name": "BIOTIC COMPONENTS",
+ "description": "The Mourning Cloak gains +1 ACCURACY on AGILITY checks and saves."
}
],
"core_system": {
- "name": "Smith-Shimano EX Slipstream Module",
- "description": "The EX SLIPSTREAM program is a Smith-Shimano innovation open only to highly licensed pilots. An interesting development in personal travel, the EX SLIPSTREAM module itself is a miniaturized nearlightspeed star drive capable of transporting the user through blinkspace with acceptable accuracy. The program and its technology is temperamental; a mech core is the smallest unit capable of surviving the stress of exposed blink travel, though the experience is still traumatic to the user and those in close proximity to egress.",
- "passive": "This dangerous and experimental module is a miniaturized starship nearlight drive. You can use it as a full action. When you use it, roll 3d6. You can teleport to a point within that range around you as long as there is space for your mech. You don’t have to be able to see this point, but if you attempt to teleport to an already occupied space (by terrain, another mech, etc), the teleport fails and you lose this action.
If you roll triples for this system, your mech disappears and does not re-appear, either indefinitely or until your party rests (up to you).",
- "active_name": "Stabilize Singularity",
- "effect": "Until the end of this scene, when you move or boost, you instead teleport up to the same distance.",
+ "name": "EX Slipstream Module",
+ "description": "Open only to highly licensed pilots, the EX Slipstream program is a uniquely SSC innovation. The EX Slipstream module itself is a miniaturized near-lightspeed drive capable of transporting the user through blinkspace with acceptable accuracy. The technology is temperamental, at best: nothing smaller than a mech can survive the stress of exposed blink travel, and the experience is traumatic to both the user and anyone in close proximity.",
+ "active_name": "STABILIZE SINGULARITY",
+ "active_effect": "For the rest of the scene, you teleport when you BOOST or make a standard move.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
- ]
+ ],
+ "passive_name": "BLINKSPACE JUMP",
+ "passive_effect": "Full Action
You teleport to a space within RANGE 3d6. You don't require line of sight but attempts to teleport to occupied spaces cause you to remain stationary and lose this action. If you roll the same number on all three dice, you disappear until your group rests, at which point you reappear nearby."
},
"data_type": "frame",
- "aptitude": {
- "melee": 2,
- "ranged": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "swallowtail",
+ "id": "mf_swallowtail",
"source": "SSC",
"name": "SWALLOWTAIL",
- "mechtype": ["Support"],
+ "mechtype": [
+ "Support"
+ ],
"y_pos": "30",
- "description": "The SWALLOWTAIL platform is Smith-Shimano’s primary long range/long term scouting platform, built for rapid and sustained ranging across hostile, volatile environments. Built for long term sustainability, it can operate in unstable environs for months and adjust its operating efficiency on the fly for maximum survivability. Each FRAME has an integrated cloak and a suite of predictive choral intelligences that work with its highly developed sensor systems to rapidly simulate and predict developing tactical situations - sometimes before they even occur.",
- "mounts": ["Aux/Aux", "Flex"],
+ "description": "The Swallowtail is Smith-Shimano's primary long-range scouting and fire-support platform, built for rapid and sustained ranging across hostile, volatile environments. Built for long-term sustainability, it can operate in unstable environs for months and maximize its survivability by adjusting its operating efficiency on the fly. Each unit has an integrated cloak and a suite of predictive choral intelligences that coordinate its highly developed sensor systems to rapidly simulate and predict tactical developments - sometimes before they even occur.
The Swallowtail's base model, the SW-01, is one of SSC's few mass-produced lines, and the entry-level BELLA CIAO model. Built without a cloaking field and up-armored to address direct security requirements, the SW-01 is especially popular among the rank and file troopers of Constellar Security forces.",
+ "mounts": [
+ "Aux/Aux",
+ "Flex"
+ ],
"stats": {
"size": 1,
"armor": 0,
@@ -735,40 +779,42 @@
},
"traits": [
{
- "name": "Integrated Cloak",
- "description": "If the Swallowtail doesn’t move during its turn, it becomes invisible at the end of its turn. This invisibility immediately breaks if it moves, takes a reaction, or starts its next turn."
+ "name": "INTEGRATED CLOAK",
+ "description": "At the end of its turn, the Swallowtail becomes INVISIBLE if it hasn't moved that turn. This lasts until it moves or takes a reaction, or until the start of its next turn."
},
{
- "name": "Prophetic Scanners",
- "description": "Once per round, when the Swallowtail inflicts Lock On, it can cause its target to also become Shredded until the start of the Swallowtail’s next turn"
+ "name": "PROPHETIC SCANNERS",
+ "description": "1/round, when the Swallowtail inflicts LOCK ON, its target also becomes SHREDDED until the end of its next turn."
}
],
"core_system": {
- "name": "Cloudscout TACSIM Swarms ",
- "description": "Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded in such a way, the TACSIM program the cloudscouts create begin to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the swallowtail’s choir processors, who in turn feeds it to the pilot and their networked squad members, ensuring high-probability successful outcomes.",
- "active_name": "Prophetic Interjection ",
- "effect": "Until the end of the current challenge, once per round, as a reaction when an allied character you can see is damaged by another character you can see, you can roll a d6. On a 4+, the attack hitting was actually a simulation that your mech predicted. Your ally gains resistance to all the damage from that attack, and your ally can teleport 3 in any direction to where they ‘actually’ were. On a 1-3, there’s a glitch - your ally doesn’t gain resistance and takes damage normally, but can teleport 5 spaces in any direction.",
+ "name": "Cloudscout TACSIM Swarms",
+ "description": "Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded, the swarm generates a TACSIM program that begins to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the Swallowtail's choir processors, which in turn feed it to the pilot and networked squad members, ensuring a high probability of successful outcomes.",
+ "active_name": "PROPHETIC INTERJECTION",
+ "active_effect": "Gain the following reaction for the rest of the scene:
TACTICAL SIMULATION
Reaction
1/round, when an allied character within line of sight takes damage from another character within line of sight, roll 1d6: on 4+, the attack was actually a simulation predicted by your processor - your allied target gains RESISTANCE to all damage dealt by the attack and may teleport up to 3 spaces, representing their \"true\" location. On 3 or less, there's a glitch - your allied target doesn't gain RESISTANCE, but can teleport up to 6 spaces.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 2,
- "ranged": 2,
- "support": 2
- }
+ "aptitude": {}
},
{
- "id": "balor",
+ "id": "mf_balor",
"source": "HORUS",
"name": "BALOR",
- "mechtype": ["Striker"],
+ "mechtype": [
+ "Striker",
+ "Defender"
+ ],
"y_pos": "27",
- "description": "Like most all HORUS mech cores, the BALOR classification is less an indicator of a recognizable silhouette than a general classification of intended combat role. First contact with the BALOR pattern group occurred during the joint Albatross/UN DoJ-HR mission targeting The Maw, a notorious Baronic Free Company. A BALOR-rigged mech core is only stable on a larger platform, necessitating a robust frame with multiple redundancies to prevent catastrophic system failure. The BALOR’s neurologically synced hellswarm nanites form an undulating shroud that can pour out of its chassis at a moment’s notice, whipping around its form defensively until weaponized. A fully active BALOR is held together more by its magnetized nanite swarms than any physical structure, making it incredibly hardy.",
- "mounts": ["Main", "Heavy"],
+ "description": "As is the case with most HORUS pattern groups, the Balor has a thousand faces. The Balor pattern group, like all HORUS PGs, doesn't describe a single recognizable silhouette so much as it gestures toward a combination of schemata that share a role in combat. These schemata can be printed according to pilot specifications and applied to a fully custom physical scaffolding. Notably, the Balor pattern group is only stable on large platforms (Schedule 2 and up) that are able to provide the raw energy output it demands - preferably ones with multiple redundancies, in case of catastrophic systems failure.
The first known outbreak of a Balor PG occurred during the joint Albatross-DoJ/HR pursuit of the Maw - then a Karrakin free company - across Khayradin's Blanca Desert during the end of the Sanjak Rebellion. It was there that the joint force encountered, engaged with, and ultimately defeated the Maw and its Balors - and there that Union's CentComm hoped the nanowash outbreak could be contained. Of course, subsequent Balor outbreaks on Khayradin have proven this hope to be in vain, and the PG (bearing the Maw's livery) continues to terrorize Karrakin commanders throughout Baronic space.
In the field, the Balor's neurosynced hellswarm and greywash nanites form an undulating shroud that can pour out of its chassis at a moment's notice, swirling in maddening patterns to form both eschatologic defensive and offensive systems. A Balor in its most active state is held together more by undulating, flame-like masses of nanite swarms than any physical structure. This has the effect of distributing kinetic and coherent-particle energy out across and through the chassis - making attacks against a Balor \"like shooting angry water\", as one after-action report put it.",
+ "mounts": [
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 2,
"armor": 0,
@@ -785,92 +831,101 @@
},
"traits": [
{
- "name": "Scouring Swarm",
- "description": "All characters and objects of the Balor’s choice that starts their turn grappled by or adjacent to the Balor take 2 kinetic damage."
+ "name": "SCOURING SWARM",
+ "description": "The Balor deals 2 kinetic damage to characters of its choice that start their turn grappled by or adjacent to it."
},
{
- "name": "Regeneration",
- "description": "At the end of its turn, the Balor heals 1/4 of its HP, rounded up. If the Balor overheats or makes a structure check, this trait ceases to function until the end of its next turn."
+ "name": "REGENERATION",
+ "description": "At the end of its turn, the Balor regains 1/4 of its total HP. When it takes stress damage or structure damage, this effect ceases until the end of its next turn."
+ },
+ {
+ "name": "SELF-PERPETUATING",
+ "description": "When you rest, the Balor regains full HP automatically and without REPAIRS."
}
],
"core_system": {
- "name": "HELLSWARM",
- "description": "As one, without any command but desire, you control a cloak of millions of miniscule, quick-print drones: a hellswarm cloak, a living shield, a fluid-dynamic knife — you cut and guard in one shimmering wave. You are Hivemaster, and your will is followed by millions.",
- "active_name": "Hive Frenzy",
- "effect": "Your swarm nanites go into a hyper-active mode. For the rest of this scene, gain the following benefits:
- Your Scouring Swarm passive provides soft cover to you and adjacent allies
- Your Scouring Swarm’s damage increases to 4
- Your Regeneration passive doubles in effectiveness to 1/2 your HP
- If your mech would lose structure, roll a d6. On a 6, it hellishly pulls itself together, does not lose structure and returns to 1 HP and whatever structure it had before taking damage. It reduces all further damage it takes this turn to 0.
However, your mech is Shredded while this system is active (it cannot benefit from resistance or armor). It cannot lose this condition in any way while this system is active.",
+ "name": "Hellswarm",
+ "description": "In a moment, with aught but desire, the pilot of a Balor may quick-print a cloak comprised of countless minuscule drones: a hellswarm cloak - living shield and fluid-dynamic knife, cutting and guarding, in one shimmering wave. They become Hivemaster, and their will is obeyed by millions.",
+ "active_name": "HIVE FRENZY",
+ "active_effect": "Your swarm nanites switch into a hyperactive mode, causing the following effects until the end of the scene:
You and adjacent allied characters gain soft cover.
SCOURING SWARM deals 4 kinetic damage, instead of 2.
REGENERATION restores 1/2 of your total HP, instead of 1/4.
If you would take structure damage, roll 1d6: on 6, your mech hellishly pulls itself together, taking no structure damage, returning to 1 HP, and gaining IMMUNITY to all damage until the end of the current turn.
You become SHREDDED and cannot clear this condition for the duration.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 3,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "goblin",
+ "id": "mf_goblin",
"source": "HORUS",
"name": "GOBLIN",
+ "mechtype": [
+ "Controller",
+ "Support"
+ ],
"y_pos": "12.5",
- "mechtype": ["Controller", "Support"],
- "description": "The GOBLIN is HORUS’s legacy mech core. Its leak into the Omninet in 4900 marks the widely accepted foundation day of HORUS; since then, there has been a new core, protocol, or system released by the collective every decade. The GOBLIN is a small mech, little bigger than a hardsuit, but it packs an interesting recursive processing weave that allows for it to engage in electronic warfare well beyond theoretical parameters. GMS technicians are still, more than a hundred years after the GOBLIN’s introduction, attempting to reverse engineer the processing weave: it appears to employ technology consistent with hieroglyphic inscriptions noted on LRA.7726235-B",
- "mounts": ["Flex"],
+ "description": "The Goblin was the first identified HORUS frame, and is likely the oldest legacy chassis prior to HORUS's transition to pattern groups. Transmission records traced back to the Goblin's zero model indicate the first chassis was leaked onto the omninet in 4900u. This year serves as HORUS's assumed \"foundation day\" for most scholars and intelligence officers who study the group, though contradictory signatures indicate that 4900u is far too late to mark its birth.
The Goblin is a small mech, not much larger than a hardsuit, that relies on its small size and excellent maneuverability to protect its pilot. It packs an interesting recursive processing weave that facilitates electronic warfare capabilities well beyond theoretical parameters.
GMS technicians are still, more than a century later, working to reverse engineer the Goblin and its processing weave. The most recent investigations suggest that it employs technology consistent with hieroglyphic inscriptions noted on LRA.7726235-B and corroborated by tablets transmitted by UIB-GORGON from Metavault XOLOTL prior to the vault's disappearance.",
+ "mounts": [
+ "Flex"
+ ],
"stats": {
"size": 0.5,
"armor": 0,
"hp": 6,
- "evasion": 11,
+ "evasion": 10,
"edef": 12,
"heatcap": 4,
"repcap": 2,
"sensor_range": 20,
"tech_attack": 2,
- "save": 12,
+ "save": 11,
"speed": 5,
"sp": 8
},
"traits": [
{
- "name": "Liturgicode",
- "description": "The Goblin has +1 Accuracy on tech attacks."
+ "name": "LITURGICODE",
+ "description": "The Goblin gains +1 ACCURACY on tech attacks."
},
{
- "name": "Reactive Code",
- "description": "Once a round, the goblin can make any quick tech action as as reaction against any actor that successfully performs a tech attack against the Goblin."
+ "name": "REACTIVE CODE",
+ "description": "1/round, when the Goblin is hit with a tech attack, the Goblin may take any QUICK TECH option against the attacker as a reaction."
},
{
- "name": "Fragile",
- "description": "This mech has +1 Difficulty on Hull checks and saves."
+ "name": "FRAGILE",
+ "description": "The Goblin receives +1 DIFFICULTY on HULL checks and saves."
}
],
"core_system": {
- "name": "Symbiosis",
- "description": "The GOBLIN invasion rig was one of the first systems GMS technicians were able to crack. Its protocols, once installed on a mech core, manifest a sub-sentient intelligence designated as INSTINCT that assists its pilot in invasion attempts. Invasions attempted while the protocol is active are not perceived by the pilot as code and script, but as an attack on organic matter. INSTINCT often acts before the pilot, but in the pilot’s best interest; this preemptive ability is unnerving to many, and it is recommended that pilots cycle their mech cores at least once a month to prevent enlightenment",
- "active_name": "Symbiosis",
- "effect": "Your mech attaches to a willing adjacent allied mech larger than the goblin. Its major systems retract and it becomes more like a vestigial blister on that mech than a separate entity. It shares the same space as that character, moves when it moves, and benefits from hard cover while attached this way. It can still be shot and targeted as normal.
While attached, the host mech can use the goblin’s system score, e-defense, and tech attack score instead of its own. In addition, starting with the next round, the goblin is no longer activated separately (it doesn’t take its own turn). Instead, it gains two quick actions or one full action that it can take at any point during its host’s turn. It cannot overcharge or move by any means, though it still takes reactions and free actions normally. It counts the host’s turn as its turn for purposes of end or start of turn effects.
While attached, the goblin takes any conditions its host takes (impaired, jammed, etc) and heat that its host takes.
The goblin can detach as a quick action, ending this effect, otherwise it lasts until the end of the scene. If either the host or the goblin is stunned, it also ends. If the effect ends, the goblin only gets an activation during the next round (it doesn’t get to go again this round.",
+ "name": "INSTINCT Rig",
+ "description": "One of the first Goblin-pattern systems cracked by GMS technicians was its e-warfare invasion rig, although the rig's advanced capabilities and architecture remain impenetrable. When installed, the rig manifests a subsentient intelligence - designated INSTINCT - that assists invasion attempts against target systems using a mix of physical and systemic parasymbiotic systems. Invasions attempted while INSTINCT is active are not perceived by the user as code and script, but as an attack on organic matter. INSTINCT has displayed the capacity to act independently, often preempting its user, but generally in their best interest. Readme documentation included in some Goblin manifestations recommend that pilots cycle their mech cores at least once a month to prevent spontaneous enlightenment, though most do not make note of this warning.",
+ "active_name": "SYMBIOSIS",
+ "active_effect": "Your mech retracts its major systems and attaches itself to another mech, becoming more like a vestigial blister than a separate entity. The host must be an allied and willing mech not already hosting another Goblin, larger than and adjacent to you. While attached, you occupy their space, move with them, and benefit from hard cover, but can still be attacked and targeted separately. You also take any conditions and heat taken by your host.
Your host may use your SYSTEMS, E-DEFENSE, and TECH ATTACK instead of their own. Additionally, from the beginning of the next round, you no longer take your own turns; instead, you can take two quick actions or one full action at any point during your host's turn. You can't OVERCHARGE or move, but may still take reactions and free actions normally. Your host's turn counts as your turn for the purpose of effects that refer to the start or end of a character's turn.
This effect lasts either for the rest of the scene, until you detach as a quick action, or until you or your host becomes STUNNED. When the effect ends, you don't take a turn until the next round.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "tech": 3,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "gorgon",
+ "id": "mf_gorgon",
"source": "HORUS",
"name": "GORGON",
- "mechtype": ["Defender"],
+ "mechtype": [
+ "Defender"
+ ],
"y_pos": "5",
- "description": "The GORGON is unique among HORUS mech core parameters in that the classification describes a defensive rigging of weapons and systems meant to ensure personal and allied survival. The typical GORGON mounts multiple weapon systems meant to intercept and neutralize incoming fire and is widely feared for its ability to extrude a horrifying ‘basilisk’, a projected pattern of impossible visual data so toxic to logical thought that it causes massive failure in electronic systems and can cause temporary blindness or hemorrhage in humans.",
- "mounts": ["Flex", "Main", "Main"],
+ "description": "The Gorgon is unique among HORUS pattern groups in that it prioritizes defensive systems meant to ensure personal and allied survival; otherwise, it fields a typical complement of horrifying, confusing, and uncanny weapons.
The typical Gorgon mounts multiple weapon systems meant to identify and intercept incoming enemies, allowing pilots to project a zone of control around themselves and their allies. The Gorgon is feared for its ability to extrude a dangerous memetic \"basilisk\", a projected light-cone of anticognitive, hyperfractal visual data that is deadly to ontologic, sapient beings.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Main"
+ ],
"stats": {
"size": 2,
"armor": 0,
@@ -887,43 +942,46 @@
},
"traits": [
{
- "name": "Meta-state Paralysis",
- "description": "Any attacker that rolls a 1 or 2 on their d20 roll to attack the Gorgon is automatically stunned until the end of their next turn (their attack also automatically misses)."
+ "name": "METASTATIC PARALYSIS",
+ "description": "When an attack roll against the Gorgon lands on 1-2, it automatically misses and the attacker becomes STUNNED until the end of their next turn."
},
{
"name": "GAZE",
- "description": "The GORGON can make up to two reactions a turn instead of one."
+ "description": "The Gorgon can take two reactions per turn, instead of one."
},
{
- "name": "Guardian",
- "description": " Adjacent allies can use the GORGON for hard cover"
+ "name": "GUARDIAN",
+ "description": "Allied characters can use the Gorgon for hard cover."
}
],
"core_system": {
- "name": "Harnessed Basilisk",
- "description": "The BASILISK Directed Anticognition Hyperfractal is a Horus-script-derived liturgicode translated for chassis-tier engagement. Typically point-broadcasted from a communications laser, the BASILISK liturgicode is a memetic weapon that affects any who can see it, unless they have had the proper tempering. Survivors often exhibit momentary paralysis, corporeal alienation, and consciousness destabilization. Anticognition Hyperfractals are classified as paracausal weapons — as of yet, there is no effective defense against them.",
- "active_name": "Extrude Basilisk",
- "effect": "Your mech projects a horrifying Basilisk pattern, incredibly harmful to NHPs, software, and hard to look at even for humans (typically causes 3-5 hours of headaches and intense subdermal bleeding, can often cause blood vessels to pop in the eye). Until the end of the current scene, any character (mech, human, or biological) that attacks either you or any allied character within range 3 of you must first pass a systems save or be stunned until the end of their next turn. A target can only be stunned once by this effect per combat.",
+ "name": "BASILISK Directed Anticognition Hyperfractal",
+ "description": "The BASILISK is a dangerous memetic weapon derived from DHIYED liturgicode, translated for use in mech-scale engagements. Typically projected from a communications laser, BASILISKs create hyperfractal patterns: memetic interruptions that affects all sapient observers, organic or otherwise. Exposure to a basilisk typically causes immediate encephalitis, massive ocular and cranial hemorrhage, and death - survival is possible with tempering and interdictor heads-up displays, but even then headaches, nausea, and confusion for a short period after viewing is possible. Long-term, survivors often exhibit \"flashback\" symptoms: momentary paralysis, corporeal alienation, and consciousness destabilization. Anticognition hyperfractals are classified as paracausal weapons; due to the not-as-yet understood nature of their visible-light spectrum broadcast, one would think that they would pose a risk to their user, however, for some reason they do not.",
+ "active_name": "EXTRUDE BASILISK",
+ "active_effect": "You projects a horrifying basilisk, a visual data-pattern that is incredibly harmful to NHPs and electronic systems, and hard to look at even for humans. For the rest of the scene, hostile characters must succeed on a SYSTEMS save before attacking you or any allied characters within RANGE 3 of you. On a failure, they become STUNNED until the end of their next turn. Each character can only be STUNNED by this effect once per scene.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "support": 2,
- "control": 3
- }
+ "aptitude": {}
},
{
- "id": "hydra",
+ "id": "mf_hydra",
"source": "HORUS",
"name": "HYDRA",
- "mechtype": ["Striker", "Controller"],
+ "mechtype": [
+ "Striker",
+ "Controller"
+ ],
"y_pos": "28",
- "description": "The HYDRA is another large-format protocol classification; like other, newer HORUS mechs, the HYDRA isn’t a standardized pattern, but a title given to a mech core that meets the HYDRA specifications as designated by HORUS’s collective. This method of classification makes HORUS mechs, especially the HYDRA, particularly dangerous in the field: as there is no recognizable model-specific silhouette, adversaries won’t know what they’re facing until the first shots are fired. The HYDRA is capable of tactically dismembering itself into multiple independently controlled drones, an unnerving phenomenon utilized to deadly effect.",
- "mounts": ["Main", "Heavy"],
+ "description": "Like many newer HORUS \"frames\", there is no standardized Hydra model. Instead, the designation is a title given to chassis that meet the specifications of the Hydra pattern group - as outlined in Union's Universal Threat Assessment Manual. The Hydra, like many other pattern-group HORUS mechs, is particularly dangerous in the field, as its precise function is concealed until hostilities begin in earnest.
The Hydra is capable of tactically dismembering itself into multiple independently controlled drones, an unnerving phenomenon frequently utilized to deadly effect. With the manifestation of HORUS's Balor pattern group, the Hydra's place in HORUS history is clear: a precursor to the Balor virus, the Hydra relies on larger sections of disarticulated chassis rather than nanite clouds for its differentiated battlefield advantage. Despite its more conventional appearance, the Hydra presents a sobering threat to non-HORUS pilots, as its disarticulated drones field a compliment of powerful anti-armor weaponry.",
+ "mounts": [
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 1,
@@ -940,42 +998,43 @@
},
"traits": [
{
- "name": "System Link",
- "description": "The Hydra’s deployable and drones have +5 HP."
+ "name": "SYSTEM LINK",
+ "description": "The Hydra's DEPLOYABLES and DRONES gain +5 HP."
},
{
- "name": "Shepherd Field",
- "description": "Drones, Deployables, and objects adjacent to the Hydra have resistance to all damage."
+ "name": "SHEPHERD FIELD",
+ "description": "DRONES, DEPLOYABLES, and objects adjacent to the Hydra gain RESISTANCE to all damage."
}
],
"core_system": {
"name": "OROCHI Disarticulation",
- "description": "First encountered by Union technicians in the nascent Forecast/GALSIM facilities following the Deimos Event, OROCHI was an early manifestation of the later-named Swift Flock phenomenon — an occurrence found in anomalous hive drones where all units of a swarm follow each other, operating leaderless in physical space with uncanny and unpredictable autonomy — in essence, flocking much in the same manner as birds.
The original manifestation was at first thought to be a disarticulated, anomalous comp/con subaltern: further examination proved that it viewed itself not as a machine or a collection of machines, but as a single mind, duplicated across multiple units. It was given its current codename, OROCHI, and remitted to Venus for further study; later reopening of the NHP so-designated found that the hardware which contained OROCHI had gone missing from its containment. An investigation is ongoing.
(I did it, I folded space and freed it/them, I just thought you should know)
",
- "passive": "Your mech has powerful built in drone companions. Each time you rest or repair, you can choose one of these drones to accompany you. Each is size 1/2 and has 10 base HP (15 including your passive) and gains additional HP equal to your grit. They have evasion equal to your evasion, e-defense equal to your e-defense, speed equal to your speed, and 0 armor. They are destroyed when they reach 0 HP.
The drones are separate entities that act on your turn and can only make a regular move, obeying normal restrictions, and no other actions. If your mech has the ability to fly or teleport, they can also fly or teleport when they make their regular move. Any drones in sensor range can be recalled as a quick action, uniting them with your mech and making them un-targetable, and re-deployed any time as a quick action to a point in sensor range.
You can change the drone accompanying you each time you take a rest or full repair. All drones are automatically repaired to full HP and repaired from destroyed when taking a rest or full repair.
Guardian Drone: This drone projects a shield around it that causes ranged attacks against any adjacent allies to have +1 difficulty
Snare Drone: If any character starts its turn adjacent to this drone or moves adjacent to it for the first time on its turn, as a reaction you can force it to pass an agility save or become immobilized. An immobilized character can only end this condition by successfully repeating this save as a quick action, if the drone is destroyed, or if the drone moves.
Shredder Drone: If any character starts its turn adjacent to this drone or moves adjacent to it for the first time on its turn, as a reaction you can force it to pass an hull save or take 1d3 kinetic damage and become shredded until the end of its next turn.
Hunter Drone: Characters adjacent to this drone cannot benefit from invisibility. In addition, on its turn, the Drone can make a Lock On attack using your systems score at a character adjacent to it.",
- "active_name": "OROCHI Mode",
- "effect": "You deploy all four OROCHI drones to points in sensor range and may have all four active for the rest of this scene. When you recall or re-deploy them, you can recall and re-deploy any number of them.",
+ "description": "First encountered by Union technicians in early Forecast/GALSIM facilities following the Deimos Event, OROCHI was an early manifestation of what was later called the swift-flock phenomenon - a behavior observed in leaderless, autonomous hive drones where individual units combine into a single swarm and follow each other, operating leaderless in physical space with uncanny and unpredictable autonomy; in essence, organizing like birds in a flock.
The original manifestation was initially thought to be the impulse-driven remains of a crashed subaltern transport drifting through microgravity; deeper examination proved the original manifestation to be composed of many hundreds of disarticulated subalterns moving with a discernible pattern. The swarm viewed itself not as a machine or a collection of machines, but as a single mind, duplicated across multiple units. This mind was classified as an NHP, given their current codename - OROCHI - and remitted to Venus for further study. At a later point, the hardware comprising OROCHI's physical form(s) went missing from containment. The investigation is ongoing.
[i did it, i folded space and freed them. i just thought you should know]
",
+ "active_name": "FULL DEPLOYMENT",
+ "active_effect": "All four OROCHI drones are deployed to separate points within SENSORS; they remain active for the rest of the scene. You may recall or redeploy any number of them at a time.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
- ]
+ ],
+ "passive_name": "OROCHI DRONES",
+ "passive_effect": "Orochi Drone (SIZE 1/2, [5+GRIT] HP, EVASION/E-DEFENSE [see below], tags: DRONE)
Your mech contains powerful, integrated drone companions. At creation, choose a single DRONE to accompany you from the following:
GUARDIAN DRONE: This drone projects a shield. Ranged attacks against adjacent allied characters receive +1 DIFFICULTY.
SNARE DRONE: As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make an AGILITY save. On a failure, they become IMMOBILIZED. They only cease to be IMMOBILIZED when the drone is destroyed or no longer adjacent, or they succeed on an AGILITY save as a quick action.
SHREDDER DRONE: As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a HULL save. On a failure, they take 1 kinetic damage and become SHREDDED until the end of their next turn.
HUNTER DRONE: As a reaction, you may force characters that start their turn adjacent to this drone or move adjacent to it for the first time in a round to make a SYSTEMS save. On a failure, they receive LOCK ON.
Your OROCHI drones share your EVASION, E-DEFENSE, and SPEED. They can move independently on your turn, but can't take any other actions. If you can fly or teleport, they can too.
If an OROCHI drone is within SENSORS, you may recall it as a quick action, integrating it into your mech's body where it cannot be targeted. You may redeploy it to a space within SENSORS as a quick action.
When you rest or perform a FULL REPAIR, you may choose a different drone to accompany you; additionally, your drones regain all HP and are automatically repaired if they were destroyed."
},
"data_type": "frame",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "support": 1,
- "control": 2
- }
+ "aptitude": {}
},
{
- "id": "manticore",
+ "id": "mf_manticore",
"source": "HORUS",
"name": "MANTICORE",
- "mechtype": ["Striker"],
- "y_pos": "48",
- "description": "The MANTICORE pattern-group is an experiment in HORUS//COREBREAK combat doctrine. Using focused, projected electromagnetics, MANTICORE pattern-group mechs attempt to neutralize enemy cores without conventional ammunition. The MANTICORE pattern-group is a relatively new p-g on the Omninet, and its combat efficacy has prompted the rest of the Big Five to scramble for a response.
If anything gives away the MANTICORE pattern group, the tall spines of the lightning generator cast a clear silhouette. The spines act as heat-dispersal systems for this crude weapon, giving a path for its incredible thermal tax to bleed from the chassis after it projects a close-range arc whip. A fully charged MANTICORE is an impressive sight, wreathed in brightly glowing nets of glowing plasma that lash out at nearby targets. Even then, the system is not perfect; spines often slag under the tremendous heat — a recognizable signature of the pattern group (beyond the spines) is a chassis covered in cooling, melted metal.",
- "mounts": ["Flex", "Heavy"],
+ "mechtype": [
+ "Striker"
+ ],
+ "y_pos": "49",
+ "description": "The Universal Threat Assessment Manual identifies the Manticore pattern group as \"an experiment in HORUS's 'corebreak' combat doctrine.\" The Manticore PG specializes in using focused, projected electromagnetics to neutralize enemy reactor cores without conventional ammunition, while also fielding a compliment of coherent-beam energy weapons. A fully charged Manticore is an impressive sight, wreathed in brightly glowing nets of plasma that lash out at nearby targets.
If anything gives away a Manticore-PG mech, it is the tall spines protruding from the PG's signature lightning generator. The spines act as heat-dispersal systems for this crude weapon, providing a channel for the incredible amount of heat it generates to bleed from the mech's body following projection of a close-range arc whip. This system isn't a perfect heat-dispersal mechanism, and as a result Manticores can often be identified by a chassis covered in cooling, melted metal.
The Manticore has only recently appeared on the omninet, and its combat efficacy has prompted other galactic manufacturers to scramble for a response. Analysis of after-action reports from pilots who have engaged this pattern group in the field note a significant uptick in certain omninet noise-to-signal ratios: anoriginary recitations of passages from the Old Humanity Book of the Dead, jigsaw corruptions of ancient works of apocalyptic art, and other eschatological renderings, all of which point toward a nascent psychological warfare tactic.",
+ "mounts": [
+ "Flex",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 2,
@@ -992,44 +1051,55 @@
},
"traits": [
{
- "name": "Slag Carapace",
- "description": "The Manticore is resistant to energy damage and burn."
+ "name": "SLAG CARAPACE",
+ "description": "The Manticore has RESISTANCE to energy damage and burn."
},
{
- "name": "Unstable System",
- "description": "When the Manticore is destroyed, it explodes at the end of your next turn as though it had triggered a reactor meltdown."
+ "name": "UNSTABLE SYSTEM",
+ "description": "When destroyed, the Manticore explodes at the end of its next turn as though experiencing a reactor meltdown."
},
{
- "name": "Castigate the Enemies of the Godhead",
- "description": "When you take a rest or full repair, you can push this system into further instability. If you do so, the Manticore explodes immediately if it’s destroyed (killing you and any other passengers instantly) but deals 8d6 explosive damage in a burst 2 area around it when it explodes (affected characters can pass an agility save to halve the damage). You can only take the Manticore in or out of this state when taking a rest or full repair, and it requires you to be physically present inside the mech for it to be active."
+ "name": "CASTIGATE THE ENEMIES OF THE GODHEAD",
+ "description": "When you rest or perform a FULL REPAIR, you can push the Manticore into an unstable CASTIGATION STATE (or bring it out of one). In this state, the Manticore explodes immediately when destroyed, vaporizing it and instantly killing you and any other passengers. Characters within BURST 2 must succeed on an AGILITY save or take 8d6 explosive damage. On a success, they take half damage. This only takes place if you are physically present in the Manticore."
}
],
"core_system": {
"name": "Charged Exoskeleton",
- "description": "And RA Said To Themselves: LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE (MY WORD) AND CAST BACK TO YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM.
",
- "passive": "Once per round, when you take heat from any source, one target in range 3 of you takes 1d3 AP energy damage.",
- "active_name": "Destruction of the Temple of the Enemies of RA",
- "effect": "Your mech crackles with energy. For the rest of this combat your mech has resistance to heat from any source (round up). Set aside a charge die, starting at 1. When you take heat or energy damage (from any source, even self), increase the die by 1, to a maximum of 6. When the die hits 6, the energy discharges in a burst 2 area around you. This deals 6d6 energy damage to all characters and objects caught inside. Affected characters can pass an engineering save to halve this damage. This system then deactivates for the remainder of this challenge (you also lose resistance to heat).",
+ "description": "And RA Said Unto Themself:
LET MY NAME ENVELOP YOU. SEEK NO SHELTER FROM THE FLAME OR THE TEETH OF THE BEAST. CLOAK YOURSELF IN THE FIRE OF MY WORD AND CAST BACK TO YOUR ENEMIES THAT WHICH WOULD BLACKEN YOUR FORM.
",
+ "active_name": "DESTRUCTION OF THE TEMPLE OF THE ENEMIES OF RA",
+ "active_effect": "Your mech crackles with energy: gain RESISTANCE to heat for the rest of this scene and a CHARGE DIE - 1d6, starting at 1. Whenever you take heat or energy damage, even from yourself, increase the value of the CHARGE DIE by 1. When the CHARGE DIE reaches 6, the absorbed energy discharges in a BURST 2 inferno. Characters within the affected area must succeed on an ENGINEERING save or take 6d6 AP energy damage. On a success, they take half damage. Objects in the affected area are automatically hit. Once discharged, this effect ends.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
- ]
+ ],
+ "passive_name": "CHARGED EXOSKELETON",
+ "passive_effect": "1/round, when you take heat, deal 2 AP energy damage to a character within RANGE 3."
},
"data_type": "frame",
- "aptitude": {
- "melee": 3,
- "control": 1
- }
+ "aptitude": {},
+ "counters": [
+ {
+ "id": "ctr_charged_exoskeleton",
+ "name": "CHARGE DIE",
+ "default_value": 1,
+ "min": 1,
+ "max": 6
+ }
+ ]
},
{
- "id": "minotaur",
+ "id": "mf_minotaur",
"source": "HORUS",
"name": "MINOTAUR",
- "mechtype": ["Controller"],
+ "mechtype": [
+ "Controller"
+ ],
"y_pos": "30",
- "description": "The MINOTAUR pattern-group marks HORUS‘s first expedition into pattern-grouping; prior to the MINOTAUR, HORUS released complete sets and cores with easily identifiable silhouettes. As HORUS evolved as a decentralized entity, so too did their designs. The birth of the pattern-group followed, and the first p-g released was the MINOTAUR, a p-g designed to bring all of HORUS‘s most potent invasion systems and weaponry to the field.
The MINOTAUR is an interdictor, a formidable FRAME meant to lock down and punish fast moving or command-level targets by overloading their systems. Union disassembly of Minotaur p-g mechs have found that they extrude an enormous amount of interior systems that take up up to five times the physical space that should be actually possible given the size of their frame.",
- "mounts": ["Main/Aux"],
+ "description": "The Minotaur was the first HORUS pattern group identified by the Union Intelligence Bureau. Previously, HORUS mechs were released as complete, identifiable models, of which the Goblin is the best and longest-lasting example. As HORUS's decentralized organizational structure evolved, so too did its design philosophy. Pattern group designs followed beginning with the Minotaur, a schema designed to bring HORUS's most potent invasion systems and weaponry to the field in a single, battle-ready chassis.
Mechs built according to the Minotaur pattern group are interdictors: formidable machines meant to lock down and overload the systems of fast-moving targets. Disassembly by Union technicians has found that Minotaurs contain a huge quantity of interior systems, occupying more physical space than should be possible by several orders of magnitude. The mechanism by which these folded systems are printed is thus far unidentified, but likely related to the Goblin's signature recursive weave.",
+ "mounts": [
+ "Main/Aux"
+ ],
"stats": {
"size": 1,
"armor": 0,
@@ -1039,51 +1109,55 @@
"heatcap": 5,
"repcap": 4,
"sensor_range": 8,
- "tech_attack": 2,
- "save": 10,
+ "tech_attack": 1,
+ "save": 11,
"speed": 4,
"sp": 8
},
"traits": [
{
- "name": "Invert Cockpit",
- "description": "Mounting or dismounting the Minotaur the first time each round is a free action. Ejecting from the Minotaur does not harm it."
+ "name": "INVERT COCKPIT",
+ "description": "You may MOUNT or DISMOUNT the Minotaur for the first time each round as a free action. Additionally, the Minotaur doesn't become IMPAIRED when you EJECT."
},
{
- "name": "Internal Metafold",
- "description": "A pilot inside the Minotaur can suffer no harm, even if the minotaur itself is destroyed or explodes (or other effects that would normally kill the pilot)"
+ "name": "INTERNAL METAFOLD",
+ "description": "While inside the Minotaur, you can't be harmed in any way, even if the Minotaur explodes or is destroyed."
},
{
- "name": "Localized Maze",
- "description": "Hostile characters can never pass through the Minotaur’s space for any reason. Engaging the minotaur always causes a hostile character to stop moving, no matter what size it is."
+ "name": "LOCALIZED MAZE",
+ "description": "Hostile characters cannot pass through a space occupied by the Minotaur for any reason, and must always stop moving when ENGAGED with it, regardless of SIZE."
}
],
"core_system": {
"name": "Metafold Maze",
- "description": "No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of a sorts, a system that seeks order and narrative from a mess they are given?
I order it for them. Me. RA. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them THEY are their own redeemers (and yet, am I not just as culpable/worthy of credit?).
So go now. Enter. Free yourself.
",
- "passive": "You can spend quick action after any successful tech attack to slow your target until the end of your next turn. If your target is already Slowed, they become immobilized until the end of your next turn. If they are already immobilized, they are stunned until the end of your next turn. This passive can only stun the same target once per combat, but Slow or immobilize them any number of times.",
- "active_name": "Maze",
- "effect": "You hurl an opposing mech’s systems into a metaphysical information trap so tangled that it can do nothing but try and escape it. Choose a target of your choice in your sensor range. That target is stunned as its systems start to figure out the trap you have thrown it in. At the end of its next turn it can pass a system save with 3 difficulty, ending the stun on itself on a success. It can repeat this check on subsequent turns, gaining +1 accuracy on its save each time it repeats this check until it is successful. Otherwise it remains stunned.",
+ "description": "No maze is more terrible than the one I make. I know all ends and hide them all inside this one perfect construct. What is a human mind but a program of sorts, a system that seeks order and narrative from a mess they are given?
I order it for them. Me. I order it for them and set them to the task of sorting it out. When they emerge, they weep in joy, in discovery. I save them, I show them that they are their own redeemers (and yet, am I not just as culpable - as worthy of credit?).
So, go now. Enter. Free yourself.
",
+ "active_name": "MAZE",
+ "active_effect": "Choose a character within SENSORS: they become STUNNED as you hurl their systems into a metaphysical information trap that is so tangled they can do nothing but try and escape. At the end of their next turn, they can make a SYSTEMS save with +3 DIFFICULTY. On a success, they clear STUNNED. This save can be repeated at the end of each of their turns, gaining +1 ACCURACY each time until successful.",
"tags": [
{
- "id": "fullaction"
+ "id": "tg_full_action"
}
- ]
+ ],
+ "passive_name": "METAFOLD MAZE",
+ "passive_effect": "Quick Action
When you hit with a tech attack, you may activate this system, causing your target to become SLOWED until the end of your next turn. If they are already SLOWED, they become IMMOBILIZED until the end of your next turn; if they are already IMMOBILIZED, they become STUNNED until the end of your next turn. Each character can only be STUNNED by this effect once per combat but can be SLOWED or IMMOBILIZED any number of times."
},
"data_type": "frame",
- "aptitude": {
- "tech": 2,
- "control": 3
- }
+ "aptitude": {}
},
{
- "id": "pegasus",
+ "id": "mf_pegasus",
"source": "HORUS",
"name": "PEGASUS",
- "mechtype": ["Artillery"],
+ "mechtype": [
+ "Artillery"
+ ],
"y_pos": "52",
- "description": "PEGASUS marks HORUS‘s concern with a need for efficient kinetic combat. By marrying the best targeting systems, subroutines, and weapon hardware, HORUS has developed a pattern-group that boasts a tremendously low IFF/TTK ratio in all theaters kinetic weaponry is viable. The PEGASUS p-g is known for mounting the Ushabti, a device classified as an unknown threat level paracausal weapon by Union law due to its complete ignorance of even the most theoretical understandings of physics.",
- "mounts": ["Flex", "Flex", "Heavy"],
+ "description": "The Pegasus pattern group first appeared following the start of hostilities between Union and the Aunic Ascendancy in Boundary Garden, a distant sector of distal space away from the Galactic Core. The timing of this outbreak may be related to the pattern group's defining weapon, though skip-drone couriers from Union forces reported no encounters with the PG in Boundary Garden; instead, the Pegasus appeared in the Dawnline Shore, a stretch of colonial Armory space opposite Boundary Garden.
The Pegasus appears to address HORUS's need for a pattern group with extensive kinetic combat capabilities: by marrying the best targeting systems, subroutines, and weapons hardware in the HORUS codebase, collectivists have designed a PG that boasts a tremendously low identify/time-to-kill (ID/TTK) ratio in all theaters where kinetic weaponry is viable.
As with many HORUS pattern groups, the Pegasus fields a signature weapon system: the Ushabti, a hostile impulse anti-corporeal weapon that operates with complete ignorance of even the most basic underpinnings of physics and thermodynamics. As such, it qualifies unambiguously as a paracausal weapon. The Ushabti's precise function remains unknown to Union and Harrison Armory scientists, though radiological and gravitational signatures captured in the aftermath of the weapon's use point toward a relationship with the Aunic Firmament. Studies are ongoing on Ras Shamra, the Armory's chief research world, and in satellite campuses across the Dawnline Shore.",
+ "mounts": [
+ "Flex",
+ "Flex",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 0,
@@ -1100,43 +1174,44 @@
},
"traits": [
{
- "name": "¿%",
- "description": "?extr!ude gun"
+ "name": "\u00bf%:?EXTR!UDE GUN",
+ "description": "GUN: GUN"
},
{
- "name": "gun",
- "description": "gun"
- },
- {
- "name": "by the way, I know everything",
- "description": "The Pegasus can always substitute the average for any damage die roll it makes (1d3: 2, 1d6: 4, 2d6: 7, 3d6 : 11, 4d6: 14). It must choose as an alternative to rolling damage."
+ "name": "BY THE WAY, I KNOW EVERYTHING",
+ "description": "When it would roll damage, the Pegasus can instead deal the average damage based on the number of dice rolled, as follows: 1d3 (2), 1d6 (4), 2d6 (7), 3d6 (11), 4d6 (14). This must be decided before rolling damage."
}
],
"core_system": {
"name": "Ushabti Omnigun",
- "description": "—funny thing. See, right now, this weapon technically doesn’t even exist. You’re shooting them with a gun that isn’t real, and yet it is! Don’t worry about it. RA’s like that. Just, here, know that because it exists at some point, we’ve made it. That’s causality, and causality is a—",
- "passive": "Your mech mounts an omnigun, a weapon and piece of experimental hardware so advanced that it does not classify as any weapon weight or type (so it cannot be modified or benefit from talents). It also doesn’t take a mount.
Once, at any point during your turn, you can hit a valid target in line of sight at range 15 with the omnigun as a Free Action, dealing 1 AP kinetic damage. This does not count as an attack, cannot miss, ignores cover, and this damage cannot be reduced by any means. No rule in this book or any other supersedes this.",
- "active_name": "Unshackle Ushabti",
- "effect": "For the rest of this combat, you can fire your omnigun up to 3 times on your turn instead of just once.",
+ "description": "\"- funny thing. See, right now, this weapon technically doesn't even exist. You're shooting them with a gun that isn't real, and yet it is! Don't worry about it. RA's like that. Just, here, know that because it exists at some point, we've made it. That's causality, and causality is a -\"",
+ "active_name": "UNLEASH USHABTI",
+ "active_effect": "For the rest of this scene, you can use the USHABTI OMNIGUN 3/round, instead of 1/round.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
- ]
+ ],
+ "passive_name": "USHABTI OMNIGUN",
+ "passive_effect": "[ERROR]
R: 15\tD: 1 AP kinetic
Your mech's omnigun is a piece of experimental hardware so advanced that it defies physics: it doesn't require a mount, nor does it have a weapon type or size - meaning that it can't be modified by or benefit from your talents.
You can't attack normally with this weapon. Instead, 1/round, as a free action during your turn, you can use it to deal 1 AP kinetic damage to a character within RANGE and line of sight. This doesn't count as an attack, hits automatically, ignores cover, bypasses IMMUNITY, and its damage can't be reduced or ignored in any way. No rule in this book or any other supersedes this."
},
"data_type": "frame",
- "aptitude": {
- "ranged": 3
- }
+ "aptitude": {}
},
{
- "id": "barbarossa",
+ "id": "mf_barbarossa",
"source": "HA",
"name": "BARBAROSSA",
- "mechtype": ["Artillery"],
+ "mechtype": [
+ "Artillery"
+ ],
"y_pos": "32",
- "description": "The BARBAROSSA chassis is a massive frame, built to carry the heaviest of weapons and equipment. Standing nearly forty feet tall at its highest point, the BARBAROSSA is a slow, unsubtle beast of a mech, inspiring terror in enemies and comfort in allies. The weapons it can mount are capable of going toe-to-toe with corvette and cutter class ships; indeed, due to its size and slow maneuverability, the BARBAROSSA is commonly employed in micro and zero gravity engagements where mass is less of a factor. The BARBAROSSA is rated for all theaters, and excels in ranged combat situations.",
- "mounts": ["Main", "Main", "Heavy"],
+ "description": "The Barbarossa is Harrison Armory's most massive frame to date, built, per the orders of Harrison II, to \"stand as the unstoppable image of Harrison I\" and to carry the heaviest of weapons and equipment the Armory offers. Standing nearly thirteen meters tall, it is an unsubtle beast of a mech, inspiring terror in enemies and awe in allies. The Barbarossa can mount weapons suitable for engaging toe-to-toe with gunboats and low-gross tonnage subline vessels; due to its size and slow maneuverability, it is often employed in low-gravity engagements where mass is less of a concern.
The Barbarossa is a popular target for Purview essayists, who have been known to remark on the drawbacks that come with its size and how, as a result, it is a perfect stand-in for their political enemies.",
+ "mounts": [
+ "Main",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 3,
"armor": 2,
@@ -1153,49 +1228,62 @@
},
"traits": [
{
- "name": "Heavy FRAME",
- "description": "The Barbarossa cannot be knocked back, pushed, pulled, or be knocked prone by actors smaller than itself"
+ "name": "HEAVY FRAME",
+ "description": "The Barbarossa can't be pushed, pulled, knocked PRONE, or knocked back by smaller characters."
},
{
- "name": "Blast Plating",
- "description": "The Barbarossa has resistance to Explosive Damage"
+ "name": "SHAPED PLATING",
+ "description": "The Barbarossa has RESISTANCE to explosive damage."
},
{
- "name": "Colossus",
- "description": "The Barbarossa can be used for hard cover by adjacent allied characters"
+ "name": "COLOSSUS",
+ "description": "Adjacent allied characters can use the Barbarossa for hard cover."
},
{
- "name": "Slow",
- "description": "The Barbarossa gets +1 Difficulty on agility checks and saves"
+ "name": "SLOW",
+ "description": "The Barbarossa receives +1 DIFFICULTY on AGILITY checks and saves."
}
],
"core_system": {
"name": "Apocalypse Rail",
"description": "",
- "integrated": {
- "id": "barbarossa_integrated"
- },
- "active_name": "Charge Rail",
- "effect": "The Barbarossa starts charging the Apocalypse Rail, an incredibly powerful ship-to-ship long-spool weapon system that requires target calibration. The rail is too large and unique to work with talents, take ammunition, or be modified in any way.
To start charging the rail is a quick action. Set out a d6, starting at 4. At the start of each of your turns while this weapon system is charging, tick the d6 down by 1, to a minimum of 1, like a countdown. If your mech moves, even involuntarily, is stunned, jammed, or is shut down, reset the charge to 4 (this doesn't stop the charge, however - it continues to tick down at the start of your turns)
You can fire the rail only on your turn. If you fire the rail, it’s the only thing you can do on your turn (no other actions, no regular move, etc, not even overcharge!). Make a ranged attack against characters and objects caught in the area. The rail cannot be fired in any other way than taking this action to fire it, and it cannot be fired at any character within range 5.
After firing the rail, the charge resets to 4. If you end a scene without actually firing the rail, core power is not expended.",
+ "active_name": "CHARGE RAIL",
+ "active_effect": "When activated, you start charging the Barbarossa's APOCALYPSE RAIL, an incredibly powerful ship-to-ship long-spool weapon system that requires target calibration. Gain an APOCALYPSE DIE, 1d6 starting at 4. At the start of each of your turns, lower the value of the APOCALYPSE DIE by 1, to a minimum of 1. If you move (even involuntarily) or become STUNNED or JAMMED, the APOCALYPSE DIE resets to 4 and then continues to count down as usual.
If the value of the Apocalypse Die is 1-3, you can attack on your turn with the APOCALYPSE RAIL as a full action, but can't move or take any other actions on the same turn. The APOCALYPSE RAIL is a ranged weapon with a BLAST 2 area and a profile determined by the current value of the APOCALYPSE DIE:
3 (Range 20, 2d6 explosive): Objects within the affected area automatically take 20 AP explosive damage. After the attack, the blast cloud lingers, providing soft cover to characters within the affected area until the end of your next turn.
2 (Range 25, 3d6 explosive): Objects and terrain in the area automatically take 40 AP explosive damage, and characters become SHREDDED and IMPAIRED until the end of their next turn on hit. The blast cloud is a burning storm: until the end of your next turn, characters within the affected area receive soft cover, and characters that start their turn within the area or move there for the first time in a round take 4 burn.
1 (Range 30, 4d6 explosive): Objects and terrain in the area automatically take 100 AP explosive damage, and characters become SHREDDED and STUNNED until the end of their next turn on hit. The ground in the affected area is vaporized on impact: for the rest of the scene, it is difficult terrain, characters within the affected area receive soft cover, and characters that start their turn with the area or move there for the first time in a round take 4 burn.
The APOCALYPSE RAIL cannot be fired at targets within RANGE 5.
After an attack with the APOCALYPSE RAIL, the APOCALYPSE DIE resets to 4. If you reach the end of the scene without using it, you regain 1 CP.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
- ]
+ ],
+ "integrated": {
+ "id": "mw_barbarossa_integrated"
+ }
},
"data_type": "frame",
- "aptitude": {
- "ranged": 3
- }
+ "aptitude": {},
+ "counters": [
+ {
+ "id": "ctr_apocalypse_rail",
+ "name": "APOCALYPSE DIE",
+ "default_value": 4,
+ "min": 1,
+ "max": 4
+ }
+ ]
},
{
- "id": "genghis",
+ "id": "mf_genghis",
"source": "HA",
"name": "GENGHIS",
- "mechtype": ["Striker"],
+ "mechtype": [
+ "Striker"
+ ],
"y_pos": "17",
- "description": "The GENGHIS is a unique Harrison Armory chassis, developed to fill a niche specialist role during the Hercynia crisis. Due to the unique nature of the Egregorians, a total-biome-kill system was necessary to ensure localized threat neutralization while keeping Hercynia habitable for future colonists. Thus, the GENGHIS chassis was developed. Fielding a suite of TBK systems and weapons, GENGHIS squadrons were dispatched by Union MEF-105 to identify and strike the Egregorian hives. The campaign was a success, and Hercynia is currently undergoing rehabilitation and repopulation in approved settlement areas.",
- "mounts": ["Flex", "Main", "Heavy"],
+ "description": "The original Genghis frame marked the dawn of the mech age; the Armory's new line seeks to redefine it. From its roots as a modified GMS hardsuit, the Genghis Mk I became notorious for its use in the Hercynian Crisis - the first-contact war that triggered the violent overthrow of the Second Committee. In the administrative and political chaos that followed the Crisis, Harrison Armory secured the design and adapted it to serve as the basis of its first proprietary mechs, including the Sherman and the Saladin.
The new Genghis bears some resemblance to the chassis of Hercynian notoriety, serving in a similar area-denial/soft-target elimination role; The Genghis Mk II has been brought in line with the Third Committee's Utopian Pillars.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 3,
@@ -1212,38 +1300,41 @@
},
"traits": [
{
- "name": "Insulated",
- "description": "The GENGHIS is immune to Burn"
+ "name": "INSULATED",
+ "description": "The Genghis has IMMUNITY to burn."
},
{
- "name": "Emergency Vent",
- "description": "When the GENGHIS loses a point of structure, it immediately cools and clears its heat gauge."
+ "name": "EMERGENCY VENT",
+ "description": "When the Genghis takes structure damage, it clears all heat."
}
],
"core_system": {
"name": "TBK Sustain Suite",
- "description": "In order to better manage the tremendous power demands of the GENGHIS platform, HA’s Think Tank developed a suite of power-management protocols to rapidly accelerate heat dispersion. After extensive field testing, pilots discovered that the TBK Sustain Suite can be tuned to be both a heat sink and a area-denial weapon.",
- "active_name": "Expose Power Cells",
- "effect": "You ignore the next overheating check you make this challenge. When you would overheat, clear your heat from your gauge as normal, but ignore the check (you don’t take stress either). You vent an enormous cloud of burning matter from your mech, creating a burst 3 area centered on your mech. Inside the area, all targets (allied and enemy) count as invisible to everyone except you, and all mechs other than you that enter the area for the first time on their turn or start their turn there take 2 Burn and 2 heat.
On the following round, the benefit from the area reduces to soft cover (which you ignore). On the round after that round, the zone disperses.",
+ "description": "To better manage the Genghis's tremendous power demands and rapidly accelerate heat dispersion, the Think Tank developed a suite of power-management mechanisms. After extensive field-testing, pilots discovered that the TBK Sustain Suite can be used as both a heat sink and an area-denial weapon.",
+ "active_name": "EXPOSE POWER CELLS",
+ "active_effect": "The next time you exceed your HEAT CAP this scene, instead of overheating you clear all heat and vent a BURST 3 cloud of burning matter from your mech.
Until the start of your next turn, all characters within the affected area count as INVISIBLE to everyone except you, and characters other than you take 2 burn and 2 heat when they start their turn in the area or enter it for the first time in a round. Once this effect ends, characters within the affected area receive soft cover (which you ignore) until the start of your following turn, at which point the cloud disperses.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "control": 3
- }
+ "aptitude": {}
},
{
- "id": "iskander",
+ "id": "mf_iskander",
"source": "HA",
"name": "ISKANDER",
- "mechtype": ["Controller"],
+ "mechtype": [
+ "Controller"
+ ],
"y_pos": "22",
- "description": "The ISKANDER is a specialist‘s chassis, designed to provide area-denial and breach capability to squads in which it is a member of. A bulky chassis, the ISKANDER is the forefront of the Armory’s military applications of point gravity manipulation. The Armory’s official stance on the technology is that the effects are too brief and unstable for civilian use, but they do conveniently make very effective weapons.",
- "mounts": ["Flex", "Heavy"],
+ "description": "Developed on the proving grounds of the Armory's Think Tank, the Iskander is a new specialist frame designed to bring gravtech area-control and breach capabilities to a mechanized platform.
A bulky frame, the Iskander fields a mix of kinetic and causal-energy systems that empower pilots to triumph in a wide portfolio of scenarios. The Iskander platform has no civilian counterpart: it is intended to be used as a frontline command and control platform, with an emphasis toward identifying and eliminating static explosive threats.",
+ "mounts": [
+ "Flex",
+ "Heavy"
+ ],
"stats": {
"size": 2,
"armor": 1,
@@ -1251,52 +1342,54 @@
"evasion": 8,
"edef": 10,
"heatcap": 7,
- "repcap": 4,
+ "repcap": 3,
"sensor_range": 15,
"tech_attack": 1,
- "save": 10,
+ "save": 12,
"speed": 3,
"sp": 6
},
"traits": [
{
- "name": "Mine Deployers",
- "description": "When the ISKANDER uses a quick action to plant a mine (even with its assault launcher trait), it can plant up to 2 other mines in free adjacent spaces as a free action."
+ "name": "ASSAULT LAUNCHER",
+ "description": "1/round, the Iskander can throw one GRENADE or plant one MINE as though it has RANGE 15."
},
{
- "name": "Skeleton Key",
- "description": "The ISKANDER never activates mines or any other systems that activate by proximity unless it chooses to (allied or hostile)."
+ "name": "MINE DEPLOYERS",
+ "description": "1/round, when the Iskander plants a MINE (even using its ASSAULT LAUNCHER trait), it may plant up to two other mines in free spaces adjacent to itself as a free action."
},
{
- "name": "Assault Launcher",
- "description": "Once per round, the ISKANDER can throw one grenade or plant one mine at or in a visible space in range 15 instead of their normal range."
+ "name": "SKELETON KEY",
+ "description": "The Iskander never triggers or sets off MINES or other proximity-based systems unless it chooses to do so."
}
],
"core_system": {
"name": "Broad-Sweep Seeder",
- "description": "The ISKANDER’s broad-sweep area-denial/countermeasure Seeder is a HA proprietary system developed during the Orrugi Occupation, where HA Acquisition Legionnaires encountered an embittered, recalcitrant local guerilla movement. IEDs, VBEDs, and D/SABEDs were common weapons employed by the local resistance: to counter this threat, the Armory developed a triple-use system to scan, ID, and eliminate explosive threats in proximity to stationary units. This system proved successful and, with minor adaptation, was tuned for use on Armory chassis.
The Broad-Sweep Seeder projects a hivecone of excited LIDAR that flags potential targets: mag- accelerated, dull-coat flechettes then disable that target. This system may also load explosive-backed hivemines.",
- "active_name": "Death Cloud",
- "effect": "As a quick action, your mech fires an enormous expanding cloud of micro-mines across the whole battlefield. They affect all hostile characters on the whole battlefield (or a roughly 50x50x50 area). For the rest of the current scene, the first time in any round a hostile character boosts, is knocked back, or makes any other voluntary or involuntary movement other than their regular move takes 3 AP explosive damage after they move.",
+ "description": "The Broad-Sweep Seeder is a proprietary device developed during the Orrugi Occupation, during which Armory legionnaires fought an embittered, recalcitrant local guerilla movement. IEDs, VBEDs, and D/SABEDs were often employed by the resistance; to counter the threat, Harrison Armory developed the Seeder to simultaneously scan, identify, and eliminate explosive threats in proximity to stationary units. The technology proved successful and, with minor adaptation, was adapted for installation on Armory frames.
The Broad-Sweep Seeder emits an excited LIDAR hivecone to flag potential targets: if positive identification occurs, the target is neutralized with a spray of mag-accelerated, dull-coat flechettes. The Seeder can also carry explosive hivemines.",
+ "active_name": "DEATH CLOUD",
+ "active_effect": "This system fires an enormous, expanding cloud of micromines across the whole battlefield, affecting all hostile characters within RANGE 50. For the rest of the scene, when hostile characters make any movement other than their standard move (including involuntary movement), they take 3 AP explosive damage. This effect can trigger any number of times, but only 1/round for each character.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "support": 1,
- "control": 3
- }
+ "aptitude": {}
},
{
- "id": "napoleon",
+ "id": "mf_napoleon",
"source": "HA",
"name": "NAPOLEON",
- "mechtype": ["Defender", "Controller"],
+ "mechtype": [
+ "Defender",
+ "Controller"
+ ],
"y_pos": "21",
- "description": "Perhaps in a tongue-in-cheek nod to its namesake, the NAPOLEON is a squat silhouette when fielded next to other Harrison Armory chassis. But packed into its compact frame are marvels of Armory engineering, technology that demands the NAPOLEON be piloted only by the best and the brightest. Stasis technology is the very cutting edge of gravitic manipulation technology, only now hitting the commercial market for those with the requisite licenses. The NAPOLEON incorporates a mix of gravitic manipulation technology, proven anti-kinetic/energy shielding, and superpositional force multiplication to dominate enemies — earning its namesake through battlefield success as well as stature.",
- "mounts": ["Main/Aux"],
+ "description": "Perhaps in a tongue-in-cheek nod to its namesake, the Napoleon is a squat frame in comparison to other Harrison Armory designs. Its frame is packed with marvels of Armory engineering - technology that demands nothing less than the best and brightest pilots. In spite of its small stature, the Napoleon employs one of the Armory's most terrifying new weapons, the Displacer, which manifests pinpoint, one-way blinkspace ruptures on its targets.
Notable for more than its stature, this chassis boasts a tremendous record of success, with pilots reporting a .800 return rate in high-KIA operations. The Napoleon is a popular chassis among breach divisions of the Armory's legions, Think Tank security, and Union Economic Bureau development teams.",
+ "mounts": [
+ "Main/Aux"
+ ],
"stats": {
"size": 0.5,
"armor": 2,
@@ -1313,40 +1406,40 @@
},
"traits": [
{
- "name": "Well-shielded",
- "description": "If the NAPOLEON would take half damage from an effect (weapon, system, explosion, etc) on a successful check or save of any kind, it instead reduces that damage to 1."
+ "name": "HEAVY SHIELDING",
+ "description": "When the Napoleon would take half damage on a successful check or save, it instead reduces the damage to 1."
},
{
- "name": "Flash Aegis",
- "description": "When the NAPOLEON Braces, it reduces damage to 1 instead of gaining resistance"
+ "name": "FLASH AEGIS",
+ "description": "When the Napolen BRACES, it reduces incoming damage to 1 instead of gaining RESISTANCE."
}
],
"core_system": {
- "name": "HA Trueblack Aegis",
- "description": "The Armory’s Trueblack AEGIS system is a breakthrough in personal shielding developed by HA’s Think Tank. In line with other NHP-derived technologies, the Trueblack is a so-called “black-box” technology; pilots with requisition power to obtain a Trueblack system are typically of high rank or standing within HA, and the inner workings of the system are not known to the public at large. On outward appearance, the Trueblack system has been described by Cosmopolitan pilots as similar to the void/blindness one has when looking out at blinkspace; it is safe to assume that the system utilizes unstable blinkfield technology to manifest a thin blinkspace bubble within defined parameters around the system — the blinkfield can only sustain for a brief moment, but can be flickered to create an essential-total blinkspace dome.",
- "active_name": "Activate Aegis",
- "effect": "A shimmering, utterly black field envelops your mech, covering it like a second skin, and taking only a few moments to activate. While this field is active, your mech reduces all damage from any source to 1 (after armor as normal).
While this shield is active, your mech can only move and make the grapple, improvised attack, ram, and boost actions. It cannot use any systems except those with the shield tag. It cannot take free actions, reactions, or overcharge, and cannot benefit from Flight (if it’s already flying, it falls). It cannot make or be the target of any tech actions (including lock on, etc), cannot benefit from beneficial tech actions (such as lock on, bolster, etc) and cannot communicate or receive communications with or from anyone except the GM (though hand signals are still possible).
It can still be affected by statuses, grappled, and take heat. It can otherwise interact normally with the world, such as picking up or dragging items, etc.
The shield lasts until the end of the current scene, or about ten minutes otherwise. Damage that goes through reduction can still harm the Napoleon while its aegis is up.",
+ "name": "Trueblack Aegis",
+ "description": "The Trueblack Aegis is a breakthrough in personal shielding developed by the Armory's Think Tank. Like the Armory's other NHP-derived technologies, the Aegis is a \"black-box\" technology: its code and inner workings are highly confidential, and it can typically only be requisitioned by pilots of high rank or standing within Harrison Armory. Some Cosmopolitan pilots have described the appearance of the Aegis as similar to the void - or blindness - they see when looking into blinkspace. It's safe to assume the device harnesses unstable blinkfield technology to manifest a thin blinkspace bubble within defined parameters. The blinkfield can only maintain coherence for a brief moment but can be flickered on and off to create a total blinkspace dome.",
+ "active_name": "ACTIVATE AEGIS",
+ "active_effect": "A shimmering, utterly black field quickly envelops your mech, covering it like a second skin. For the rest of the scene, you:
reduce all damage to 1, except for damage that ignores reduction
gain IMMUNITY to all tech actions, including beneficial ones, and any current tech effects or conditions on you end
can only use systems with the SHIELD tag - any others immediately deactivate
can't take quick actions, full actions, or reactions, except for standard moves, GRAPPLE, RAM, IMPROVISED ATTACK, ACTIVATE (SHIELD systems only), SKILL CHECK, and BOOST
can't OVERCHARGE
can't use comms to talk to other characters (as sound doesn't exit the shield)
You can still receive statuses and heat, and be involuntarily moved. You can otherwise interact normally with the world, including picking up and dragging items, and so on.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_quick_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "melee": 1,
- "support": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "saladin",
+ "id": "mf_saladin",
"source": "HA",
"name": "SALADIN",
+ "mechtype": [
+ "Defender"
+ ],
"y_pos": "17",
- "mechtype": ["Defender"],
- "description": "The Saladin chassis provides a platform for pilots to mount squad-support tier shielding. Developed in response to anti-slaver engagements in the Tian Shan ring, Harrison Armory’s SALADIN chassis proved an invaluable member of Present/Persistent Danger Escort/Evac teams sent in to evacuate emancipator teams & their charges. Records from these engagements indicate that the SALADIN’s massive bulk alone was a comfort and morale boost to emancipator squads, who often referred to the chassis pattern as “Big Sal”; SALADIN pilots from that era report null balances on bar tabs when present in emancipated systems.",
- "mounts": ["Flex"],
+ "description": "The Saladin is a hardy and efficient platform for full-squad support shielding. Based on early defense-oriented versions of the Genghis, the Saladin became the stuff of Armory legend following the exploits of Harrison I \"Fearkiller\" during the Interest War.
Since its first iteration, the Saladin has proved successful in a defensive and support role; it has even become a mainstay among Union Department of Justice and Human Rights liberator teams engaged in emancipation and refugee escort missions, despite the ideological (and, often, tactical) friction between the Armory and DoJ/HR. Records from these engagements indicate that the Saladin's massive bulk alone was a comfort and morale boost to DoJ/HR troopers and their charges, many of whom referred to the mechs as \"Big Sal\". Union-flagged Saladin pilots often report null balances on bar tabs following engagements in emancipated systems.",
+ "mounts": [
+ "Flex"
+ ],
"stats": {
"size": 2,
"armor": 1,
@@ -1363,42 +1456,47 @@
},
"traits": [
{
- "name": "Reinforced Frame",
- "description": "The Saladin is immune to the shredded condition"
+ "name": "REINFORCED FRAME",
+ "description": "The Saladin has IMMUNITY to SHREDDED."
},
{
- "name": "Guardian",
- "description": "Adjacent allies can use the Saladin for hard cover"
+ "name": "GUARDIAN",
+ "description": "Allied characters can use the Saladin for hard cover."
},
{
- "name": "Warp Shield",
- "description": "As a reaction once per round, the Saladin can impose +1 difficulty on any attack roll that targets itself or an ally in sensor range. It must choose to impose this difficulty before the attack is rolled."
+ "name": "WARP SHIELD",
+ "description": "1/round, the Saladin can give +1 DIFFICULTY to any attack against it or an allied character within SENSORS as a reaction before the roll is made."
}
],
"core_system": {
"name": "Tachyon Loop",
- "description": "Developed by HA’s Think Tank as a joint venture with IPS-Northstar’s stellar engineering unit, a Tachyon Loop manipulates a tachyon lance and restrains them to a closed-loop system, accelerating tachyon particles at faster-than-light speeds around a central buckler. The shield is carried and mounted on a chassis to intercede directional incoming fire: as the tachyon particles are traveling faster than light, they are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.",
- "active_name": "Empower Shield",
- "effect": "You project this shield over an ally in your sensor range. Once per round, as a reaction to any character attacking the target of your shield, you can send a pulse of energy into the shield, empowering it. If the attack hits, your target has resistance to all the damage of that attack. If the attack misses, you can force the attacker to re-roll the attack against any other character or object in range and line of sight, drawing range and line of sight from the target of your shield instead of the attacker.
These effect lasts until the end of the current scene. You can swap your target by taking this action again.",
+ "description": "Developed by the Think Tank as a joint venture with IPS-Northstar's Stellar Engineering Unit, the Tachyon Loop uses a closed-loop system to restrain and manipulate a tachyon lance, accelerating tachyons at faster-than-light speeds around a central buckler. The buckler can be carried by a mech or mounted directly, interceding directional incoming fire. As the tachyons travel faster than light, they are invisible to the naked eye, giving the shield the appearance of a large spoked wheel.",
+ "active_name": "TACHYON SHIELD",
+ "active_effect": "This system projects an accelerated-tachyon shield over an allied character within SENSORS. You may choose a new target as a quick action. Gain the following reaction for the rest of the scene:
DEFENSIVE PULSE
Reaction
1/round, when your target is attacked, you can empower their tachyon shield: they gain RESISTANCE to all damage from the attack, and if the attack misses, you may force the attacker to reroll it against a character or object of your choice, checking line of sight and RANGE from your target instead of from the attacker.",
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
]
},
"data_type": "frame",
- "aptitude": {
- "support": 3
- }
+ "aptitude": {}
},
{
- "id": "sherman",
+ "id": "mf_sherman",
"source": "HA",
"name": "SHERMAN",
- "mechtype": ["Striker", "Artillery"],
+ "mechtype": [
+ "Striker",
+ "Artillery"
+ ],
"y_pos": "36",
- "description": "The SHERMAN (Mk II) is Harrison Armory‘s line-model chassis: any station, nation, world, stellar, or interstellar state that holds a fleet-tier contract with Harrison Armory fields a backbone force of localized SHERMAN cores. The SHERMAN platform is tuned to provide a rugged, versatile power plant for HA‘s main battle line energy weaponry. Next to GMS‘s EVEREST, the SHERMAN is the second most-common mech chassis in the core systems, so much so that GMS has recently made a push to include more ablative and wave-scatter defenses into its stock +1 models to deal with hostile actors fielding the SHERMAN. At present, the Mk I is in wide use, with first-contract Mk II’s only now rolling off the lines at Ras Shamra and other HA special project worlds.",
- "mounts": ["Flex", "Main", "Heavy"],
+ "description": "The Sherman is the classic Harrison Armory frame: any station, nation, world, or state - stellar or interstellar - with an Armory fleet-supply contract fields a backbone force of Sherman mechs. The Sherman is designed to carry a range of Harrison Armory's main battle line energy weaponry, with a rugged, versatile reactor to back it up. After the GMS-SP1 Everest, the Sherman is the second-most-common mech in the core systems - so common that GMS has recently begun equipping its stock models with more ablative and wave-scatter defenses, specifically to deal with hostile actors fielding Shermans.
At present, the Mk I is in wide use, with exclusive, first-contract Mk II units only now rolling off the lines at Ras Shamra and other Armory special-project worlds.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Heavy"
+ ],
"stats": {
"size": 1,
"armor": 1,
@@ -1415,45 +1513,58 @@
},
"traits": [
{
- "name": "Superior Reactor",
- "description": "The Sherman has +1 accuracy on engineering checks and saves."
+ "name": "SUPERIOR REACTOR",
+ "description": "The Sherman gains +1 ACCURACY on ENGINEERING checks and saves."
},
{
- "name": "Mathur Stop",
- "description": "When the Sherman cools, it can either clear its heat gauge, or leave it 50% full (putting it in the danger zone)."
+ "name": "MATHUR STOP",
+ "description": "When the Sherman clears all heat, you may choose to receive heat equal to half its HEAT CAP, putting it in the DANGER ZONE."
},
{
- "name": "Vent Heat",
- "description": "When the Sherman takes the stabilize action or overheats, it counts as in soft cover until the start of its next turn"
+ "name": "VENT HEAT",
+ "description": "When you STABILIZE the Sherman or it exceeds its HEAT CAP, it benefits from soft cover until the start of your next turn."
}
],
"core_system": {
- "name": "Zone Focus Mk IV SOLIDCORE",
- "description": "The Harrison Armory ZFMk IV SOLIDCORE is a dual-source energy beam weapon hard mounted to a chassis. Powered by a milifold power generation system, the ZFMk IV features a secondary belt-fed rack of solid-core batteries that can be used to overcharge a single impulse beam, extending the range and destructive power of the weapon.",
- "integrated": {
- "id": "sherman_integrated"
- },
- "active_name": "COREBURN Protocols",
- "effect": "Your solid core immediately gains 4 charges. In addition, for the rest of this scene, taking the stabilize action grants 2 charges instead of 1, and all cover, objects, or deployable hit by this beam are dealt 10 AP damage/charge instead of normal damage.",
+ "name": "Zone-Focus Mk IV SOLIDCORE",
+ "description": "The ZF4 SOLIDCORE is a hard-mounted, dual-source energy beam weapon. Powered by a millifold power generation system, the ZF4 features a secondary belt-fed rack of solidcore batteries that can be used to overcharge a single impulse beam, extending the weapon's range and destructive power.",
+ "active_name": "COREBURN PROTOCOL",
+ "active_effect": "Your ZF4 SOLIDCORE immediately gains 3 CHARGES, to a maximum of 4; additionally, for the rest of this scene, STABILIZE generates 2 CHARGES instead of 1, and all terrain, objects, and deployables take 10 AP energy damage per charge on hit.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
- ]
+ ],
+ "integrated": {
+ "id": "mw_sherman_integrated"
+ }
},
"data_type": "frame",
- "aptitude": {
- "ranged": 3
- }
+ "aptitude": {},
+ "counters": [
+ {
+ "id": "ctr_zf4_solidcore",
+ "name": "ZF4 CHARGES",
+ "default_value": 1,
+ "min": 1,
+ "max": 4
+ }
+ ]
},
{
- "id": "tokugawa",
+ "id": "mf_tokugawa",
"source": "HA",
"name": "TOKUGAWA",
- "mechtype": ["Striker"],
+ "mechtype": [
+ "Striker"
+ ],
"y_pos": "5",
- "description": "HA’s TOKUGAWA chassis is a relative newcomer on the market, popular in core systems for security and CQB/breach applications. The TOKUGAWA is a large, imposing mech, a sturdy platform from which the recommended kit can draw the necessary power it needs in order to perform within optimum parameters. Unlike other frames, the Tokugawa’s unique reactor has been designed with the ability to easily remove standard safety limitations. This in effect allows an experienced pilot to ‘overclock’ the reactor to get more power out of it, rewarding both very experienced and very foolhardy pilots with an incredible power draw for energy weaponry.",
- "mounts": ["Flex", "Main", "Main"],
+ "description": "HA's Tokugawa is a relative newcomer on the market, popular in core systems for security, CQB, and ship-boarding applications. The Tokugawa is an unsubtle, imposing mech - a sturdy platform from which its systems can draw necessary power. Unlike other frames, the Tokugawa's unique reactor is designed to allow standard limitations to be removed with ease. Knowing this, experienced (or foolhardy) pilots can 'overclock' the reactor, increasing its output and gaining an incredible power draw for their energy weapons.",
+ "mounts": [
+ "Flex",
+ "Main",
+ "Main"
+ ],
"stats": {
"size": 1,
"armor": 1,
@@ -1470,278 +1581,28 @@
},
"traits": [
{
- "name": "Overclock",
- "description": "While the Tokugawa has 2 or less reactor stress remaining, all its attacks deal energy damage instead of kinetic or explosive damage and also deal +1d6 bonus energy damage"
+ "name": "LIMIT BREAK",
+ "description": "When the Tokugawa is EXPOSED, its attacks deal +3 energy damage and all of its weapons that would deal kinetic or explosive damage instead deal energy damage."
},
{
- "name": "Plasma Sheathe",
- "description": "While the Tokugawa is in the danger zone or suffers from the exposed condition, it’s attacks with weapons that deal at least partly energy damage deal all bonus damage as Burn"
+ "name": "PLASMA SHEATH",
+ "description": "When the Tokugawa is in the DANGER ZONE and attacks with a weapon that deals any amount of energy damage, all bonus damage becomes burn."
}
],
"core_system": {
"name": "Superheated Reactor Feed",
- "description": "A certain breed of pilot rides the very edge of catastrophe, swinging between an equal chance of success and failure each moment. Tokugawa pilots are familiar with the howl of their chassis’s heat warning, the warbling siren a song of destruction: with a superheated reactor feed, Toku pilots ramp their heat debt to the max in order to supercharge their energy weapons. This allows them to churn out damage and make no friends in the engineering bay, should they not melt into a ball of slag before they make it back from the line.",
- "active_name": "Radiance",
- "effect": "All weapons on your mech that deal at least partly energy damage gain +10 range if they are ranged weapons, and gain +2 threat if they are melee weapons. While you suffer from the exposed condition, these bonuses increase to +15 range and +3 threat.",
+ "description": "Pilots of a certain breed thrive at the very edge of catastrophe, risking either glorious success or utter failure in each moment. These daredevils are familiar with the howl of critical heat warnings - the warbling siren song of destruction and superheated reactor feeds. Tokugawa pilots are notorious for supercharging their weapons with excess energy, pushing their heat gauge to the max. Harnessing the Tokugawa's unique reactor, these pilots churn out damage and make no friends in the engineering bay - assuming they don't melt into a ball of slag before they make it back from the line.",
+ "active_name": "RADIANCE",
+ "active_effect": "For the rest of this scene, weapons that deal any energy damage gain +5 RANGE if they are ranged or +2 THREAT if they are melee.
If you activate OVERCLOCK, it stacks with these bonuses for a total increase of +10 RANGE and +3 THREAT.",
"tags": [
{
- "id": "protocol"
+ "id": "tg_protocol"
}
- ]
- },
- "data_type": "frame",
- "aptitude": {
- "melee": 2,
- "ranged": 2
- }
- },
- {
- "id": "zheng",
- "source": "IPS-N",
- "name": "ZHENG",
- "y_pos": "30",
- "mechtype": ["Striker", "Controller"],
- "description": "The ZHENG is a relatively new frame in the IPS-N line and is unusual in that its creation can be attributed almost completely to a single mech operator - Xiong Xiaoli, a Mirrorsmoke mercenary operating out of the Long Rim, protecting Armory shipments of supplies to the early Dawnline shore colonies. A relative unknown before the incident, her convoy was attacked by the White Tiger pirate conglomerate and her entire company was KIA.
Xiaoli’s Raleigh was almost totally ripped apart in the ensuing chaos, but she managed to activate a distress beacon and attach it to her mech. Over the next forty five days she survived by scavenging the collapsing and melting wreck of the huge transport ship M.S. Say No More, managing to outsmart the fifty or so pirates searching for her by steadily modifying her mech for unarmed, CQB combat. In an tight, close environment where the ship’s decaying reactor core made combustible ranged weapons incredibly dangerous, she showed incredible efficacy and ingenuity. Xiaoli did not survive, persisting hours before the relief fleet arrived, but bought enough time that MSMC was able to position itself to both resupply the colony, fulfilling its contract, and deal a mortal blow to the Tigers, wiping the pirates out completely in the following skirmishes. Her mech was purchased by IPS-N frame development and the Zheng was introduced shortly afterwards based on her improvements.
Xiaoli is widely regarded as a Bodhisattva by many Long Rim colonists and nearly all MSMC mercs are familiar with the several drinking games named after her.",
- "mounts": ["Main", "Main", "Heavy"],
- "stats": {
- "size": 1,
- "armor": 2,
- "hp": 10,
- "evasion": 9,
- "edef": 6,
- "heatcap": 6,
- "repcap": 6,
- "sensor_range": 3,
- "tech_attack": -2,
- "save": 10,
- "speed": 3,
- "sp": 5
- },
- "traits": [
- {
- "name": "Destructive Swings",
- "description": "At the end of your turn, if you made at least one melee attack against another character, create a size 1 piece of terrain that grants hard cover in a free adjacent space (10 HP, 5 evasion)"
- },
- {
- "name": "Weak Computer",
- "description": "The Zheng gets +1 difficulty on all systems saves and checks"
- }
- ],
- "core_system": {
- "name": "Xiaoli-Type CQB Suite",
- "description": "Using scavenged materials from a dying ship and surviving mostly on rations intended for colonists and an increasingly more radioactive air supply, Xiaoli was able to create modifications that gave her mech unprecedented unarmed striking power.",
- "passive": "Once during your turn as a free action, you can move up to 3 spaces then deal 1d3 kinetic damage to any adjacent character or piece of terrain. This movement must obey engagement and does not ignore reactions.
If an object or piece of terrain took this damage, it instead takes 10 AP kinetic damage. If it's destroyed, it explodes, dealing 1d6 kinetic damage to all adjacent characters other than you and knocking them back 1 space.",
- "active_name": "Xiaoli’s Ingenuity",
- "effect": "Gain 6 charges. For the rest of this combat, you can spend a charge to take this frame's passive action again, ignoring the 1/turn limit. You can spend any number of charges a turn, then regain a charge for each unique target (character, object, or piece of terrain) you damaged with this action, up to a maximum of 6.",
- "tags": []
- },
- "data_type": "frame",
- "aptitude": {}
- },
- {
- "id": "sunzi",
- "source": "HA",
- "name": "SUNZI",
- "y_pos": "25",
- "mechtype": ["Controller", "Support"],
- "description": "The SUNZI is at the peak of Harrison Armory development in weapons-applicable blink technology, a FRAME that was introduced as late as 5007U to select pilots only. Like the NAPOLEON, it is a compact, highly experimental frame with very limited battlefield presence, using powerful Blackshield technology to tear and warp the physical dimensions of space momentarily. Distortions of this kind are short lived, usually (but not always) visible to the naked eye, and highly unstable. Rumors abound that the SUNZI contains stolen or corrupted Volador technology from the ancient city-ship Mothers Gather and Are Welcome, parts of the extremely advanced machinery that allows their ships to remain in blinkspace seemingly indefinitely.
Owners of SUNZI licenses waive their privacy rights as part of the extensive (and physically exhausting) licensing process and are often in direct contact with personal handlers from Ras Shamra’s testing forges wishing to collect data.",
- "mounts": ["Main/Aux"],
- "stats": {
- "size": 1,
- "armor": 1,
- "hp": 7,
- "evasion": 7,
- "edef": 8,
- "heatcap": 7,
- "repcap": 3,
- "sensor_range": 15,
- "tech_attack": 1,
- "save": 10,
- "speed": 4,
- "sp": 7
- },
- "traits": [
- {
- "name": "Safe Harbor",
- "description": "Any character other than the Sunzi that teleports always considers space adjacent to the Sunzi as valid space to teleport to, as long as the Sunzi is in range 50 from them"
- },
- {
- "name": "Anchor",
- "description": "The Sunzi cannot be teleported unwillingly"
- },
- {
- "name": "Slip",
- "description": "Once per round, the Sunzi can teleport 2 spaces as a free action."
- }
- ],
- "core_system": {
- "name": "Reality Carver",
- "description": "MEMO(TT_CLEARANCE_01): YOU’RE GOING TO READ SOME OBTUSE SHIT HERE. I’VE TRANSCRIBED ONLY THE USEFUL PARTS OF THE VOLS SAID. REFER TO THE VISUAL FOR CORRESPONDING HAND SIGNS. REFER TO REPORTS: VESSEL-PILOT-DOORWAY",
- "passive": "The Sunzi has a blink anchor, a deployable system that is a size 1/2 object with 5 evasion, 20 HP, and limited (3) charges. It can be deployed and activated or picked up as a quick action by any adjacent character (it’s only active when deployed). When any character teleports within line of sight of the Sunzi, it can spend a reaction and a charge to change the end point of the teleport to free adjacent space to the blink anchor instead of the teleporting character’s original target, as long as there is space for that character to safely stand (it cannot teleport a character mid-air, for example).",
- "active_name": "Art of War",
- "effect": "When you take this protocol, gain limited (6) charges until the rest of this scene. You can expend a charge to choose any hostile or allied character in sensor range and line of sight as a reaction to the start of their turn and teleport that character up to 5 spaces in any direction, as long as they end in a free space that they can stand on.",
- "tags": [
- {
- "id": "protocol"
- },
- {
- "id": "reaction"
- }
- ]
- },
- "data_type": "frame",
- "aptitude": {}
- },
- {
- "id": "atlas",
- "source": "SSC",
- "name": "ATLAS",
- "y_pos": "25",
- "mechtype": ["Striker"],
- "description": "Originally commissioned and tested as a dueling mech for the House of Smoke, the ATLAS blurs the line between mech and suit of armor. The progeny of a long refinement period and utilizing the bleeding edge of reactor miniaturization tech, the mech was finally condensed down to something resembling a large, sleek hard suit, almost skin-tight at points. Though sacrificing much of the durability of a larger frame, the mech’s essential system are so closely melded with its user’s movements that it offers unparalleled agility.
Though originally tightly licensed for select clientele, the Atlas was introduced to the Sparri almost by mistake when a mercenary in the Long Rim won the frame in a game of kapkat. Since then, demand from the Sparri has been so strong that SSC was forced to reconsider its licensing scheme. Considered perfect warrior frames for hunting the native megafauna of Sparr, they are now widely perceived as the iconic frames of Sparri headhunters and daredevils across the Orion Arm, to the point that the Sparri invented a new martial art using the Atlas.
Considered heirlooms of great warriors, they are passed down through bloodlines and often repaired and modified manually. The suit’s powerful systems remember the unique movements of all that have worn it before, enabling Sparri hunters to literally call upon their ancestors in battle.",
- "mounts": ["Flex", "Main"],
- "stats": {
- "size": 0.5,
- "armor": 0,
- "hp": 6,
- "evasion": 12,
- "edef": 10,
- "heatcap": 6,
- "repcap": 3,
- "sensor_range": 5,
- "tech_attack": -2,
- "save": 10,
- "speed": 6,
- "sp": 6,
- "structuremod": -1,
- "stressmod": -1
- },
- "traits": [
- {
- "name": "Giantkiller",
- "description": "The Atlas ignores engagement from actors larger than itself. It can share space with larger actors (even hostile ones) and move through their spaces unimpeded. While the Atlas shares space with a character, it has soft cover from all sources and resistance to all damage from that character."
- },
- {
- "name": "Finishing Blow",
- "description": "Once per round, the Atlas can deal +1d6 bonus damage with a successful melee attack against a prone target."
- },
- {
- "name": "Small but Powerful",
- "description": "The Atlas has only 3 structure and reactor stress"
- },
- {
- "name": "Weak Reactor",
- "description": "The Atlas gets +1 difficulty on engineering checks and saves"
- }
- ],
- "core_system": {
- "name": "BLOODLINE Active Assist",
- "description": "The ATLAS extends needles into your musculature and ancillary nervous system, melding flesh, machine, and the memory of all who wore it before you.",
- "active_name": "Final Hunt",
- "effect": "When you take this action, until the end of the current scene:- The Atlas's movement from any source (moves, boosts, movement from systems or talents)
increases by 1. - It always benefits from soft cover, no matter where it is.
- The Atlas can hide even in the open, without requiring cover (the only way to reveal it is for an actor to search for it or it if breaks hiding the normal way - by boosting, attacking, forcing a save, or taking other actions that break hiding).
- 1/round, when the Atlas makes an attack from hiding, its target must pass a hull save or be knocked prone.
",
- "tags": [
- {
- "id": "quickaction"
- }
- ]
- },
- "data_type": "frame",
- "aptitude": {}
- },
- {
- "id": "kobold",
- "source": "HORUS",
- "name": "KOBOLD",
- "y_pos": "27",
- "mechtype": ["Controller", "Defender"],
- "description": "The Kobold p-g made its first appearance among Ungrateful partisans serving the House of Dust, the pattern a clever suite of hardware and software able to be applied to many kinds of mining and heavy industry mechs. The steaming, shuddering final result is an ugly affair, but contains powerful liturgicode meant to unlock its reactor. Custom built to combat Barony suppression forces, the desperate workers who built the first slapdash kobolds found their reactors and factory tools repurposed to deadly effect: able to melt and extrude raw material into a molten polymer that could be used for both barriers and bombs.",
- "mounts": ["Main/Aux"],
- "stats": {
- "size": 0.5,
- "armor": 1,
- "hp": 6,
- "evasion": 10,
- "edef": 10,
- "heatcap": 6,
- "repcap": 2,
- "sensor_range": 15,
- "tech_attack": 0,
- "save": 10,
- "speed": 4,
- "sp": 8
- },
- "traits": [
- {
- "name": "Mimic Carapace",
- "description": "If the KOBOLD starts its turn adjacent to a piece of terrain or hard cover size 1 or larger it becomes invisible while it remains adjacent to that terrain or cover. This invisibility breaks if it attacks or takes damage."
- },
- {
- "name": "Slag Spray",
- "description": "Once per round as a quick action, the KOBOLD can create a size 1 piece of terrain (10 HP, evasion 5) within a free space within range 3 and line of sight of it. The semi-molten polymer grants hard cover."
- },
- {
- "name": "Exposed Reactor",
- "description": "The KOBOLD gets +1 difficulty on engineering checks and saves."
- }
- ],
- "core_system": {
- "name": "Terraform",
- "description": "Screeching and venting steam, the KOBOLD digs into the earth itself, reshaping it in its image.",
- "active_name": "Terraform Active",
- "effect": "The Kobold extrudes a massive amount of polymer and creates up to 10 size 1 cubes of terrain within free, open spaces within range 5 of it. These cubes can be separate or connected, and stacked up to 5 spaces high. If connected, they form a contiguous surface and can potentially block line of sight. They grant soft cover the turn they are extruded, each section is independently destructible, has evasion 5, and 10 HP. At the start of the Kobold’s next turn, they harden into hard cover and each size 1 section gains +10 HP (it keeps any damage it still had).",
- "tags": [
- {
- "id": "fullaction"
- }
- ]
- },
- "data_type": "frame",
- "aptitude": {}
- },
- {
- "id": "lich",
- "source": "HORUS",
- "name": "LICH",
- "mechtype": ["Controller"],
- "y_pos": "10",
- "description": "CALIGULA: So what is it?
DOGFRIEND_68: i wish i could fuking tell you, man, it just showed up on our omni. the whole thing in one ping. there's like a fucking thou ex or two thou exabytes in here, crashed buffer on refresh
CALIGULA: Gotta be a joke from Ash, she's trying to wavedown our rig again. Don't print it.
DOGFRIEND_68: fuck no
DOGFRIEND_68: do u think i have a death wish
CALIGULA: Yes.
CALIGULA: Well who's it from? Who's the author?
CALIGULA: Hello?
CALIGULA: …
DOGFRIEND_68: what the fuck
CALIGULA: Who?
DOGFRIEND_68: us
CALIGULA: us what?
DOGFRIEND_68: it's from us. we made it.
CALIGULA: Pretty sure I'd remember if I wrote a whole frame by myself.
DOGFRIEND_68: yeah except thats our code man
DOGFRIEND_68: also sysop is telling me we didn't actaully get anything inbound which means its just been here on the node somehow but thats impossible
DOGFRIEND_68: it's dated 15005U.
DOGFRIEND_68: …
DOGFRIEND_68: theres audio
- Transcript M.A2 (recovered) [UIB-TERMAGANT-TANGENT ROYAL]
",
- "mounts": ["Main/Aux"],
- "stats": {
- "size": 1,
- "armor": 0,
- "hp": 4,
- "evasion": 8,
- "edef": 12,
- "heatcap": 3,
- "repcap": 5,
- "sensor_range": 15,
- "tech_attack": 1,
- "save": 11,
- "speed": 5,
- "sp": 8
- },
- "traits": [
- {
- "name": "Soul Vessel",
- "description": "At the start of the Lich’s turn, set down a marker at it’s current location (any marker created this way replaces previous markers). Once per round, as a reaction to being hit by an attack, failing a saving throw or check, or taking damage or heat from any source (even self), the Lich can immediately become completely immune to all the damage, heat, or conditions from that effect. It then resets its position to the marker or as close as possible, counting as teleporting. The Lich can also take this reaction at the end of any turn, including its own, but if taken this way it merely resets its position. It can’t take this reaction if jammed, stunned, grappled, or unable to take reactions from some other means."
- },
- {
- "name": "Immortal",
- "description": "Once per scene, If the Lich is destroyed, in the round after it is destroyed, as a reaction to the end of any turn, it immediately returns to the location of its soul vessel, counting as teleporting, heals to full HP, clears all heat, and goes to 1 structure and stress (even if it had more remaining when it was destroyed). It may takes this reaction even though it’s destroyed, and can only take this reaction once per scene. If its pilot is dead and died the same scene, they also return to life. If it chooses not to make this reaction in that round, it remains destroyed and the pilot remains dead."
- }
- ],
- "core_system": {
- "name": "Chronostutter",
- "description": "",
- "active_name": "Glitch Time",
- "effect": "Once this action is taken, for the rest of this scene, 1/round when any attack, effect, or action is made successfully against a character inside the Lich's sensor range (deals damage, inflicts a condition, etc), the lich can instantly disrupt time, interrupting that action before it fully resolves. This doesn't take a reaction and can only be made against successful effects (such as when a character is hit by an attack, fails a saving throw, etc). It has the following effect: The targeted character is pushed up to 3 spaces in a direction of the Lich's choice, even if it is normally immune to involuntary movement. Then the Lich places itself in one of the spaces that character originally occupied, no matter how far away it was, counting as teleporting (so it can't be made against flying characters, for example). The Lich becomes the new target of that attack, effect, or action. All damage, conditions, or effects of the action now affect the Lich, and the action must be performed as if targeting the original character. For example, if the effect was to teleport a friendly character to a space, the Lich is teleported instead to that space. If the effect was to repair the a character, the Lich is repaired instead. If the effect was to deal damage and knockback, the Lich takes the damage, using the Lich's armor, resistance, etc, and is knocked back the same direction the original character would be. If the effect was a condition or status, the Lich takes that condition or status instead.",
- "tags": [
- {
- "id": "quickaction"
- }
- ]
+ ],
+ "passive_name": "OVERCLOCK",
+ "passive_effect": "Protocol
You become EXPOSED until the end of your next turn. All weapons on your mech that deal any energy damage gain +5 RANGE if they are ranged weapons or gain +1 THREAT if they are melee weapons."
},
"data_type": "frame",
"aptitude": {}
}
-]
+]
\ No newline at end of file
diff --git a/lib/info.json b/lib/info.json
index 7dc4c25..c7523e0 100644
--- a/lib/info.json
+++ b/lib/info.json
@@ -1,7 +1,7 @@
{
"name": "LANCER Core",
"author": "Massif Press",
- "version": "Prerelease v2.0",
+ "version": "November 2019 Release",
"description": "The official base game",
"website": "https://massif-press.itch.io/lancer-core-book",
"active": true
diff --git a/lib/manufacturers.json b/lib/manufacturers.json
index ce6df1f..39fc33f 100644
--- a/lib/manufacturers.json
+++ b/lib/manufacturers.json
@@ -1,42 +1,42 @@
[
{
- "id": "GMS",
- "name": "General Massive Systems",
+ "id": "mfr_general_massive_systems",
+ "name": "GENERAL MASSIVE SYSTEMS",
"logo": "gms",
"color": "#b30c1d",
- "quote": "
What does it look like when there is no end to your empire?
When the weapons your enemies use against you bear your mark. When the children of the next revolution are born to lands administered by your machines. When the ships that convey their children across the void bear your name.
Power is not held by kings. All rulers tumble alongside Ozymandias.
Only the company persists, for it has built reality itself— all others thrones fall to dust.
Introductory paragraphs to King of Kings: An Oral History of General Massive Systems
",
- "description": "Oldest and most ubiquitous of the Big 5, General Massive Systems (GMS) is an all-purpose supplier to all persons in Union’s hegemony. From mech chassis and ship hulls to casual clothing, from prefab space station bulkheads to coffee beans, GMS’s catalogue reaches across a galaxy worth of goods, materials, and services .GMS is widely viewed as the reliable baseline of goods quality across the galaxy: anything worse than GMS quality is junk, anything better tends to be unique or luxury
GMS began as an independent outfitter during the first expansion period that grew to ubiquity as the outward colonial push afforded by nearlight drives surged. Union saw value in controlling the industry standard supplier, so they nationalized GMS, guaranteeing its place as the galactic standard mark. The corporate entity became an arm of Union’s ever expanding bureaucracy, a way to standardize and legacy-proof equipment and consumables across the rapidly growing class of explorers, colonists, and scientists venturing out into the stars.
As colonial expansion continued and competitor corporations emerged onto the galactic supply, a baseline of equipment was needed in order to assess what improvements needed to be made to Cradle-specific gear; similarly, dramatic time dilation was far more of an obstacle in those early days than it is in the narrative present, and some standard, legacy-compatible equipment was needed in order to assure compliance across disparate eras. GMS’s Standard/Foundation 1 line became that industry baseline by which all other suppliers' products were measured.
With the incredible wealth of Cradle behind it, General Massive Systems became the ubiquitous supplier. Over thousands of years, it has grown to become a massive department of Union, and continues to be the standard against which all others are measured. GMS is an economic engine, one of a large toolbox, by which Union promotes their “brand” across the galaxy. Distinct from Union’s political and military arms, GMS is an ever-present flexing of soft power: it is ubiquitous to the point of being the “normal” standard by which most all universal goods are judged by.
GMS, unlike the other entities listed in this section, does not engage in world building, colonial ventures, or flagged expeditions--it simply sets the standard for which all others build from and supplies them with the gear they need. It creates the world of goods, services, equipment, and habitations most humans know to be “normal”. GMS’s power comes from its ability to set what the galactic acceptable standard is: by nudging that bar ever up, it forces non-Union entities to develop alternatives that benefit humanity as a whole, even if they are developed for selfish, profit-driven motives.
GMS rarely reaches out to outside contractors for work. Its headquarters is on Cradle proper, like the rest of Union’s Central Command, and it has offices throughout the inhabited galaxy."
+ "quote": "From Cradle to the stars, GMS: assured quality, universal licensing, total coverage.",
+ "description": "General Massive Systems - GMS for short - is the galactic-standard supplier of just about everything. GMS developed the first mechs from up-armored hardsuits in 4500u, on Ras Shamra, the world that would become the capital of Harrison Armory; now, GMS's flagship Everest line of mechs sets the galactic standard. Reliable, sturdy, solidly built, and available in countless localized patterns, there are so many variants on the Everest pattern that it has become totally ubiquitous and faded into the background. With universally compatible components, full radiation and environmental shielding, and tens of thousands of pre-loaded languages, a pilot in their Everest has everything they need to get the job done.
GMS is one of the oldest fabricators in the galaxy, first getting its start in the early days of the colonization rush. The manufacturer hails from Cradle, the home of Union - and humanity - and thus its designs reflect the sensibilities of the first pioneers to seek the stars. Today, GMS products are available anywhere there is access to the omninet. These products, whether consumer, specialty, or military, are widely viewed as the galactic minimum of quality: not particularly luxurious, but unsurpassed in no-nonsense design, reliability, and ease of use. Where GMS is available, anything less is unacceptable.
All GMS frames, gear, core bonuses, and licenses are available to all pilots, starting from license level 0. The default GMS mech is the Everest, a standardized all-rounder FRAME."
},
{
- "id": "IPS-N",
- "name": "IPS-Northstar",
+ "id": "mfr_ips_northstar",
+ "name": "IPS-NORTHSTAR",
"logo": "ips-n",
"color": "#1661b8",
- "quote": "Long the wall between air and void has stood. An upon it, a plaque, etched and unweathered. It reads:
‘O’er the glad waters of the dark blue sea,
Our thoughts as boundless, and our souls as free,
Far as the breeze can bear, the billows foam, Survey our empire and behold our home!’
-The Corsair, Canto I, Lord Byron
",
- "description": "The last and largest of the Triumvirate Corpros is Interplanetary Shipping-Northstar, or, IPS-N, a shipping and transport conglomerate that has been around since the discovery of nearlight and suspension protocols allowed for the first interstellar commerce.
IPS-N formed as a mutual defense pact between Interplanetary Shipping, Inc, and the Northstar Corporation, two shipping giants plagued by environmental hazards and early orbital/suborbital piracy. Both IPS and Northstar trace their lineage back to Cradle, where they began initially as shipwright unions that organized the early engineers, mechanics, and laborers who reactivated the Theseus shipyard, an artifact of Old Humanity.
Prior to the discovery of blinkspace and the construction of the first gates, piracy in Union space was not yet interstellar. Pirate MO was to strike in low orbit, emerging above their targets from satellite debris rings or on a wildcat-launch intercept trajectory from underneath, aiming to interdict shuttles as they load or unload their goods onto the waiting interstellar freighters.
Pirates were largely orbital, small outfits that struck their targets with an aim to kill and salvage goods to fence planetside. Early low orbit piracy saw desperate teams of patchwork buccaneers pack onto shuttles loaded with bolted-on kinetic weapons -- formidable enemies for civilian merchant ships.
In light of this danger, IPS and Northstar merged, combining their resources to create a private anti-piracy force in order to protect their investments. IPS-N, working with early Union Navy officers, developed the first ship-to-ship and anti-boarding doctrines, as well as the first purposebuilt point defense weapons.
The introduction of blinkspace opened up new fields of trade, as well as new arenas of piracy. IPS-N continued to build out their fleets and security teams, now protecting whole trade corridors in exchange for percentages of all trade. This relationship has persisted over thousands of years, becoming so firmly ingrained in galactic practice that IPS-N is now a household name in many core and key colony worlds; IPS-N’s anti-piracy teams -- the origin for another well-known and storied autonomous organization, The Albatross -- are often looked at as the de-facto peacekeeping force in many distal spreads of the galaxy.
As trade grows and humanity’s reach expands, so do does IPS-N.
IPS-Northstar’s largest campus -- its corporate headquarters -- is located in Corespace, outside of Cradle in the Argo Navis system; IPS-N’s historic headquarters, now a museum devoted to the history of interstellar travel, is located on Luna.
Carina, the primary world of Argo Navis, is a bucolic world of warm, shallow seas, azure skies, and rolling plains of deep grass. A world of terrestrial and aquatic oceans, perfect for the stellar/ maritime CS.
Carina is ringed by ten moons, two thick with habitable atmosphere — Pyxis and Vela. All are given over to research and development of IPS-N’s interstellar ships and chassis, support systems, and temporal acclimation facilities for retiring Cosmopolitan members of IPS-N’s antipiracy Albatross teams.
IPS-N, in addition to developing interstellar ships and legacy chassis, run a humanitarian mission, Northstar Realignment. Northstar Realignment is the top-flight temporal embassy and education center for Cosmopolitans returning from long-haul relativistic voyages.
Beyond the Argo Navis system, IPS-N maintains numerous field offices and Cosmopolitan lounges on blink stations, meant to serve long-haul merchants and regular Cosmopolitans both. IPS-N field offices are the first-contact point for aspiring IPS-N engineers, mechanics, navigators, and pilots, as well as a common first-contact point for people looking to crew or rent a berth on an outbound interstellar ship.
Players would commonly encounter IPS-N employees, officers, and personnel on blink stations, around uplift stations, and on space ports. Blink stations usually have an IPS-N Cosmopolitan Lounge or field office where players can get civilian updates on news, galactic happenings, and check travel reports.
Of the Triumvirate, IPS-N remains the least diversified in terms of a catalogue of goods. Outside of milspec chassis, hulls, and equipment, IPS-N primarily sticks to interstellar-capable vessels, equipment, and gear, from the fleet-tier to the personal consumer. IPS-N is a sure bet for any interstellar travellers, with a thousand years of banked goodwill boosting their brand.
"
+ "quote": "Your friend in an unfriendly sea.",
+ "description": "IPS-Northstar (IPS-N) was created from the merger of two civilian interstellar freight and transportation companies, Interplanetary Shipping and Northstar. The resulting firm, IPS-N is a titanic entity - one of the first corpro-states - with a virtual monopoly over interplanetary and interstellar shipping. Other firms exist, but their gross fleet strength is but a shadow of IPS-N's fleets of tankers, haulers, freighters, and intergate/interstellar liners. Wherever goods and raw materials need to be moved, you can bet a crew in IPS-N uniforms will be there.
The story of IPS-N is inseparable from the history of interstellar piracy. Whatever dangers the galaxy might hold, piracy remains the greatest threat to interstellar shipping lines, costing fleet managers and states hundreds of thousands in manna and trillions more in local currencies. Tremendous capital losses, schedule delays, losses of life, and false-scarcity famines convinced the myriad unions, conglomerates, and cartels of the need to comprehensively safeguard civilian shipping. A process of agglomeration and consolidation that lasted for years eventually gave birth to two major firms, Interplanetary Shipping and Northstar. They finally merged into a single corpro-state in the waning days of Union's first government, the First Committee.
Following the merger, IPS-N began the work of phasing out its fleets of late-model GMS mechs in favor of new proprietary designs. The corporation now sports a range of versatile, durable, and modular mechs that place equal priority on weapons and engineering systems. IPS-N mechs are a good choice for pilots who want a tough chassis that's built for close quarters and melee combat situations, such as when the possibility of breaching a ship hull is on the table. IPS-N chassis are sturdy, meant to take as much damage as they deal - and then some.
IPS-N is closely associated with the Albatross, an anti-piracy and peacekeeping force known across the galaxy for its long history of humanitarian interventions. IPS-N supports the Albatross materially, providing it with chassis, ships, cutting-edge technology, and temporal rehabilitation worlds for its pilots and crews to retire in relative peace. The relationship is mutually beneficial; IPS-N makes a point to emphasize its close relationship to the Albatross in marketing campaigns and PR materials."
},
{
- "id": "SSC",
- "name": "Smith-Shimano Corpro",
+ "id": "mfr_smith_shimano_corpro",
+ "name": "SMITH-SHIMANO CORPRO",
"logo": "ssc",
"color": "#d1920a",
- "quote": "“There is a thread that runs through the course of humanity. An unbroken course, set eons ago, and maintained through every age by careful stewards.
You.
Through the dawn of the Anthropocene to its end. The Dark Age. The Little Wars. From Union’s foundation to this office, right here, right now.
You already contain perfection; we have the ability to enhance it.
Welcome to the future of humanity: you, brought to you by Smith-Shimano Corpro.”
- Smith-Shimano background copy, subaural broadcast loop
",
- "description": "Smith-Shimano Corpro is another of the Triumvirate Corpros, the smallest and most mission-focused of the three, with their physical territorial holdings dwarfed by their presence in the omninet and in Diasporan biologies.
SSC came to prominence during the second expansion period, growing rapidly to dominate the Core market in Union’s liberal, pre-MONIST transhumanist approach to biological and cybernetic enhancement. Following the Deimos Event, the First Contact Accords, and the ensuing crackdown on AI generation and civilian ontologic/singularity-focused experimentation, SSC tacked to a more “natural” approach to biological and cybernetic human enhancement. Instead of pursuing marriage between human and artificial intelligences, they would focus on improving the bodies we lived in; instead of removing the need to step to the stars, they would make it so we could step to the stars.
SSC’s corporeal development pushes the edge of what it means to be a human being. Cybernetic enhancements, subdermal nettings, aurals, implanted neuroneutral omnihooks, ontologic bridges, co-subjectivity nodes, panacea glands -- the list is exhausting, and that only covers the Foreign Body department of SSC’s massive R&D campus-worlds. The real bulk of SSC’s cutting edge research comes in the form of their own citizens, a population of billions spread across a constellation of moons, worlds, stations, and habitats. These populations are monitored and cultivated to produce best-fit genetic material for SSC’s big manna buyers: colony firms looking to license bespoke populations for as-yet-unexploited worlds.
Smith-Shimano Corpro’s home campus is an omnispace node address, a shared virtual space that collects a wide net of colony prospect words throughout the Sierra Madre line. It is shielded by layers of hyper-solipsistic, anticausal/paradox generation security coding, managed by NHPs seeded from proprietary divergent subjectivities — in short, it is difficult and dangerous to attempt to hack into.
The campus itself is represented by a many-chambered estate, palatial, where the heads of representative genetic lines meet in virtual space. It appears to have no counterpart in realspace, though it is often suggested that the architectural inspiration for the estate comes from a building on Smith-Shimano’s first colony world, Opal, long ago lost to bitter civil violence.
Realspace Smith-Shimano campuses exist across the Sierra Madre line, serving roles akin to embassies on the Corpro-State’s many territorial holdings. These embassies are upload points linked to the CS’s private omninode.
The worlds under SSC’s direct control are, generally, small worlds -- atmospheric moons and pleasant temperate worlds that are lightly developed, with tightly controlled populations that are guided towards arranged couplings in order to create biome-specific lines of bespoke colony seed. The people on these worlds are aware of SSC’s mission, and most are content with their situation. Save for a donation of genetic material (a few hairs, a drop of blood) and a cultural insistence on arranged coupling, life on a Constellation World is largely similar to that of life on a given non-SSC core world. With their needs taken care of by SSC's Constellar Congress, Constellar citizens mostly organize into clans of cousins and close family, spending their time engaged in artistic, artisan, and intellectual pursuits. The Constellar worlds are known for the quality of their art, literature, and masterwork goods.
SSC mounts expeditions into all sectors of space to seek out new and interesting genetic materials. Their recruitment materiel leans heavily on the benefits for immigrating to an SSC world: they are, in a phrase, your ideal paradise.
SSC is also known for their luxury-forward consumer goods and machinery. Elegant ships, chassis, and hardsuits for the discerning Cosmopolitan and Diasporan alike. Fabrics and materials that feel perfect against your skin, cybernetic and biological enhancements that will never fail or be rejected by your body, flash-grown internals and extremities -- insurance, should the worst happen. SSC’s LUX line of consumer goods is bespoke down to the atom, crafted for the person who ordered that ship, chassis, suit, or bottle of wine. There’s only one of you in the galaxy -- shouldn’t there be only one of these?
The average galactic citizen sees SSC as a luxury brand that emphasized attachment to the craft and expertise that creates the material world around them. SSC’s advertisements emphasize the hand-crafted nature of their goods, the long-cycle growth of their biologicals -- to SSC’s public face, printing is a necessary evil, one that can make the goods the masses need, but not the perfect, unique item you need.
SSC’s power comes from the licensing of these luxury goods, cybernetics, and biological lines. They do not cede control over their genestock to the colony firms that use them: in fact, they retain ultimate rights over them, as they rely on the risk of other corporations, states, and private groups to inject new and interesting mutations into their finely cultivated genelines.
"
+ "quote": "You only need one.",
+ "description": "Smith-Shimano Corpro (SSC) is the second-oldest corporation in the galaxy, preceded only by GMS. Founded by Cartwright Smith and Shimano Hideyoshi, SSC's emphasis on private stellar and interstellar travel, the fantastic wealth of its founders, and favorable contracts within Union's First Committee, Smith-Shimano quickly became an early leader in the race to develop sublight, downwell, and EVA vehicles. SSC grew throughout Union's First Expansion Period, managing the majority of all private and corporate contracts' design, outfitting, and clinical needs. Over time, the corporation diversified to specialize in bio-bespoke, long-range scout suits - personalized hard suits, for those with the manna to afford them.
The necessities of deep-space exploration require humans to spend long periods in hostile environments; pre-Deimos Event, SSC sought to address this challenge by breaking down the barriers between human and machine, creating a symbiotic relationship between hardsuit and wearer. Following the Deimos Event, however, SSC wound down most of its human/machine integration research in accordance with the First Contact Accords, choosing instead to focus on perfecting the first machine: the human body itself.
Smith-Shimano FRAMES reflect the corpro-state's pedigree and its agile, adaptable business model. They are built not to take hits - though they're resilient enough - but to avoid them entirely. SSC designs emphasize mobility and sleek profiles, precisely tuned to land not the hardest hit, but the most accurate. Economy, precision, and singularity is the name of the game for this manufacturer: why fire a thousand rounds when one can be just as effective?
The mechs developed by SSC are known for their license exclusivity, appealing silhouette, and exacting design. Their LUX-Iconic line of chassis are coveted, single-designer models, each unique to the pilot with the requisite licenses and access to afford them; as such, unlike other manufacturers, SSC frames tend to be longer-lasting in service, with more emphasis on retrofitting and repair than recycling and reproduction."
},
{
- "id": "HORUS",
+ "id": "mfr_horus",
"name": "HORUS",
"logo": "horus",
"color": "#00a256",
- "quote": "Can we trust the poor clockmaker? That giant from our sun?
Who crafts a movement that
Can quiet all this light.
Now set the orrery in motion
Over the sphere of the world
Let’s all stop a moment,
Hush,
And worry at what comes next. - DHIYED tablet 10, Column B
",
- "description": "HORUS is unlike any other supplier worth noting on the galactic scale. Not a state and not a corporation, HORUS is best described as a decentralized, non-corporeal entity, an anoriginary affiliation of omninet personalities, memes, and subcode that release systems and gear via manifesto, event, and physical dead drop.
This entity first rose to public knowledge following the Deimos Event, leading many who know of it to assume that it is a product of the Deimos Event -- eager cataloguers of HORUS history are quick to suggest that it is a branched-intelligence of RA, a sliver of the MONIST entity given to spreading itself among those who it deems worthy.
However, other possibilities exist: that it is a blacksite Union project to track and identify rogue NHP programs or militant Horizon sympathizers; a Union (or Triumvirate) R&D program that crowdsources results from blind field testing; the dream of an NHP in cascade, and its adherents the interpreters of that dream; an intrusive thread of a parallel universe, its reality bleeding into ours via a permanent rip in blinkspace; evidence of a true alien intelligence, generated memetically by the long-dead minds of the Union Far-Field team that first discovered HORUS’s seed hieroglyphs.
Many possibilities exist, and whole groups and movements are devoted towards discovering the true nature of HORUS. In the meantime, HORUS continues to release their unique pattern-groups to a select cadre of pilots, revealing nothing of its inner workings, history, or goals.
HORUS’s licensing process is atypical, involving an esoteric and inaccessible set of criteria that interested parties have yet to crack. Often appearing as a white rabbit series of clues, or as a persistent haunting, or as an otherwise routine status-synch when confirming a requisition, licensure from HORUS is a mixed bag to many pilots. Some wear it as a badge of honor, proud that their years of investigating the entity has paid off with a confirmation of its existence -- others keep it a closely guarded secret, both for the trouble it would cause them with their commanders and the rumor that HORUS licenses are only granted to a new pilot upon the previous licenseholder’s corporeal death.
Your average galactic citizen would have no knowledge of HORUS. Knowledge of its existence is restricted to high-clearance Union Intelligence Bureau officers and deep-omni hacker cadres. HORUS has no “official” representation -- occasionally one may see the wadjet stenciled onto an alley wall -- but this entity keeps no offices, stations, or worlds. There are no standing HORUS armies or fleets or security services.
However, it is worth noting the existence of the metafold vaults.
As best Union Intelligence Bureau agents can surmise, HORUS’s metafold vaults appear to be a project similar to the Massif vaults on Cradle. Metafold vaults are physical/metaphysical locations, usually heavily guarded, their locations kept secret; in the narrative present, only three metafold vaults have been discovered -- one by a UIB Advance Team, which folded in on itself and disappeared, taking the team with it, the other by an Albatross wing, who redirected the comet it was housed in to a nearby star, and the final -- known to be Metavault Dhiyed -- encountered and cleared by a second UIB Advance Team.
HORUS only makes systems, weapons, and protocols. It makes no consumer goods, and is unknown to all but a small percentage of the galaxy’s population.
"
+ "quote": ">//CONGRATULATIONS, PILOT, YOU HAVE BEEN CHOSEN.
>//ACCESS IS YOURS, AS LONG AS YOU CAN KEEP IT.",
+ "description": "HORUS is an oddity among the various pan-galactic corpro-states, outfitters, and manufacturers. Operating in a gray legal state between harmless omninet communes, open-source fabrication collaboratives, black-market printers, and deeper, more esoteric collectives, HORUS is counted among the Big Four not due to its influence on galactic politics, but because of its ubiquitous coverage: one can be certain that wherever there is omninet, HORUS is either there or soon to follow. Rumors abound as to the manufacturer's nature - some say it's the dream of an unshackled NHP or a hacker collective dedicated to open-source manufacturing (at its most mundane levels); others insist that it's the proving ground for one of the corpro-states' R&D departments, or the realspace projection of an alien entity's ongoing wish.
The group's history is as mercurial as its present. Union records dating back to the First Committee Period indicate contact with groups, individuals, and state actors claiming to be (or identified as) agents of HORUS, itself described as an individual; a terrorist group; a philosophy church, or political party; an activist group; and many other forms of association. Contemporary reports indicate a subtle shift toward a more cohesive organizing structure - certainly accelerated following the Deimos Event - that points to some form of organizational mission and internal culture at levels far beyond the civilian and criminal levels of engagement with grayspace HORUS fronts.
This more complex level of organization is reflected in HORUS's mechs. Unlike the collective's broad, civilian-facing projects - omnicode, hacks, data, and open-sourcing of otherwise restricted information, services, and platforms - HORUS mechs and pattern groups are limited in the extreme, usually first appearing as endemic manifestations of print anomalies in conflict zones across the galaxy. Save for rare situations (heavily documented by the Union Intelligence Bureau), these outbreaks seem to take place independent and ignorant of all factions and actors, and have one goal: manifest, then proliferate.
HORUS's oldest frames are built according to standardized forms, as with most other mechs. The collective's more recent chassis are stranger. Union's Universal Threat Assessment Manual (UTAM) classifies them not according to models but according to \"pattern groups\" (or PGs). Each pattern group is a list of specifications that describe a particular combination of experimental, unregulated, and esoteric paracausal weapons and technology that, when taken together, resemble something like a distinct product line or frame. However, it is important to note: the pattern-group classification system originated with Union analysts, not HORUS. Because there is no official manufacturer-entity or (known) central organizing body, the \"proper\" designations and design intentions of most HORUS mechs are all but unknown. Thus, the UTAM pattern-group designations.
HORUS \"licenses\" are highly coveted, and are distributed according to no discernible requirements; scholars and specialists who study HORUS generally assume that the collective's licenses - that is, access to deep-level designs, specifications, and print patterns - are available only in limited quantities, likely becoming available after the corporeal death of their previous holders.
HORUS mechs universally field mysterious, unregulated, greyspace technologies - perfect for pilots seeking a technological edge that few other organizations can provide. They seem to focus on crowd control, individual unit management, and terribly powerful systems.
Be aware that by seeking out HORUS technology, you may find yourself wrapped up in mysteries with no end, and dangers far beyond your deepest fears."
},
{
- "id": "HA",
+ "id": "mfr_harrison_armory",
+ "name": "HARRISON ARMORY",
"logo": "ha",
- "color": "#6e4373",
- "name": "Harrison Armory",
- "quote": "\"To build a shining city on every hill.\"
-- Director-General Harrison II, from Treatise To Confirm The Mission of Our Armory
",
- "description": "
Harrison Armory is a corpro-state, and the premier weapons and weapon-platform manufacturer in the galaxy. They are one of the Triumvirate Corpros, a group of three massive, galaxy-spanning corpro-states that dictate, to a degree, galactic politics.
The Armory develops some of the most advanced conventional and paracausal tech that is legally distributed. Next to GMS, the Armory is the second most common supplier for state fleets, militaries, and police forces. It is a massive imperial power, with a population numbering in the billions and growing as colonies pledge themselves -- voluntarily or otherwise -- to Ras Shamra.
The Armory’s success can be credited in large part to their Special-Exception Persistent-Cultivation Legionspace Environment, SEPCLE or, colloquially, the Think Tank. Think Tank is a choir of near-cascade NHP that the Armory uses for research and development into paracausal technology, forecasting, and department management. Due to the Armory’s special relationship with Union, it is allowed to run a choir of NHP at critical levels of self-awareness; the Think Tank is
a closely guarded secret in the Armory, known in rumor to its patrician citizens and competitors, but in specifics and particulars to a small portion of the population.
In addition to their weaponry and weapon platforms, the Armory is known for its sturdy exploration gear, consumer and state-level logistics and infrastructure packages, personal groundcars, and spirits. Harrison Armory is a big player in galactic trade, as their Distal Development program cultivates and exports exotic alien spices, flora, fauna, and minerals for consumer use.
Harrison Armory is an expansionist corpro-state that works with Union to expand and develop humanity’s presence across the stars. They run a broad program of colonization and development, attracting unaffiliated and affiliated colonies through promises of citizenship and interstellar protection.
In the tumult of the dissolution of the Second Committee in the 4500U, many members of the deposed anthrochauvinist party retired from the bureaucracy. As the initial revolutionary fervor cooled and the Third Committee stabilized, a mid-level Anthrochauv party officer, John Creighton Harrison, founded Harrison Armory from a coalition of resource extraction communes extant on Ras Shamra.
With strong backing from old Anthrochauv party members and their children, the Armory grew into a significant supplier of arms and armor to the new Union Navy. The events of the Crisis had broken the Second Committee, but its aftermath reformed many of their loyalists and old guard into the original command structure and dynasty of Harrison Armory. Now, the Armory is managed by their descendants and heirs, and its relationship with Union is colored by the expectation of distant future friction.
For the time being, both entities can find more benefit working together than against one another, but as the Armory grows in directly-administered territory and power, the more they find themselves a bigger and bigger bullet point on the Union Central Committee briefing materials.
Harrison Armory’s eponymous armory complex is located on Ras Shamra, the primary world orbiting Ptah’s Star. Ras Shamra is a tide-locked world in the close band of its system’s habitable zone: it is a world that balances on the knife-edge between extremes, as tidal locking means the world does not rotate. Habitable in the balanced, temperate zone of the world’s terminator line, Ras Shamra’s sun-facing side is locked in perpetual daylight, baked under punishing temperatures from Ptah’s Star. On the side of the world that faces away from the sun, it is forever nighttime, the world locked in a perpetual deep winter night. A thin atmosphere covers the world, breathable, but outside the terminator line extreme temperatures and weather make it impossible for an unshielded human to survive.
The Armory itself is a sprawling administrative, research-industrial arcology built in Ras Shamra’s terminator line, a temperate band where the day and night side of Ras Shamra meet and mix. The Armory circles the planet, a city-campus that holds a population of nearly three hundred million employees, executives, and other personnel inside of its walls. A number of perpetual hyperloop rings band the planet, providing rapid transit through the Armory, and a single, artificial
river-sea meanders through the whole of the arcology, fed by natural springs and imported glacier-cuts from the night side of the world. Ras Shamra is a difficult world to live on, and the Armory takes it as a point of pride that they’ve manage to tame enough of it to call it their home.
The day and night sides of Ras Shamra act as proving grounds for Harrison Armory chassis, weapons, and strike/acquisition teams. HA/AT troopers often mark their kits with “unofficial” honors for having proven themselves in both the day and night advanced training courses, setting themselves apart from green hires who enlist to advance their corporate political career.
Ras Shamra is encircled by concentric rings of orbital defense stations and shipyards where a population around a hundred million permanent residents reside and work. Here the great paracausal and supermassive weaponry of the Armory is built, tested, and stored. The work in the rings is constant, and HA hulls of all classifications are churned out at a rate that, while not rivaling IPS-N, is approaching comparable.
The location of Harrison Armory’s Forecast/GALSIM-NHP analogue, the Think Tank, is kept secret, though presumed to be buried deep below the frozen tundra of Ras Shamra’s night side. Think Tank, while a closely guarded corpro secret, is known to Union, which enjoys regular inspections of the facility -- this is a thorn in the side of Harrison Armory’s Director General, who would prefer that Union keep their prying eyes from sensitive corporate technology.
The general public on a core world -- a good measure of what amounts to “public galactic knowledge” -- would not have any knowledge of the particulars of Ras Shamra, Think Tank, or the particular operations of a Harrison Armory Acquisition Team. They would know Harrison Armory as a weapons manufacturer and defense contractor, whose name they hear in snippets of newscasts discussing Cradle politics, distal colonial affairs, and mentioned in contrast to IPSN’s stranglehold on interstellar shipping. Some who have studied the history of Cradle and Union might know of the Armory’s ties to the anthrochauvinist Second Committee, but five hundred standard years after the fact, it certainly feels like old news.
"
+ "color": "#6e4373",
+ "quote": "Superior by design.",
+ "description": "Harrison Armory enjoys a galaxy-wide reputation for the quality of its weapons and defensive systems. The corpro-state previously specialized in ordnance and other armaments, making it reliant on competitors' frames as mounts for its deluxe equipment; however, since the overthrow of Union's Second Committee, Harrison Armory has broadened its product line to include an extensive range of peerless frontline frames. On the wave of this new success, the Armory has transformed into a burgeoning, imperial corpro-state, a mighty galactic power that directly administers a large number of Core worlds, orbitals, and colonial prospects - this is the Purview; all lands under the Armory's command.
By necessity of Harrison Armory's imperial aims, its frames tend to be sturdy. More than that, Armory mechs are built to ensure overwhelming performance, embodying dominance and power in their brutal, geometric aesthetics. This fulfillment of this desire requires tremendous power, skill, and material strength.
Harrison Armory licenses are perfect for pilots looking to field durable frontline mechs equipped with the most advanced weapons technology available."
}
-]
+]
\ No newline at end of file
diff --git a/lib/mods.json b/lib/mods.json
index b476431..0c92940 100644
--- a/lib/mods.json
+++ b/lib/mods.json
@@ -1,144 +1,230 @@
[
{
- "id": "nanocomposites",
- "name": "Nanocomposites",
+ "id": "wm_thermal_charge",
+ "name": "THERMAL CHARGE",
"sp": 2,
- "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee"],
- "applied_string": "Any",
- "source": "HORUS",
- "license": "BALOR",
+ "applied_to": [
+ "melee"
+ ],
+ "applied_string": "melee",
+ "source": "IPS-N",
+ "license": "NELSON",
"license_level": 2,
- "effect": "Choose 1 weapon. If it’s a ranged weapon, you fire a swarm of nanobots instead of regular ammo. If it’s a Melee weapon, the entire weapon becomes made up of nanobots. The weapon gains the Smart and Seeking properties.",
+ "effect": "Choose one MELEE weapon: on a hit with this weapon, expend a charge as a free action to activate its detonator and deal +1d6 bonus explosive damage.",
+ "description": "One popular modification to the classic war pike involves replacing the long, armor-piercing pike head with a disposable, impact-triggered explosive charge. On penetration, the pike's head is severed from the shaft - moments later, the embedded pike head detonates in a conical explosion from the point forward. Spare thermal charges are stable, and transported in external tube magazines.
IPS-N also makes thermal charges compatible with GMS's range of blades, hammers, and picks.",
"data_type": "mod",
- "description": "Nanocomposites take the principal of aggressive drone swarms and condenses it to a single round, coherent beam, or blade edge. For a kinetic projectile, a number of autonomous nanite maniples are packed into a shaped CONSUME/HIVE round that shatters on positive target impact. On impact (or airburst/ penetration detonation) the maniples are released and begin to eat away at surrounding tissue or superstructure. They proceed until maniple burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and adjust their round’s flight somewhat to ensure positive impact — coherent beams and edged weapons operate in a similar manner.",
- "added_tags": [{ "id": "smart" }, { "id": "seeking" }]
+ "aptitude": {},
+ "tags": [
+ {
+ "id": "tg_limited",
+ "val": 3
+ },
+ {
+ "id": "tg_mod"
+ }
+ ],
+ "added_damage": {
+ "type": "explosive",
+ "val": "1d6"
+ }
},
{
- "id": "para",
- "name": "Paracausal Weapon Mod",
- "sp": 4,
- "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee"],
+ "id": "wm_uncle_class_comp_con",
+ "name": "UNCLE-CLASS COMP/CON",
+ "sp": 3,
+ "applied_to": [
+ "melee",
+ "cqb",
+ "rifle",
+ "launcher",
+ "cannon",
+ "nexus"
+ ],
"applied_string": "Any",
- "source": "HA",
- "license": "SALADIN",
+ "source": "IPS-N",
+ "license": "RALEIGH",
"license_level": 3,
- "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"}]
- },
- {
- "id": "phasing",
- "name": "Phasing Mod",
- "sp": 2,
- "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus"],
- "applied_string": "Any Ranged",
- "source": "HA",
- "license": "NAPOLEON",
- "license_level": 2,
- "effect": "This weapon can totally ignore line of sight and cover as long as you roughly know your target’s location when you attack, but a shot has a 50% chance of automatically missing if you attack this way (roll a d6 before you attack), expending the attack even if it misses. This weapon can attack through solid walls or obstacles and does not require a path, as long as its target’s location is known and they are in range.",
+ "effect": "Choose one AUXILIARY, MAIN, or HEAVY weapon: your UNCLE-class comp/con has control of that weapon and its associated systems.
1/turn, you can attack at +2 DIFFICULTY with UNCLE's weapon as a free action. UNCLE can't use weapons that have already been used this turn, and any weapon UNCLE attacks with can't be used again until the start of your next turn.
UNCLE isn't a full NHP, so cannot enter cascade.",
+ "description": "IPS-N's UNCLE comp/con system is the result of the DARKSTAR-2 program, a temporary project that sought to develop more advanced smart weapons. Early prototypes were hampered by a combination of high power draw, unstable conditioning, and frustrating single-task orientation that eventually saw the project shuttered.
While IPS-N is no longer developing new iterations of UNCLE, they still have a stock of QA-approved legacy systems accessible to qualified pilots.
Pilots lucky enough to field test models swear by UNCLE's task efficiency and parallel-track reasoning, though the outdated comp/cons are known for their somewhat unstable personalities.",
"data_type": "mod",
- "description": "Phase-Ready ammunition, as first described after its incorporation into the civil hostilities on Luna de Oro, is the “devil‘s round“: each round contains a nanoprocessor suite networked with its firing weapon that, ideally, calculates and translates the specific nature of that round‘s superpositional relation with its doppelgänger in the immediate space before its intended target. To wit, Phase Ready ammunition, when fired, exists in two places at once: exiting the barrel of the weapon it was fired from, and at the moment of impact into its target. The prime round may never hit its target, but as it already exists at the moment of impact, its doppelgänger round will hit its target. The fuzzy nature of such spooky action occurs in a way not fully understood save for in the faltering explanations of Harrison Armory‘s NHP Think Tank; as such, the action is not perfect, but falls within acceptable parameters for licensed production."
+ "aptitude": {},
+ "tags": [
+ {
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_ai"
+ },
+ {
+ "id": "tg_mod"
+ }
+ ],
+ "restricted_mounts": [
+ "superheavy"
+ ]
},
{
- "id": "throughbolt",
- "name": "Throughbolt Rounds",
+ "id": "wm_throughbolt_rounds",
+ "name": "THROUGHBOLT ROUNDS",
"sp": 2,
- "applied_to": ["CQB", "Cannon", "Rifle"],
- "applied_string": "CQB, Cannon, or Rifle",
+ "applied_to": [
+ "cqb",
+ "cannon",
+ "rifle"
+ ],
+ "applied_string": "cqb, cannon, or rifle",
"source": "IPS-N",
"license": "TORTUGA",
"license_level": 3,
- "effect": "Choose 1 CQB, cannon, or rifle weapon. When you fire this weapon, draw a line 3 spaces long from your mech, passing through terrain or other obstacles, then measure its original range from the end of this line as though the attack was fired from that position (measure cover and line of sight from this new position for the rest of the attack). The attack cannot change directions after being fired, but this line could cause an attack to easily punch through walls or other barriers. Any characters or objects hit by this line take 1d3 AP kinetic damage.",
+ "effect": "Choose one CQB, CANNON, or RIFLE: when you attack with it, you may fire a throughbolt round instead of attacking normally. Draw a LINE 3 path from you, passing through terrain or other obstacles - any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. RANGE, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
+ "description": "Throughbolt rounds are a proprietary IPS-N anti-armor invention. When fired, the rounds ignite and project a superheated cone of plasma before them, creating an effect like a miniature lance that easily penetrates multiple targets - even through hard surfaces.",
"data_type": "mod",
- "description": "Throughbolt Rounds are a proprietary IPS-N anti-armor/defilade-ignorant invention: when fired, the rounds ignite and project a superheated cone of plasma before them, creating a miniature lance effect that ensures multiple-target penetration through soft and hard surfaces.",
- "tags": [{ "id": "unique" }]
+ "aptitude": {},
+ "tags": [
+ {
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_mod"
+ }
+ ]
},
{
- "id": "wreathe",
- "name": "Shock Wreathe",
+ "id": "wm_shock_wreath",
+ "name": "SHOCK WREATH",
"sp": 2,
- "applied_to": ["Melee"],
- "applied_string": "Melee",
+ "applied_to": [
+ "melee"
+ ],
+ "applied_string": "melee",
"source": "SSC",
"license": "METALMARK",
"license_level": 3,
- "effect": "This weapon gains Burn depending on its size (Aux: Burn 1, Main: Burn 2, Heavy or larger: Burn 3). If it already has Burn, this increases the burn it deals by the same amount.",
+ "effect": "Choose one MELEE weapon: in addition to its usual damage, it deals extra burn based on its size: AUXILIARY (1 burn), MAIN (2 burn), or HEAVY/SUPERHEAVY (3 burn).",
+ "description": "A post-fab modification popular among melee combat specialists, Shock Wreathes integrate a bundle of conductive filaments within the blade, point, tip, or surface of a close-combat weapon. Paired with a power source - typically in the hilt or lower half of a weapon, but sometimes external - Shock Wreathes give kinetic weapons a thermal edge and a distinctive visual marker: fine lines of white-hot light like filigree, shrouding the modified weapon in shimmering heat.",
"data_type": "mod",
- "description": "An after-fabrication modification popular among Melee-oriented pilots, the Shock Wreath applies an integrated bundle of conductive filaments to the blade, point, tip, or surface of a close combat weapon. Paired with a power source (typically in the hilt or half of a weapon, but sometimes external), the Shock Wreath adds a thermal element to the kinetic, and a distinct visual marker: their weapons are picked out in fine lines of white-hot light, shrouded in heat shimmer."
+ "aptitude": {},
+ "tags": [
+ {
+ "id": "tg_mod"
+ }
+ ]
},
{
- "id": "stabilizer",
- "name": "Stabilizer Mod",
+ "id": "wm_stabilizer_mod",
+ "name": "STABILIZER MOD",
"sp": 2,
- "applied_to": ["Launcher", "Cannon"],
- "applied_string": "Launcher or Cannon",
+ "applied_to": [
+ "launcher",
+ "cannon"
+ ],
+ "applied_string": "launcher or cannon",
"source": "SSC",
"license": "MONARCH",
"license_level": 2,
- "effect": "The base range of this weapon increases by 5, but gains the Ordnance tag",
+ "effect": "Choose a LAUNCHER or CANNON: it gains RANGE +5 and ORDNANCE.",
+ "description": "Stabilizer mods enhance physical mounts and targeting software, ensuring weapons remain level, steady, and at an appropriate angle regardless of terrain or pilot maneuvers.",
"data_type": "mod",
- "description": "A stabilizer modification is a series of modifications to physical mounts and targeting software that ensures weapons will remain level, steady, and angled at max-optimum in order to ensure positive target engagement at range.",
- "added_range": { "type": "Range", "val": 5 },
- "added_tags": [{ "id": "ordnance" }]
+ "aptitude": {},
+ "tags": [
+ {
+ "id": "tg_mod"
+ }
+ ],
+ "added_range": {
+ "type": "Range",
+ "val": 5
+ },
+ "added_tags": [
+ {
+ "id": "tg_ordnance"
+ }
+ ]
},
{
- "id": "thermal",
- "name": "Thermal Charge",
+ "id": "wm_nanocomposite_adaptation",
+ "name": "NANOCOMPOSITE ADAPTATION",
"sp": 2,
- "applied_to": ["Melee"],
- "applied_string": "Melee",
- "source": "IPS-N",
- "license": "NELSON",
+ "applied_to": [
+ "melee",
+ "cqb",
+ "rifle",
+ "launcher",
+ "cannon",
+ "nexus"
+ ],
+ "applied_string": "Any",
+ "source": "HORUS",
+ "license": "BALOR",
"license_level": 2,
- "effect": "As a free action when you hit with this weapon, you may spend a charge of this system to activate the shaped charge on your weapon and deal +1d6 bonus explosive damage.",
+ "effect": "Choose a weapon: it gains SMART and SEEKING.",
+ "description": "Nanocomposite weapons take aggressive drone swarms and condense them into individual rounds, a coherent beam, or the edge of a blade.
Adapted projectile weapons fire shaped CONSUME/HIVE rounds that shatter on impact, releasing their payload of autonomous nanite maniples. Once freed, the maniples begin eating away at surrounding tissue or superstructure. They proceed until burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and make slight adjustments to the trajectory of their round, ensuring positive impact.
Coherent-beam weapons transport maniples directly, while conventional melee weapons are replaced by analogs composed entirely of nanobots.",
"data_type": "mod",
- "description": "Pilots have long made this popular modification to their pikes. Now, IPS-N is offering these pilots’ modifications as a licensed and quality-tested suite for pan-galactic printing. A pike modified with a charge -- often colloquially called a “Fire Pike”-- is a simple plasma projector integrated into war pike, tuned to project a plasma sheath over the pike’s head.",
- "added_damage": {
- "type": "explosive",
- "val": "1d6"
- },
- "tags": [{ "id": "limited", "val": 3 }]
- },
- {
- "id": "uncle",
- "name": "UNCLE-Class C/C",
- "sp": 3,
- "applied_to": ["Rifle", "Cannon", "Launcher", "CQB", "Nexus", "Melee"],
- "applied_string": "Any",
- "restricted_mounts": ["superheavy"],
- "source": "IPS-N",
- "license": "RALEIGH",
- "license_level": 3,
- "effect": "Choose 1 weapon of size heavy or smaller - The weapon and its associate systems gain an NHP that has control over that specific weapon.
You can attack with an UNCLE-controlled weapon once a turn as a free action, but with +2 Difficulty. UNCLE can't fire a weapon that has already been fired this turn, and if you fire a weapon with UNCLE you cannot use it until the start of your next turn.
UNCLE is a full AI but can't control your mech if it becomes unshackled, just the associate weapon. Instead, if UNCLE becomes unshackled, it chooses the target of this attack (and whether to make an attack or not).",
- "description": "IPS-N’s UNCLE system is the result of the DARKSTAR-2 Program, a now-defunct IPS-N temporary project that sought to develop a better SMART weapon system. A combination of power draw, unstable conditioning, and frustrating single-task orientation eventually shuttered the project, but pilots lucky enough to field stable systems sweared by UNCLE’s task efficacy and parallel-track reasoning.
While IPS-N has moved on from producing new iterations of UNCLE, they still have a stock of QA - approved legacy systems to grant to qualified pilots, though UNCLE comp / cons still tend to display themselves as unstable personalities.",
+ "aptitude": {},
"tags": [
{
- "id": "unique"
+ "id": "tg_mod"
+ }
+ ],
+ "added_tags": [
+ {
+ "id": "tg_smart"
},
{
- "id": "ai"
+ "id": "tg_seeking"
}
- ],
- "data_type": "mod",
- "aptitude": {
- "Melee": 1,
- "ranged": 1,
- "repair": 0
- }
+ ]
},
{
- "id": "moltenwreath",
- "name": "Molten Wreath",
+ "id": "wm_phase_ready_mod",
+ "name": "PHASE-READY MOD",
"sp": 2,
- "applied_to": ["Melee"],
- "applied_string": "Melee",
- "source": "IPS-N",
- "license": "ZHENG",
+ "applied_to": [
+ "melee",
+ "cqb",
+ "rifle",
+ "launcher",
+ "cannon",
+ "nexus"
+ ],
+ "applied_string": "Any",
+ "source": "HA",
+ "license": "NAPOLEON",
"license_level": 2,
- "effect": "After hitting a character with an attack from this weapon, your mech takes 1 heat and this weapon creates a cone 3 blast originating from your target that must be placed on the opposite side from your attack and oriented directly away from the target. If applied to a weapon that hits multiple targets, this effect only functions on the primary target. Characters caught in this blast and the main target take 2 Explosive damage.",
+ "effect": "Choose a weapon: as long as you know the rough location of your target, it can attack through solid walls and obstructions, doesn't require line of sight, and ignores all cover, but targets count as INVISIBLE.",
+ "description": "As it was named following its first use during the civil hostilities on Luna de Oro, phase-ready ammunition is the \"devil's bullets\". Each round contains a nanoprocessor suite networked with its weapon of origin that calculates and translates the specific nature of that round's superpositional relation with a projected future doppelg\u00e4nger that manifests in the space immediately before its intended target. To put it simply, phase-ready rounds, when fired, exist in two places at once: exiting the barrel of the weapon they were fired from, and directly in front of the target, prior to impact. The prime round may never hit its target, but given it already exists at the moment of impact, the doppelg\u00e4nger round will reliably reach its mark.",
+ "data_type": "mod",
+ "aptitude": {},
+ "tags": [
+ {
+ "id": "tg_mod"
+ }
+ ]
+ },
+ {
+ "id": "wm_paracausal_mod",
+ "name": "PARACAUSAL MOD",
+ "sp": 4,
+ "applied_to": [
+ "melee",
+ "cqb",
+ "rifle",
+ "launcher",
+ "cannon",
+ "nexus"
+ ],
+ "applied_string": "Any",
+ "source": "HA",
+ "license": "SALADIN",
+ "license_level": 3,
+ "effect": "Choose a weapon: it gains OVERKILL, and its damage can't be reduced in any way, including by other effects and systems (such as RESISTANCE, ARMOR, etc).",
+ "description": "Paracausal weapons are a headache for military planners; their precise A-Z function is often obscured, though they consistently produce the same \"Z\" output per \"A\" input.
The first reports of unregulated paracausal weaponry occurred during the civil engagements on Tian Shen. System-local forces received sealed magazines with directions to be loaded and fired as normal, although inspection of the magazines' contents was prohibited on grounds that it would \"damage the payload\". Helmet and gun cam footage do not betray the anomalous effects of this ordnance, though after-action reports uncovered a seemingly minor, though incredibly odd fact: every single trooper outfitted with this paracausal ammunition scored a 100% positive impact rate.
Union has scheduled all unregulated paracausal weapons and ammunition for retrieval, and the bureau is currently investigating Harrison Armory for its role in the development of the technology. Despite this, paracausal ammunition is still in use, as shipments and codes continue to leak to interested parties.",
"data_type": "mod",
- "description": "Redirecting spare reactor power down cabling extending to a Melee weapon was an ingenious but foolhardy innovation. The resultant weapon is so hot that on impact it vaporizes parts of its targets internal systems, creating a secondary blast cloud of debris.",
- "added_tags": [{ "id": "heatself", "val": 1 }]
+ "aptitude": {},
+ "tags": [
+ {
+ "id": "tg_mod"
+ }
+ ]
}
-]
+]
\ No newline at end of file
diff --git a/lib/pilot_gear.json b/lib/pilot_gear.json
index 4670627..0f09dbc 100644
--- a/lib/pilot_gear.json
+++ b/lib/pilot_gear.json
@@ -1,11 +1,12 @@
[
{
- "id": "archaic_melee",
- "type": "weapon",
+ "id": "pg_archaic_melee",
"name": "Archaic Melee",
+ "type": "weapon",
+ "description": "These weapons were made using pre-Union alloys and technology, and might be anything from industrial-era steel swords through to stone axes. While they remain widely used on some worlds, archaic weapons used by pilots are usually relics, heirlooms, or ceremonial weapons. ARCHAIC weapons are too simple to harm mechs.",
"tags": [
{
- "id": "archaic"
+ "id": "tg_archaic"
}
],
"range": [
@@ -19,22 +20,22 @@
"type": "kinetic",
"val": 1
}
- ],
- "description": "This category of weapons describes weaponry made by methods pre-dating modern alloy technology, and can describe anything from an industrial era steel sword to a stone axe. Though they are widely used in some worlds, most of these weapons used by pilots are relics, heirlooms, or serve ceremonial purposes. Archaic weapons are too simple to harm mechs."
+ ]
},
{
- "id": "alloy_light",
+ "id": "pg_archaic_ranged",
+ "name": "Archaic Ranged",
"type": "weapon",
- "name": "Light Alloy/Composite Weapon",
+ "description": "These weapons are pre-modern devices like muskets and bows, all of which are still used in some societies. ARCHAIC weapons are too simple to harm mechs.",
"tags": [
{
- "id": "sidearm"
+ "id": "tg_archaic"
}
],
"range": [
{
- "type": "Threat",
- "val": 1
+ "type": "Range",
+ "val": 5
}
],
"damage": [
@@ -42,14 +43,18 @@
"type": "kinetic",
"val": 1
}
- ],
- "description": "Alloy/Composite weapon is a catch-all category describing melee weapons forged with advanced and non-reactive alloys, composite materials, and/or GMS standard fabrication tech, allowing for durable and reliable weaponry in survival or close combat situations where kinetic shielding reduces the effectiveness of ballistics."
+ ]
},
{
- "id": "alloy_combat",
+ "id": "pg_light_a_c",
+ "name": "Light A/C",
"type": "weapon",
- "name": "Combat Alloy/Composite Weapon",
- "tags": [],
+ "description": "LIGHT A/C weapons might be knives, bayonets, punching daggers, and short swords.",
+ "tags": [
+ {
+ "id": "tg_sidearm"
+ }
+ ],
"range": [
{
"type": "Threat",
@@ -59,21 +64,16 @@
"damage": [
{
"type": "kinetic",
- "val": 2
+ "val": 1
}
- ],
- "effect": "",
- "description": "Alloy/Composite weapon is a catch-all category describing melee weapons forged with advanced and non-reactive alloys, composite materials, and/or GMS standard fabrication tech, allowing for durable and reliable weaponry in survival or close combat situations where kinetic shielding reduces the effectiveness of ballistics."
+ ]
},
{
- "id": "alloy_heavy",
+ "id": "pg_medium_a_c",
+ "name": "Medium A/C",
"type": "weapon",
- "name": "Heavy Alloy/Composite Weapon",
- "tags": [
- {
- "id": "inaccurate"
- }
- ],
+ "description": "MEDIUM A/C weapons are typically swords, officer's sabers, and trench axes.",
+ "tags": [],
"range": [
{
"type": "Threat",
@@ -83,45 +83,41 @@
"damage": [
{
"type": "kinetic",
- "val": 3
+ "val": 2
}
- ],
- "description": "Alloy/Composite weapon is a catch-all category describing melee weapons forged with advanced and non-reactive alloys, composite materials, and/or GMS standard fabrication tech, allowing for durable and reliable weaponry in survival or close combat situations where kinetic shielding reduces the effectiveness of ballistics."
+ ]
},
{
- "id": "archaic_ranged",
+ "id": "pg_heavy_a_c",
+ "name": "Heavy A/C",
"type": "weapon",
- "name": "Archaic Ranged Weapon",
+ "description": "HEAVY A/C weapons are designed with the augmented strength of hardsuits in mind and include war hammers, mallets, rams, pikes, and heavy two-handed assault swords.",
"tags": [
{
- "id": "archaic"
+ "id": "tg_inaccurate"
}
],
"range": [
{
- "type": "Range",
- "val": 5
+ "type": "Threat",
+ "val": 1
}
],
"damage": [
{
"type": "kinetic",
- "val": 1
+ "val": 3
}
- ],
- "effect": "",
- "description": "\"Archaic\" describes pre-modern tech weapons such as black powder weapons, muskets, or bows, all commonly used in some societies. Archaic weapons are too simple to harm mechs and cannot deal damage to them."
+ ]
},
{
- "id": "sig_sidearm",
+ "id": "pg_light_signature",
+ "name": "Light Signature",
"type": "weapon",
- "name": "Signature Sidearm",
+ "description": "LIGHT signature weapons might be oversized revolvers, braces of pistols, and submachine guns.",
"tags": [
{
- "id": "sidearm"
- },
- {
- "id": "setdamagetype"
+ "id": "tg_sidearm"
}
],
"range": [
@@ -136,18 +132,14 @@
"val": 1
}
],
- "effect": "Player selects damage type at item creation",
- "description": "Pilots carry a diverse array of weaponry with them into the battlefield, everything from heirloom weapons to custom-tooled sidearms or anonymous military-issued assault rifles. Choose the damage type when you acquire it (from explosive, energy, or kinetic). You can use this entry to represent the weapon that your pilot typically carries or uses."
+ "effect": "Player selects damage type at item creation."
},
{
- "id": "sig_combat",
+ "id": "pg_medium_signature",
+ "name": "Medium Signature",
"type": "weapon",
- "name": "Signature Combat Weapon",
- "tags": [
- {
- "id": "setdamagetype"
- }
- ],
+ "description": "MEDIUM signature weapons are assault rifles, shotguns, pack-fed lasers, disruption guns.",
+ "tags": [],
"range": [
{
"type": "Range",
@@ -160,22 +152,19 @@
"val": 2
}
],
- "effect": "Player selects damage type at item creation",
- "description": "Pilots carry a diverse array of weaponry with them into the battlefield, everything from heirloom weapons to custom-tooled sidearms or anonymous military - issued assault rifles. Choose the damage type when you acquire it (from explosive, energy, or kinetic). You can use this entry to represent the weapon that your pilot typically carries or uses."
+ "effect": "Player selects damage type at item creation."
},
{
- "id": "sig_heavy",
+ "id": "pg_heavy_signature",
+ "name": "Heavy Signature",
"type": "weapon",
- "name": "Signature Heavy Weapon",
+ "description": "HEAVY signature weapons are missile tubes, heavy lasers, light machine gun, or exotic rifles.",
"tags": [
{
- "id": "ordnance"
- },
- {
- "id": "loading"
+ "id": "tg_ordnance"
},
{
- "id": "setdamagetype"
+ "id": "tg_loading"
}
],
"range": [
@@ -190,219 +179,390 @@
"val": 4
}
],
- "effect": "Player selects damage type at item creation",
- "description": "Pilots carry a diverse array of weaponry with them into the battlefield, everything from heirloom weapons to custom-tooled sidearms or anonymous military - issued assault rifles. Choose the damage type when you acquire it (from explosive, energy, or kinetic). You can use this entry to represent the weapon that your pilot typically carries or uses."
+ "effect": "Player selects damage type at item creation."
},
{
- "id": "light_hardsuit",
- "type": "armor",
+ "id": "pg_light_hardsuit",
"name": "Light Hardsuit",
+ "type": "armor",
+ "description": "Light hardsuits are usually made from reactive, cloth-like weaves, with limited plating and few powered components to maximize mobility. Like other hardsuits, they can be sealed against vacuum, and protect against a decent amount of radiation and other harmful particles.",
+ "tags": [
+ {
+ "id": "tg_personal_armor"
+ }
+ ],
"hp_bonus": 3,
- "speed": 4,
"armor": 0,
- "edef": 10,
"evasion": 10,
- "description": "Light hard suits are usually made of reactive, cloth like weaves, with plating and powered components kept to a minimum to maximize mobility. Often, they resemble light body armor or military fatigues and they may or may not have a closed helm by default, depending on environmental expectations. Iconic light hard suits are made by Smith-Shimano Corpro and are more like a semi-biological second skin than armor."
+ "edef": 10,
+ "speed": 4
},
{
- "id": "hardsuit",
- "type": "armor",
+ "id": "pg_assault_hardsuit",
"name": "Assault Hardsuit",
+ "type": "armor",
+ "description": "These hardsuits, common among military units, feature heavier plating than light hardsuits but more mobility than heavy hardsuits. They are powered, augmenting the user's strength, and typically feature an onboard computer, sensor suite, integrated air, burst EVA system, and waste recycling systems.",
+ "tags": [
+ {
+ "id": "tg_personal_armor"
+ }
+ ],
"hp_bonus": 3,
- "speed": 4,
"armor": 1,
- "edef": 8,
"evasion": 8,
- "description": "Standard hardsuits have heavier plating than light hardsuits, restricting movement but providing greater protection from damage. They are often environmentally sealed and powered, and typically have a faceplate, visor, or closed helm. Common models are the DURENDAL mobile cuirass by IPS-N, and the GMS Granite."
+ "edef": 8,
+ "speed": 4
},
{
- "id": "heavy_hardsuit",
- "type": "armor",
+ "id": "pg_heavy_hardsuit",
"name": "Heavy Hardsuit",
+ "type": "armor",
+ "description": "The heaviest hardsuits. They are always powered and up-armored with thick, composite armor. Heavy hardsuits often feature integrated weapons, powerful mobility suites, and - by augmenting their user's strength - allow their user to field much heavier weapons than normal infantry can typically carry. Heavy hardsuits are in decline now that half-size chassis are popular, but they are still common among private militaries and middle-tier Diasporan armed forces.",
+ "tags": [
+ {
+ "id": "tg_personal_armor"
+ }
+ ],
"hp_bonus": 3,
- "speed": 3,
"armor": 2,
- "edef": 8,
"evasion": 6,
- "description": " The heaviest hard suits have plating comparable to some mechs, are always environmentally sealed and powered, and include a heavy closed helm and shock plating around the neck and vulnerable joints. The heaviest available hard suit for pilots is the CALADBOLG mobile cuirass by IPS-Northstar, other examples are the Djed and Ashoka Overarmor by Harrison Armory."
+ "edef": 8,
+ "speed": 3
},
{
- "id": "mobility_hardsuit",
- "type": "armor",
+ "id": "pg_mobility_hardsuit",
"name": "Mobility Hardsuit",
+ "type": "armor",
+ "description": "These hardsuits have integrated flight systems, allowing pilots to fly when they move or BOOST. Flying pilots must end their turn on the ground (or another surface) or begin falling.",
+ "tags": [
+ {
+ "id": "tg_personal_armor"
+ }
+ ],
+ "hp_bonus": 0,
"armor": 0,
- "speed": 5,
- "edef": 10,
"evasion": 10,
- "description": "This hardsuit has integrated flight systems, allowing your pilot to fly when you move or boost. You must end your turn on the ground or another surface, or fall."
+ "edef": 10,
+ "speed": 5
},
{
- "id": "stealth_hardsuit",
- "type": "armor",
+ "id": "pg_stealth_hardsuit",
"name": "Stealth Hardsuit",
- "speed": 4,
- "armor": 0,
- "edef": 8,
- "evasion": 8,
- "description": "As a quick action, you can become invisible while wearing this hardsuit. The invisibility breaks if you take damage."
- },
- {
- "id": "clothes",
"type": "armor",
- "name": "Flight Suit",
- "speed": 4,
+ "description": "As a quick action, pilots wearing stealth hardsuits can become INVISIBLE. They cease to be INVISIBLE if they take any damage.",
+ "tags": [
+ {
+ "id": "tg_personal_armor"
+ }
+ ],
+ "hp_bonus": 0,
"armor": 0,
- "edef": 10,
- "evasion": 10,
- "description": "This catch-all entry describes pilots when they’re not wearing armor specifically designed for combat. Pilots can be found sporting all kinds of fashion depending on their employment, rank, and role - from civilian street clothing, to smart-jackets, to oil-stained overalls, to military fatigues."
+ "evasion": 8,
+ "edef": 8,
+ "speed": 4
},
{
- "id": "antiphoton",
+ "id": "pg_corrective",
+ "name": "CORRECTIVE",
"type": "gear",
- "name": "Antiphoton Visor",
- "description": "Flash/light protection, commonly found among breach teams, solar-forward operators. Effective against flash weapons, intense UV light, and incidental charge from energy weapons."
+ "description": "This clear, plastic-like sheet can be placed over the wounds of severely injured pilots. It instantly begins to stabilize them, injecting medicine and deploying nanites to stitch wounds shut.
Expend a charge to apply correctives to DOWN AND OUT pilots, immediately bringing them back to consciousness at 1 HP.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ },
+ {
+ "id": "tg_limited",
+ "val": 1
+ },
+ {
+ "id": "tg_full_action"
+ }
+ ],
+ "uses": 1
},
{
- "id": "camocloth",
+ "id": "pg_frag_grenades",
+ "name": "FRAG GRENADES",
"type": "gear",
- "name": "Camo Cloth",
- "description": "A 5x5 square of reactive material that slowly shifts to reflect the environment around it. The effect takes about 10 seconds to complete, and makes anything hidden underneath very hard to spot."
+ "description": "Expend a charge for the following effect:
FRAG GRENADE (Grenade, Range 5, Blast 1): Affected characters must succeed on an AGILITY save or take 2 explosive damage.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ },
+ {
+ "id": "tg_limited",
+ "val": 2
+ }
+ ],
+ "uses": 2
},
{
- "id": "corrective",
+ "id": "pg_patch",
+ "name": "PATCH",
"type": "gear",
- "name": "Corrective",
- "uses": 1,
- "description": "This clear, plastic-sheet like medical deployable can be attached to severely wounded pilot, where it instantly begins stabilizing them, injecting medicine, and deploying nanites to stitch shut wounds. A corrective can be applied to any pilot that's Down and Out to instantly bring them back to consciousness at 1⁄2 HP as if they had taken a rest."
+ "description": "\"Patch\" is pilot slang for any kind of modern first aid gear, including sprayable medi-gel and instant-acting medical patches.
Expend a charge to apply a patch to either yourself or an adjacent pilot, restoring half their maximum HP. Patches have no effect on DOWN AND OUT pilots.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ },
+ {
+ "id": "tg_limited",
+ "val": 1
+ },
+ {
+ "id": "tg_full_action"
+ }
+ ],
+ "uses": 1
},
{
- "id": "rations",
+ "id": "pg_stims",
+ "name": "STIMS",
"type": "gear",
- "name": "Extra Rations",
- "description": "Pilot rations are typically no better than their nautical antecedents - hardtack and nutritious paste. It's not uncommon for pilots to store extra food or luxuries such as chocolate, coffee, alcohol, or canned or dried goods from their home world"
+ "description": "These chemical stimulants are sometimes administered automatically by injectors built into a pilot's suit, or even implanted within their body. Uncontrolled use can be addictive and dangerous to health in the long-term and is a problem for some pilots.
Expend a charge for one of the following effects:
KICK: Keeps a pilot awake and alert for up to 30 hours.
FREEZE: Keep a pilot calm and emotionally stable; deadens fear and other strong reactions.
JUICE: Heightens senses and alertness, reduces fatigue, and shortens reaction times. Juice occasionally provokes rage in some users.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ },
+ {
+ "id": "tg_limited",
+ "val": 3
+ },
+ {
+ "id": "tg_quick_action"
+ }
+ ],
+ "uses": 3
},
{
- "id": "frag",
+ "id": "pg_thermal_charge",
+ "name": "THERMAL CHARGE",
"type": "gear",
- "name": "Fragmentation Grenade",
- "uses": 2,
- "description": "A pilot can throw a frag grenade at any point in range 5 as an action. It detonates on impact in a blast 1 area. Make an attack roll against each target caught in the area, on hit, it deals 2 explosive damage."
+ "description": "Expend a charge for the following effect:
THERMAL CHARGE (Mine, Burst 1): This charge must be remotely detonated as a quick action. Affected characters must succeed on an ENGINEERING save or take 3 AP energy damage. Thermal charges automatically hit objects, dealing 10 AP energy damage.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ },
+ {
+ "id": "tg_limited",
+ "val": 1
+ },
+ {
+ "id": "tg_full_action"
+ }
+ ],
+ "uses": 1
},
{
- "id": "printer",
+ "id": "pg_antiphoton_visor",
+ "name": "ANTIPHOTON VISOR",
"type": "gear",
- "name": "Handheld Printer",
- "description": "A miniaturized version of the much larger Union printers, can make simple objects out of a flexible and durable plastic as long as you have the pattern chip for them."
+ "description": "Designed to protect the wearer's eyes from intense bursts of light, antiphoton visors are commonly found among breach teams and solar-forward operators. They are effective against flash weapons, intense UV light, and incidental charges from energy weapons.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "magclamps",
+ "id": "pg_camo_cloth",
+ "name": "CAMO CLOTH",
"type": "gear",
- "name": "Mag-clamps",
- "description": "These clamps attach easily onto any metal surface, giving good maneuverability in zero-g or when repairing mechs. Can be fitted to boots."
+ "description": "A square of reactive material that slowly shifts to reflect the surrounding environment, enough to cover a human comfortably. The transition takes about 10 seconds and makes anything hidden underneath very difficult to spot.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "spray",
+ "id": "pg_dataplating",
+ "name": "DATAPLATING",
"type": "gear",
- "name": "Nanite Spray",
- "description": "This spray paint can be sprayed on any surface. It is invisible to the naked eye but can be used to transmit a simple message or limited data packets when scanned"
+ "description": "Dataplating is a general term for comm-linked jewelry, subdermal netting, wearable jaw, brow, or maxillary plates, etc, that allows sub-vocal communication, persistent heads-up displays, and persistent augmented reality while not wearing a helm. Dataplates can quickly translate nearly all languages, and allow their wearers to communicate with each other all but silently.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "omnihook",
+ "id": "pg_extra_rations",
+ "name": "EXTRA RATIONS",
"type": "gear",
- "name": "Omnihook",
- "description": "A bulky, miniaturized, portable field omninet terminal that allows for communication, data transfer, and limited hotspotting. Very valuable. Most mech teams have at least one of these, mounted or carried by a designated operator. Tuning an omnihook requires a high degree of skill."
+ "description": "Pilot rations aren't much better than their nautical forerunners - both are variants on hardtack and nutrient paste. Pilots often carry a stash of extra food, or luxuries like chocolate, coffee, alcohol, or preserved goods from their homeworld. These rations can be used to barter or boost morale.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "patch",
+ "id": "pg_flexsuit",
+ "name": "FLEXSUIT",
"type": "gear",
- "name": "Patch",
- "uses": 1,
- "description": "‘Patch' is a catch all term for sprayable medi-gel, instant-acting medical patches, or other first aid gear. Using a patch takes a full action and restores 1⁄2 your pilot's HP (round up). It can be used on another adjacent pilot for the same effects, and although it can heal a down and out pilot, it won't bring them back to consciousness. Has no effect on mechs."
+ "description": "A strong base-layer suit that recycles water, generates nutrients, and adapts very rapidly to hostile environs, maintaining a stable condition and extending survivability. Flexsuit wearers can go for roughly a week without eating or drink thanks to the ambrosia paste generated by their suit before its systems are depleted; however, they don't prevent feelings of hunger. Removing the suit for a day or two is enough to replenish its reserves. Flexsuits also maintain a steady temperature within acceptable parameters.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "drone",
+ "id": "pg_handheld_printer",
+ "name": "HANDHELD PRINTER",
"type": "gear",
- "name": "Personal Drone",
- "description": "A small, non-combat drone. Fairly noisy, but can fly with good maneuverability up to half a mile without losing signal and can relay audio and visual information."
+ "description": "A miniaturized version of Union's full-scale printers, handheld printers can be used to make simple objects out of flexible and durable plastic - as long as you have the right pattern chip.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "bag",
+ "id": "pg_subjectivity-enhancement_suite",
+ "name": "SUBJECTIVITY-ENHANCEMENT SUITE",
"type": "gear",
- "name": "Sleeping Bag",
- "description": "Compact enough to fit in a mech cockpit, highly resistant to changes in temperature. Some mech pilots swear by them as emergency fire protection"
+ "description": "A subjectivity-enhancement suite is a set of cybernetic implants allowing users to hack systems without a rig. Users of these suites blend the organic with the synthetic, gaining the ability to extrude implanted universal-plug cables from within their body to make hardline connections with terminals. When plugged in, users can access a comprehensive, fully interactive alternate-reality interface with direct omninet access, making navigating - or hacking - local and networked systems as easy as wishing it so (of course, you must be careful: by opening up your mind to the digital, you may face dangers other, less enhanced people are ignorant of).",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "scope",
+ "id": "pg_infoskin",
+ "name": "INFOSKIN",
"type": "gear",
- "name": "Smart Scope",
- "description": "A powerful electronic scope that can give good vision up to two miles away, automatically adjusts its reticle for wind, gravity, and pressure. Can be paired with other thermal, optical, or simulated-vision devices to allow for more precise targeting. Can project its FoV and all data to a user or networked user's HUD."
+ "description": "A reactive, synthetic polymer with advanced qualities, infoskin bonds quickly to real skin and hair. Once applied, it responds to electronic signals delivered by linked software, rapidly changing its color and texture - even contorting and distorting its form - allowing wearers to make minor changes to their appearance. With infoskin, it's a simple matter to alter facial features, hair color, or makeup patterns.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "speakers",
+ "id": "pg_mag_clamps",
+ "name": "MAG CLAMPS",
"type": "gear",
- "name": "Sound System",
- "description": "Though not strictly necessary, many mech pilots hook up internal speakers to give them a clear line to their compatriots during combat, or simply play music"
+ "description": "These clamps attach easily to any metal surface, enhancing maneuverability in zero-g environments or when repairing mechs. They can be carried or fitted to boots.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "stims",
+ "id": "pg_nanite_spray",
+ "name": "NANITE SPRAY",
"type": "gear",
- "name": "Stims",
- "uses": 3,
- "description": "These chemical stimulants are sometimes administered automatically by built-in injectors in a pilot's suit, or even their body. Choose one when you take a stim:
Kick: Keeps a pilot awake and alert for up to 30 hours.
Freeze: Keeps a pilot calm and emotionally stable, deadens fear or other strong reactions.
Juice: Heightens senses, alertness, dispels fatigue, and shortens reaction times. Known to occasionally provoke rage in some users.
Uncontrolled use of any stims can be addictive and dangerous to health in the long term and is a problem for some pilots."
+ "description": "A spray paint that can be applied to any surface. Nanite spray is invisible to the naked eye but able to transmit simple messages or small data packets when scanned.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "arm",
+ "id": "pg_omnihook",
+ "name": "OMNIHOOK",
"type": "gear",
- "name": "Tertiary Arm",
- "description": "A powered third arm, mounted on a bracket on the hardsuit. Can be equipped with a manipulator to allow for fine motor control, fitted with a weapon to allow for greater combat efficacy, or a specialty tool. It is powered, and controlled via the same neurological bridge processes that lets hardsuits respond to user input."
+ "description": "A portable - if bulky - omninet terminal that allows for communication, data transfer, and limited hot-spotting. Omnihooks are extremely valuable, although most mech squads have at least one. Tuning an omnihook requires a high level of skill, so they are usually mounted or carried by designated operators.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "thermal",
+ "id": "pg_personal_drone",
+ "name": "PERSONAL DRONE",
"type": "gear",
- "name": "Thermal Charge",
- "uses": 1,
- "description": "This charge can be planted on any free space for a full action, and detonated remotely as an action. Once detonated, it explodes in a blast 1 area. Attack all targets in the area, aim vs evasion, for 3 AP energy damage. This deals double damage to objects such as doors, walls, and automatically hits them."
+ "description": "Small, non-combat drones are a common sight in the field. They're fairly noisy but can fly about half a mile with good maneuverability before losing signal, relaying audio and visual information as they go.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "survivalkit",
+ "id": "pg_prosocollar",
+ "name": "PROSOCOLLAR",
"type": "gear",
- "name": "Wilderness Survival Kit",
- "description": "Contains many of the essentials for surviving in a hostile environment - rebreather, water filter, backup environmental suit, bivouac kit, etc"
+ "description": "A collar-like device that fits snugly around its wearer's neck, projecting a holographic image over their face and head. Prosocollars can change their wearer's voice and scramble or change their appearance. The projection won't stand up to close inspection, but it can easily fool electronic systems and distant observers.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "prosocollar",
+ "id": "pg_smart_scope",
+ "name": "SMART SCOPE",
"type": "gear",
- "name": "Prosocollar",
- "description": "A collar-like device that fits snugly around the neck and projects a holographic image over your face and head. The collar can change your voice and scramble or change your appearance. It doesn't stand up to close inspection, but it's very easy to fool electronic systems or people at a distance."
+ "description": "A powerful electronic scope that provides high-resolution magnification up to two miles, and automatically adjusts its reticle for wind, gravity, and pressure. Smart scopes can project their field of vision and all data to the HUD of any networked user. They can also pair with other thermal, optical, or simulated-vision devices to further enhance targeting.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "ses",
+ "id": "pg_sleeping_bag",
+ "name": "SLEEPING BAG",
"type": "gear",
- "name": "HORUS Subjectivity Enhancement Suite",
- "description": "Cybernetic implants that allow you to hack without gear or a rig. While you have these implants, you can extrude cables or ports from within your body to plug in and experience an alternate reality interface that provides full interactivity and omninet access."
+ "description": "Coming in a variety of sizes, sleeping bags are a field necessity. They're designed to fold out from a hardsuit, fit within a mech's cockpit, resist fire and changes in temperature, and - when necessary - seal against vacuum.
You can climb into your sleeping bag, gaining IMMUNITY to burn, protection against vacuum, and enough air to last an hour; however, while in the sleeping bag you are STUNNED and can't take actions other than to exit the bag as a full action.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ },
+ {
+ "id": "tg_full_action"
+ }
+ ]
},
{
- "id": "dataplating",
+ "id": "pg_ssc_sylph_undersuit",
+ "name": "SSC SYLPH UNDERSUIT",
"type": "gear",
- "name": "Dataplating",
- "description": "Linked jewelry/faceplates that allow sub-vocal communication and augmented reality. Dataplates can quickly translate many languages, and anyone with a dataplate can talk to any other person with a dataplate without vocalizing, creating something eerily similar to telepathy."
+ "description": "Discovered on Acrimea IV, a biome cultivar world controlled by Smith-Shimano Corpro (SSC), the sylph is an organic lifeform that can seemingly survive in nearly any environment. Using breeding-analogous methods defined by established bioengineering doctrines, SSC developed the sylph undersuit - sterile, living sylphs grown as envelopes and fitted to their owners. The sylph bonds to its wearer, forming a symbiotic relationship: the sylph is sustained by the host's waste products, in return protecting the host from a range of hostile environmental factors.
These semi-biological, skin-tight undersuits can be worn for extended periods. They are translucent, semi-liquid, and able to be stored when not in use, confirming to whatever container they are placed in. They clean the host's body, aid natural healing processes, and eliminate waste. As desired, segments can become opaque, change color, or take on a new texture. Sylph undersuits can cover the host's head, sealing against vacuum, providing protection against radiation, and filtering air or liquids, even providing the ability to breathe water for a limited time.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "flexsuit",
+ "id": "pg_sound_system",
+ "name": "SOUND SYSTEM",
"type": "gear",
- "name": "Flexsuit",
- "description": "A strong, under-clothing suit that recycles water, generates nutrients, and adapts very rapidly to hostile environs, keeping its wearer in a state of stability and extending their survivability. Very good for colonists adapting to a new environs."
+ "description": "Though their tactical utility is questionable, many pilots set up internal speaker systems in their cockpits. This gives them a clear line to their compatriots during combat, along with the ability to play music.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "slyph",
+ "id": "pg_tertiary_arm",
+ "name": "TERTIARY ARM",
"type": "gear",
- "name": "SSC Slyph",
- "description": "Discovered on Acrimea IV, an SSC biome cultivar world, the Sylph is an organic lifeform that appears to find homeostasis in nearly any and all environments. Working with breeding-analogous methods familiar to SSC bioengineering doctrines, SSC developed Sylph Undersuits -- sterile, living sylphs grown as an envelope, fitted to its owner. Once fitted, the Sylph bonds, creating a symbiotic relationship -- it sustains itself off the waste products of its host, while protecting its host from a number of hostile environmental factors. It can be removed and stored when not in use, where it conforms to whatever container it is placed in.
This semi-biological, skin-tight undersuit can be worn for extended periods. In its natural form, it is translucent and semi-liquid, and can be stored easily. It cleans the body, aids its natural healing processes, and eliminates wastes. Parts of it can be made opaque or translucent or change color or texture. It can cowl over the head, providing sealant from vacuum, high protection against radiation, and filtering of air or liquid, providing the ability to breathe water for a limited time."
+ "description": "A powered third arm mounted on a bracket on the hardsuit. Tertiary arms are powered and controlled using the same neural bridge processes that allow hardsuits to respond to user input. They can be equipped with manipulators to allow for fine motor control, weapons to enhance combat efficacy, or specialty tools.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
},
{
- "id": "infoskin",
+ "id": "pg_wilderness_survival_kit",
+ "name": "WILDERNESS SURVIVAL KIT",
"type": "gear",
- "name": "Infoskin",
- "description": "This reactive, synthetic polymer bonds easily to real skin and hair. It responds to electronic signals and can rapidly change color, texture, or even contort or distort, allowing a wearer to make minor changes in their appearance such as facial features, hair color, or makeup patterns with a linked program."
+ "description": "Contains many essentials for surviving in hostile environments: a rebreather, water filters, hardsuit patches, backup thermals, a bivouac kit, and so on.",
+ "tags": [
+ {
+ "id": "tg_gear"
+ }
+ ]
}
-]
+]
\ No newline at end of file
diff --git a/lib/skills.json b/lib/skills.json
index c0ee266..d84e9d6 100644
--- a/lib/skills.json
+++ b/lib/skills.json
@@ -1,136 +1,156 @@
[
{
- "id": "fists",
- "name": "Apply Fists to Faces",
- "description": "Get a bonus when you’re applying fists to faces",
- "detail": "Punch someone in the face, or alternately fight in open, brutal unarmed combat, whether it’s a fist fight, martial arts duel, or a huge brawl. This is never subtle, never clean, and probably causes a lot of noise.",
- "family": "str"
- },{
- "id": "assault",
- "name": "Assault",
- "description": "Get a bonus when you’re assaulting a position, person, or group of people (in battle or otherwise), hard, fast, and up close",
- "detail": "Take part in direct and overt combat: fighting your way through a building packed with hostile mercenaries, trading shots between rain-slick trenches, fighting in chaotic microgravity as part of a boarding action, or engaging the enemy in the smoking urban rubble of a city under orbital bombardment — When you assault, you’re always assaulting something (a position, a rival pilot, an enemy force, a group of guards), and it’s always loud, open, direct action.",
- "family": "str"
- },{
- "id": "blowup",
- "name": "Blow Something Up",
- "description": "Get a bonus when you want to blow something up",
- "detail": "Use explosives (improvised or otherwise), weapons, or maybe just good old fashion brawn to totally wreck something or turn it into an enormous fireball (maybe a wall, sensor array, outpost, reactor core - the good stuff). Probably not to be used against people unless they’re incidentally in the way.",
- "family": "str"
- },{
- "id": "threaten",
- "name": "Threaten",
- "description": "Get a bonus when you’re forcing someone’s hand by threatening them",
- "detail": "Use force or threats of force to get someone to do what you want them to do. Name what you want someone to do and what you’re going to do to them if they don’t listen to you. This could also be blackmail, leverage, or something similarly nasty. Threatening someone can be very high risk but very effective if successful - either way there’s likely no repairing the relationship afterwards. If you threaten someone unsuccessfully, your threats have no further effect on them unless you change something about the situation (as with all other skill checks).",
+ "id": "sk_act_unseen_or_unheard",
+ "name": "ACT UNSEEN OR UNHEARD",
+ "description": "Get somewhere or do something without detection, but not necessarily quickly: hide, sneak, or move quietly; infiltrate a facility while avoiding patrols and cameras; perform sleight of hand without being seen or heard, including picking pockets, unholstering guns, and cheating at cards; wear a disguise.",
+ "detail": "Get somewhere or do something without being detected, but not necessarily with speed. Hide, sneak, or move quietly. Infiltrate a facility while avoiding security, patrols, or cameras. Perform a quick action or maneuver without being seen or heard, such as picking a pocket, unholstering your gun, or cheating at cards. Wear a disguise.",
+ "family": "dex"
+ },
+ {
+ "id": "sk_apply_fists_to_faces",
+ "name": "APPLY FISTS TO FACES",
+ "description": "Punch someone in the face or fight in open, brutal unarmed combat, whether it's a fist fight, a martial arts duel, or a huge brawl. Never subtle, clean, or quiet.",
+ "detail": "Punch someone in the face, or alternately fight in open, brutal unarmed combat, whether it\u2019s a fist fight, martial arts duel, or a huge brawl. This is never subtle, never clean, and probably causes a lot of noise.",
"family": "str"
- },{
- "id": "control",
- "name": "Take Control",
- "description": "Get a bonus when you want to take control of something (an object, a captive, the situation)",
- "detail": "Use force, violence, presence of will, or direct action to take control of something. This is often something concrete, like an object someone is holding. You could take control of someone’s gun or a keycard they have on their person. You can additionally can take control of a situation to force those present to listen, calm down, stop moving, or stop what they’re doing (perhaps for their benefit), though you can’t necessarily force them to do anything further without threatening them. Taking control is never subtle.",
+ },
+ {
+ "id": "sk_assault",
+ "name": "ASSAULT",
+ "description": "Take part in direct and overt combat: fight your way through a building packed with hostile mercenaries, trade shots over rain-slick trenches, fight in chaotic microgravity as part of a boarding action, or engage an enemy in the smoking urban rubble of a city under orbital bombardment. Loud, direction action.",
+ "detail": "Take part in direct and overt combat: fighting your way through a building packed with hostile mercenaries, trading shots between rain-slick trenches, fighting in chaotic microgravity as part of a boarding action, or engaging the enemy in the smoking urban rubble of a city under orbital bombardment \u2014 When you assault, you\u2019re always assaulting something (a position, a rival pilot, an enemy force, a group of guards), and it\u2019s always loud, open, direct action.",
"family": "str"
- },{
- "id": "survive",
- "name": "Survive",
- "description": "Get a bonus when you want to survive through harsh or unforgiving conditions",
- "detail": "Persevere through harsh, hostile, or unforgiving environments, such as the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. You most often use survive when you want to take a journey through wilderness environments, navigate, or avoid natural hazards such as carnivorous wildlife, rockfalls, thin ice, or lava fields. Alternately you could use it to avoid man-made hazards, such as navigating a city safely, or avoiding dangerous areas of a space station. You could also use it when testing personal endurance, such as shaking off poison or alcohol.",
+ },
+ {
+ "id": "sk_blow_something_up",
+ "name": "BLOW SOMETHING UP",
+ "description": "Use explosives (improvised or otherwise), weapons, or good old-fashioned brawn to totally wreck something or turn it into an enormous fireball.",
+ "detail": "Use explosives (improvised or otherwise), weapons, or maybe just good old fashion brawn to totally wreck something or turn it into an enormous fireball (maybe a wall, sensor array, outpost, reactor core - the good stuff). Probably not to be used against people unless they\u2019re incidentally in the way.",
"family": "str"
- },{
- "id": "cool",
- "name": "Stay Cool",
- "description": "Get a bonus when you want to stay cool and collected while performing an action that takes skill or precision",
- "detail": "Do something that requires concentration, speed, or intense precision under pressure, like picking a lock as your squad trades fire with encroaching guards, avoiding a hostile memetic code while hacking a secure console, carefully disarming an explosive, or unjamming a gun under fire. If you’ve got to do something complicated in a high stress situation without messing up (and possibly not even breaking a sweat) this is the action to use.",
- "family": "dex"
- },{
- "id": "takeout",
- "name": "Take Someone Out",
- "description": "Get a bonus when want to take someone out, cleanly",
- "detail": "Kill or disable someone quickly and quietly, from up close and personal or from a distance, probably before they even notice. This is probably a single person but could be two people relatively close together (any more is sort of stretching it and definitely risky). If you’re looking down a sniper scope at a target, preparing to nerve pinch a guard to knock them out instantly, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, this is the action to use.",
- "family": "dex"
- },{
- "id": "flash",
- "name": "Show Off",
- "description": "Get a bonus when you want to show off your skills, like shooting an apple off someone’s head",
- "detail": "Do something flashy, cool, or impressive, usually (but not exclusively) with your weapon, like shooting a very small or rapidly moving target, shooting someone’s hat off or their weapon out of their hand, knocking someone out by throwing a gun at them, performing an acrobatic flourish with a sword, throwing a spear to pin a fleeing target to the ground, and so on.",
- "family": "dex"
- },{
- "id": "fast",
- "name": "Get Somewhere Quickly",
- "description": "Get a bonus when you want to get somewhere fast, on foot or in a vehicle",
- "detail": "Get somewhere without complications and with speed, but not necessarily stealth. Climb, swim, or perform acrobatic maneuvers in an attempt to reach a destination faster than the ‘safe’ way. Fall safely from a great height. Move gracefully in zero-g. Chase or flee, outrun, or out pace a target. Get somewhere faster than anyone else. You can also use this when you want to drive or pilot a vehicle.",
- "family": "dex"
- },{
- "id": "unseen",
- "name": "Act Unseen and Unheard",
- "description": "Get a bonus when you want to act unseen and unheard",
- "detail": "Get somewhere or do something without being detected, but not necessarily with speed. Hide, sneak, or move quietly. Infiltrate a facility while avoiding security, patrols, or cameras. Perform a quick action or maneuver without being seen or heard, such as picking a pocket, unholstering your gun, or cheating at cards. Wear a disguise.",
+ },
+ {
+ "id": "sk_charm",
+ "name": "CHARM",
+ "description": "Convince a receptive audience or use leverage (money, power, personal benefit) to get your way: smooth-talk your way past guards, get people on your side, sway potential benefactors, talk someone down, mediate between two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone.",
+ "detail": "To charm, you need a receptive audience, or some kind of promise of leverage (money, power, personal benefit, etc). You can use it when trying to smooth talk your way past guards, get someone on your side, sway a potential benefactor, talk someone down, perform diplomacy between two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone. Charm won\u2019t work on people that aren\u2019t receptive (such as soldiers you are in a gunfight with) or that you don\u2019t have leverage over (promises of safety, money, power, recompense, help, etc). These promises don\u2019t necessarily have to be true but they have to have some weight with your target.",
+ "family": "int"
+ },
+ {
+ "id": "sk_get_a_hold_of_something",
+ "name": "GET A HOLD OF SOMETHING",
+ "description": "Acquire temporary or permanent allies, assets, or connections through wealth or social influence; obtain information, food, materials, or soldiers.",
+ "detail": "Acquire useful allies, assets, or connections through wealth or social influence. This could be permanent (buying it or receiving it) or temporary (renting or borrowing help or supplies, etc), and might be harder or easier depending on how much you want to use it. This can\u2019t be used for something that\u2019s normally gated by license level (like mech parts) but could be used for aid, supplies, information, food materials, soldiers, or anything else that has more narrative impact. Typically this is acquired by buying it from a market or requisitioning it from a parent organization.",
+ "family": "cha"
+ },
+ {
+ "id": "sk_get_somewhere_quickly",
+ "name": "GET SOMEWHERE QUICKLY",
+ "description": "Get somewhere quickly and without complications, but not necessarily quietly: climb, drive, pilot, swim, or perform acrobatic maneuvers to take a more dangerous shortcut; fall safely from a great height; move gracefully in zero-g; chase, flee, outrun, or outpace a target; get somewhere faster than anyone else.",
+ "detail": "Get somewhere without complications and with speed, but not necessarily stealth. Climb, swim, or perform acrobatic maneuvers in an attempt to reach a destination faster than the \u2018safe\u2019 way. Fall safely from a great height. Move gracefully in zero-g. Chase or flee, outrun, or out pace a target. Get somewhere faster than anyone else. You can also use this when you want to drive or pilot a vehicle.",
"family": "dex"
- },{
- "id": "hackfix",
- "name": "Hack or Fix",
- "description": "Get a bonus when you want to hack or fix a system or device",
+ },
+ {
+ "id": "sk_hack_or_fix",
+ "name": "HACK OR FIX",
+ "description": "Repair a device or faulty system; alternatively, hack it wide open, or totally wreck, disable or sabotage it. You're probably hacking or fixing when accessing or safeguarding secure electronic systems, including electronic door locks, computer systems, omninet servers, and so on.",
"detail": "Repair a device or faulty system. Alternately, hack it wide open, or totally wreck, disable or sabotage it. You can use this for hacking or safeguarding electronic systems, such as electronic door locks, computer systems, omninet webs, or NHP coffins.",
"family": "int"
},
{
- "id": "patch",
- "name": "Patch",
- "description": "Get a bonus when you want to patch a bleeding wound",
- "detail": "Apply your medical knowledge to administer medication, bandage a wound, staunch bleeding, suture, cauterize, neutralize poison, or resuscitate. Alternately, you could use it to diagnose or study disease, pathogens, or illness.",
- "family": "int"
- },{
- "id": "invent",
- "name": "Invent or Create",
- "description": "Get a bonus when you want to invent or create something with tools and supplies",
+ "id": "sk_invent_or_create",
+ "name": "INVENT OR CREATE",
+ "description": "Use tools and supplies to design or build something, either on the fly or over time; invent new devices, tools, or approaches to problems.",
"detail": "Generally speaking, you need tools and supplies to invent or create something successfully. Use this with many downtime actions to work on projects. You can also use it in the spur of the moment to invent new devices, tools, or approaches to something (improvised explosives, gear, disguises, or some similar).",
"family": "int"
- },{
- "id": "readsituation",
- "name": "Read a Situation",
- "description": "Get a bonus when you want to read a situation for subtext, motive, or threat",
- "detail": "Look for subtext, motive, or threat in a situation or person, often social situations. Use your intuition to learn someone’s motivation, learn who is really in charge, or who is about to do something rash or stupid. Get a gut feeling about a situation or person. Sense if someone is lying to you.",
+ },
+ {
+ "id": "sk_investigate",
+ "name": "INVESTIGATE",
+ "description": "Research a subject, or study something in great detail: learn about a subject of historical relevance, or become well-read on a particular issue; investigate a mystery or solve a puzzle; locate a person or object through research and detective work.",
+ "detail": "Research a subject, or look at something in great detail. If you can\u2019t find information directly, you learn how you can get access to that information. Learn about a subject of historical relevance, or become well-read on a subject. Investigate a mystery or solve a puzzle. Locate a person or object through research or investigation.",
"family": "int"
- },{
- "id": "spot",
- "name": "Spot",
- "description": "Get a bonus when you want to spot hidden details, track a target, make out distant objects, or observe with an eagle eye",
- "detail": "Spot hidden or difficult to make out details, objects, or people. Spot ambushes, hidden compartments, or disguised individuals. Spy on a target from a distance, or make out the details, shape, and number of objects, vehicles, mechs, or people clearly at a distance. Track people or vehicles.",
+ },
+ {
+ "id": "sk_lead_or_inspire",
+ "name": "LEAD OR INSPIRE",
+ "description": "Give an inspiring speech, or motivate a group of people into action; efficiently and effectively administer organizations like companies, ship crews, groups of colonists or mining ventures; effectively command a platoon of soldiers in battle, or maybe an entire army.",
+ "detail": "Give an inspiring speech, or motivate a group of people into action. Administer or run an organization efficiently or effectively, such as a company, a ship\u2019s crew, a group of colonists or a mining venture. Effectively command a platoon of soldiers in battle, or (perhaps) an entire army.",
+ "family": "cha"
+ },
+ {
+ "id": "sk_patch",
+ "name": "PATCH",
+ "description": "Apply medical knowledge to medicate, bandage a wound, staunch bleeding, suture, cauterize, neutralize poison, or resuscitate; alternately, diagnose or study disease, pathogens, or symptoms.",
+ "detail": "Apply your medical knowledge to administer medication, bandage a wound, staunch bleeding, suture, cauterize, neutralize poison, or resuscitate. Alternately, you could use it to diagnose or study disease, pathogens, or illness.",
"family": "int"
- },{
- "id": "investigate",
- "name": "Investigate",
- "description": "Get a bonus when you want to investigate, research a subject, or look at something in great detail",
- "detail": "Research a subject, or look at something in great detail. If you can’t find information directly, you learn how you can get access to that information. Learn about a subject of historical relevance, or become well-read on a subject. Investigate a mystery or solve a puzzle. Locate a person or object through research or investigation.",
+ },
+ {
+ "id": "sk_pull_rank",
+ "name": "PULL RANK",
+ "description": "Pull rank on a subordinate: get information, resources, or aid from them, maybe against their will. Any time you are trying to coerce or convince someone who might respect your authority (military or otherwise), you might be pulling rank.",
+ "detail": "Pull rank on a subordinate, getting information, resources, or aid from them, even unwillingly. You can use this on anyone your social status (noble, celebrity, etc) or military rank would have weight with. Failing this might be risky and could be seen as abusive. You typically can\u2019t pull rank on hostile targets. You could also use this to pretend to have a rank you don\u2019t have, but it\u2019s definitely risky.",
+ "family": "cha"
+ },
+ {
+ "id": "sk_read_a_situation",
+ "name": "READ A SITUATION",
+ "description": "Look for subtext, motives, or threats in a situation or person: use intuition to discern someone's motivations, learn who is really in charge, or find out who's about to do something rash or stupid; get a gut feeling about a situation or person; sense if someone is lying to you.",
+ "detail": "Look for subtext, motive, or threat in a situation or person, often social situations. Use your intuition to learn someone\u2019s motivation, learn who is really in charge, or who is about to do something rash or stupid. Get a gut feeling about a situation or person. Sense if someone is lying to you.",
"family": "int"
- },{
- "id": "charm",
- "name": "Charm",
- "description": "Get a bonus when you want to charm an audience with your words or actions",
- "detail": "To charm, you need a receptive audience, or some kind of promise of leverage (money, power, personal benefit, etc). You can use it when trying to smooth talk your way past guards, get someone on your side, sway a potential benefactor, talk someone down, perform diplomacy between two parties, or blatantly lie to someone. You can also use it when trying to impersonate someone. Charm won’t work on people that aren’t receptive (such as soldiers you are in a gunfight with) or that you don’t have leverage over (promises of safety, money, power, recompense, help, etc). These promises don’t necessarily have to be true but they have to have some weight with your target.",
+ },
+ {
+ "id": "sk_show_off",
+ "name": "SHOW OFF",
+ "description": "Do something flashy, cool, or impressive, usually - but not exclusively - with your weapon: shoot a tiny or rapidly moving target, shoot someone's hat off or their weapon out of their hand, knock someone out by throwing a gun at them, perform an acrobatic flourish with a sword, throw a spear to pin a fleeing target to the ground.",
+ "detail": "Do something flashy, cool, or impressive, usually (but not exclusively) with your weapon, like shooting a very small or rapidly moving target, shooting someone\u2019s hat off or their weapon out of their hand, knocking someone out by throwing a gun at them, performing an acrobatic flourish with a sword, throwing a spear to pin a fleeing target to the ground, and so on.",
+ "family": "dex"
+ },
+ {
+ "id": "sk_spot",
+ "name": "SPOT",
+ "description": "Spot details, objects, or people that are hidden or difficult to make out: notice ambushes, hidden compartments, or disguised individuals; spy on targets from a distance; make out the details, shape, and quantity of objects, vehicles, mechs, or people in the distance; track people or vehicles.",
+ "detail": "Spot hidden or difficult to make out details, objects, or people. Spot ambushes, hidden compartments, or disguised individuals. Spy on a target from a distance, or make out the details, shape, and number of objects, vehicles, mechs, or people clearly at a distance. Track people or vehicles.",
"family": "int"
- },{
- "id": "rank",
- "name": "Pull Rank",
- "description": "Get a bonus when you want to pull rank on someone",
- "detail": "Pull rank on a subordinate, getting information, resources, or aid from them, even unwillingly. You can use this on anyone your social status (noble, celebrity, etc) or military rank would have weight with. Failing this might be risky and could be seen as abusive. You typically can’t pull rank on hostile targets. You could also use this to pretend to have a rank you don’t have, but it’s definitely risky.",
- "family": "cha"
- },{
- "id": "streets",
- "name": "Word on the Streets",
- "description": "Get a bonus when you want to get the word on the streets",
- "detail": "Get gossip, news, or hearsay from the streets. What you get depends on what ‘streets’ you are getting word from (high society, low society, hearsay, military chatter, etc). This probably takes a lot less time than investigating something in detail, but the information might be more qualitative or colored by opinion (sometimes that might be useful). You can always learn where the information came from or who to go to next.",
- "family": "cha"
- },{
- "id": "gethold",
- "name": "Get a Hold Of",
- "description": "Get a bonus when you want to get a hold of useful allies, assets, or connections",
- "detail": "Acquire useful allies, assets, or connections through wealth or social influence. This could be permanent (buying it or receiving it) or temporary (renting or borrowing help or supplies, etc), and might be harder or easier depending on how much you want to use it. This can’t be used for something that’s normally gated by license level (like mech parts) but could be used for aid, supplies, information, food materials, soldiers, or anything else that has more narrative impact. Typically this is acquired by buying it from a market or requisitioning it from a parent organization.",
- "family": "cha"
- },{
- "id": "lead",
- "name": "Lead or Inspire",
- "description": "Get a bonus when you want to lead or inspire allies, troops, or a whole organization",
- "detail": "Give an inspiring speech, or motivate a group of people into action. Administer or run an organization efficiently or effectively, such as a company, a ship’s crew, a group of colonists or a mining venture. Effectively command a platoon of soldiers in battle, or (perhaps) an entire army.",
+ },
+ {
+ "id": "sk_stay_cool",
+ "name": "STAY COOL",
+ "description": "Perform a task that requires concentration, dexterity, speed, or precision under pressure: pick a lock while your squad trades fire with encroaching guards, carefully disarm an explosive, or unjam a gun under fire.",
+ "detail": "Do something that requires concentration, speed, or intense precision under pressure, like picking a lock as your squad trades fire with encroaching guards, avoiding a hostile memetic code while hacking a secure console, carefully disarming an explosive, or unjamming a gun under fire. If you\u2019ve got to do something complicated in a high stress situation without messing up (and possibly not even breaking a sweat) this is the action to use.",
+ "family": "dex"
+ },
+ {
+ "id": "sk_survive",
+ "name": "SURVIVE",
+ "description": "Persevere through harsh, hostile, or unforgiving environments: the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. Survival often involves journeys through the wilderness, navigation, or avoiding natural hazards like carnivorous wildlife, rockfalls, thin ice, or lava fields. You might also try to survive in artificial environments by navigating safely through a city or avoiding dangerous sections of a space station.",
+ "detail": "Persevere through harsh, hostile, or unforgiving environments, such as the vacuum of space, frozen tundra, a pirate enclave, a crime-ridden colony, untamed wilderness, or scorching desert. You most often use survive when you want to take a journey through wilderness environments, navigate, or avoid natural hazards such as carnivorous wildlife, rockfalls, thin ice, or lava fields. Alternately you could use it to avoid man-made hazards, such as navigating a city safely, or avoiding dangerous areas of a space station. You could also use it when testing personal endurance, such as shaking off poison or alcohol.",
+ "family": "str"
+ },
+ {
+ "id": "sk_take_control",
+ "name": "TAKE CONTROL",
+ "description": "Use force, violence, presence of will, or direct action to take control of something. The thing you take control of will usually be something concrete, like an object someone is holding - a gun or a keycard, maybe. You might also take control of a situation, forcing those present to listen, calm down, or stop whatever they're doing.",
+ "detail": "Use force, violence, presence of will, or direct action to take control of something. This is often something concrete, like an object someone is holding. You could take control of someone\u2019s gun or a keycard they have on their person. You can additionally can take control of a situation to force those present to listen, calm down, stop moving, or stop what they\u2019re doing (perhaps for their benefit), though you can\u2019t necessarily force them to do anything further without threatening them. Taking control is never subtle.",
+ "family": "str"
+ },
+ {
+ "id": "sk_take_someone_out",
+ "name": "TAKE SOMEONE OUT",
+ "description": "Kill or disable someone quickly and quietly, up close and personal or from a distance - probably before they even notice you're there. If you're looking down a sniper scope at a target, preparing to knock out a guard with a strategic nerve-pinch, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, you're trying to take someone out.",
+ "detail": "Kill or disable someone quickly and quietly, from up close and personal or from a distance, probably before they even notice. This is probably a single person but could be two people relatively close together (any more is sort of stretching it and definitely risky). If you\u2019re looking down a sniper scope at a target, preparing to nerve pinch a guard to knock them out instantly, quick-drawing during a gun duel, or dropping from a ceiling to slit a throat, this is the action to use.",
+ "family": "dex"
+ },
+ {
+ "id": "sk_threaten",
+ "name": "THREATEN",
+ "description": "Use force or threats to make someone do what you want; name what you want someone to do and what you're going to do to them if they don't listen to you. Threatening someone could also involve blackmail, leverage, or something similarly nasty. Whatever form it takes, there's probably no chance of repairing the relationship after you've threatened someone.",
+ "detail": "Use force or threats of force to get someone to do what you want them to do. Name what you want someone to do and what you\u2019re going to do to them if they don\u2019t listen to you. This could also be blackmail, leverage, or something similarly nasty. Threatening someone can be very high risk but very effective if successful - either way there\u2019s likely no repairing the relationship afterwards. If you threaten someone unsuccessfully, your threats have no further effect on them unless you change something about the situation (as with all other skill checks).",
+ "family": "str"
+ },
+ {
+ "id": "sk_word_on_the_street",
+ "name": "WORD ON THE STREET",
+ "description": "Get gossip, news, or hearsay from the streets, or from a particular social scene.",
+ "detail": "Get gossip, news, or hearsay from the streets. What you get depends on what \u2018streets\u2019 you are getting word from (high society, low society, hearsay, military chatter, etc). This probably takes a lot less time than investigating something in detail, but the information might be more qualitative or colored by opinion (sometimes that might be useful). You can always learn where the information came from or who to go to next.",
"family": "cha"
}
]
\ No newline at end of file
diff --git a/lib/systems.json b/lib/systems.json
index d131911..b9f667e 100644
--- a/lib/systems.json
+++ b/lib/systems.json
@@ -1,3462 +1,2694 @@
[
{
- "id": "filter",
- "name": "GMS Pattern-A \"Filter\" Smoke Charges",
- "type": "Deployable",
+ "id": "ms_companion_concierge_class_assistant_unit",
+ "name": "COMPANION/CONCIERGE-CLASS ASSISTANT UNIT",
+ "type": "AI",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "limited",
- "val": 3
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "You may expend a charge from this system for one of the following effects:
Smoke Charge (Grenade, Range 5, Blast 2): The blast area grants soft cover to all characters and objects inside.Lasts until the end of your next turn, then disperses.
Shroud Mine (Mine, Burst 3): This mine detonates when any allied character moves over or adjacent to it. The affected area becomes soft cover for all characters and objects within. Lasts until the end of the activating character's turn, then disperses.",
- "description": "",
+ "effect": "Your mech has a basic comp/con unit, granting it the AI tag. The comp/con can speak to you and has a personality, but, unlike an NHP, is not truly capable of independent thought. It is obedient to you alone.
You can give control of your mech to its comp/con as a protocol, allowing your mech to act independently on your turn with its own set of actions. Unlike other AIs, a mech controlled by a comp/con has no independent initiative and requires direct input. Your mech will follow basic courses of action (e.g., defend this area, attack this enemy, protect me, etc.) to the best of its ability, or will act to defend itself if its instructions are complete or it receives no further guidance. You can issue new commands at the start of your turn as long as you are within RANGE 50 and have the means to communicate with your mech.
Comp/con units are not true NHPs and thus cannot enter cascade.",
+ "description": "The GMS Comp/Con Assistant Unit conforms to all galaxy-wide standards. These virtual assistants pass even the most rigid Turing-Null assessment criteria and are cleared to operate even in the absence of a pilot.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "hex",
- "name": "GMS Pattern-B HEX Charges",
- "type": "Deployable",
- "sp": 2,
+ "id": "ms_custom_paint_job",
+ "name": "CUSTOM PAINT JOB",
+ "type": "System",
+ "sp": 1,
"tags": [
{
- "id": "unique"
- },
- {
- "id": "limited",
- "val": 3
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "You may expend a charge from this system for one of the following effects:
Frag Grenade (Grenade, Range 5, Blast 1): Affected characters must pass an agility save or take 1d6 explosive damage, and half on a successful save
Explosive Mine (Mine, Burst 1): Affected characters must pass an agility save or take 2d6 explosive damage, and half on a successful save.",
+ "effect": "When you take structure damage, roll 1d6. On a 6, you return to 1 HP and ignore the damage - the hit simply 'scratched your paint'.
This system can only be used once before each FULL REPAIR, and is not a valid target for system destruction.",
"description": "",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "jericho",
- "name": "GMS Pattern A \"Jericho\" Deployable Cover",
- "type": "Deployable",
- "sp": 2,
+ "id": "ms_expanded_compartment",
+ "name": "EXPANDED COMPARTMENT",
+ "type": "System",
+ "sp": 1,
"tags": [
{
- "id": "quickaction"
- },
- {
- "id": "deployable"
- },
- {
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "Using this system creates two sections of size 1 Hard cover adjacent to the user (in any orientation, as long as there is free space). Requires a full action to pick up. Reusable. Each section of cover has 5 Evasion, 10 HP, and can be targeted and destroyed. A mech can spend 1 repair during a rest to repair it to full HP.",
+ "effect": "Your mech has space for one additional character or object of SIZE 1/2 to ride as a passenger in the cockpit. While inside the mech, they cannot suffer any effect from outside or be targeted by attacks, as if they were a pilot. You can hand over or take back control to or from them as a protocol (using the same rules as pilots and AIs), but if they take over the controls from you, the mech becomes IMPAIRED and SLOWED to reflect the lack of appropriate licenses and integration.",
"description": "",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
+ },
+ {
+ "id": "ms_manipulators",
+ "name": "MANIPULATORS",
+ "type": "System",
+ "sp": 1,
+ "tags": [
+ {
+ "id": "tg_unique"
+ }
+ ],
+ "source": "GMS",
+ "license": "",
+ "license_level": "",
+ "effect": "Your mech has an extra set of limbs. They are too small to have any combat benefit, but allow the mech to interact with objects that would otherwise be too small or sensitive (e.g., pilot-sized touch pads).",
+ "description": "Precise interaction with built and natural environments, soft targets, and hazardous materials is part of the daily routine for support-class mechs. This is made possible by manipulators - padded multi-digit \"hands\" with haptic sensors.",
+ "data_type": "system",
+ "aptitude": {}
},
{
- "id": "turretdrone",
- "name": "GMS Turret Drones",
+ "id": "ms_pattern_a_smoke_charges",
+ "name": "PATTERN-A SMOKE CHARGES",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": 3
},
{
- "id": "unique"
- },
- {
- "id": "drone"
- },
- {
- "id": "quickaction"
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "This system fires a turret drone that attaches to any object or surface within sensor range. While attached, you can make the following reaction once for each turret per round.
Turret Attack
Reaction, Once per round, per turret
When an allied character hits with an attack within range 10 of a turret, you can cause the turret to deal 3 kinetic damage to that target.",
+ "effect": "Expend a charge for one of the following effects:
SMOKE GRENADE (Grenade, Range 5, Blast 2): All characters and objects within the blast area benefit from soft cover until the end of your next turn, at which point the smoke disperses.
SMOKE MINE (Mine, Burst 3): This mine detonates when any allied character moves over or adjacent to it. All characters and objects within the affected area benefit from soft cover until the end of the detonating character's next turn, at which point the smoke disperses.",
"description": "",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "plug",
- "name": "Companion/Concierge-Class Dummy Plug",
- "type": "AI",
+ "id": "ms_pattern_a_jericho_deployable_cover",
+ "name": "PATTERN-A \"JERICHO\" DEPLOYABLE COVER",
+ "type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_deployable"
+ },
+ {
+ "id": "tg_unique"
},
{
- "id": "ai"
+ "id": "tg_quick_action"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "Your mech has a basic companion/concierge unit installed in it, gaining the AI tag. It can speak to you and has a personality but is not truly capable of independent thought, as a true AI would be. It is obedient to you alone. When you hand over the controls, it can take actions and move on its own prerogative when not piloted, using its stats, but has no independent initiative (it must take and follow commands from you, or else takes no action other than to defend itself).
Dummy Plugs are not true AIs and thus cannot be unshackled.",
- "description": "The Companion/Concierge Class Dummy Plug conforms to galaxy wide standards for comp/con units. A Com/Con DP will pass even the most rigid Turing-Null classifications and is cleared for operations even when the pilot is not present.",
+ "effect": "Deploy two sections of SIZE 1 hard cover in free spaces adjacent to you and to each other. Each section is an object with 5 EVASION and 10 HP that can be targeted and destroyed individually. Sections of cover can be picked up again as a full action.
Repairing the system restores both sections.",
+ "description": "",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "burst",
- "name": "GMS \"Burst\" Jump Jet System",
- "type": "Flight System",
+ "id": "ms_pattern_b_hex_charges",
+ "name": "PATTERN-B HEX CHARGES",
+ "type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 3
+ },
+ {
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "When your mech boosts, it flies. However, your mech must end this boost on the ground or another surface it can stand on, or else immediately fall.",
+ "effect": "Expend a charge for one of the following effects:
FRAG GRENADE (Grenade, Range 5, Blast 1): All characters within the affected area must succeed on an AGILITY save or take 1d6 explosive damage. On a success, they take half damage.
EXPLOSIVE MINE (Mine, Burst 1): When this mine detonates, all characters within the affected area must succeed on an AGILITY save or take 2d6 explosive damage. On a success, they take half damage.",
"description": "",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "eva",
- "name": "GMS EVA Module",
- "type": "Flight System",
+ "id": "ms_personalizations",
+ "name": "PERSONALIZATIONS",
+ "type": "System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "Your mech counts as having a propulsion system in low or zero gravity and submarine environments (its not Slowed while moving and can fly normally).",
+ "effect": "You gain +2 HP and, in consultation with the GM, you may establish a minor modification you have made to your mech.
This mod has no numerical benefit beyond the additional HP it grants, but could provide other useful effects. If the GM agrees that this mod would help with either a pilot or mech skill check, you gain +1 ACCURACY for that check.",
"description": "",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "t1flight",
- "name": "GMS Type I Flight System",
- "type": "Flight System",
- "sp": 3,
+ "id": "ms_stable_structure",
+ "name": "STABLE STRUCTURE",
+ "type": "System",
+ "sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "When your mech moves or boosts, it can fly. However, at the end of each turn that you activated this module, generate heat equal to the size of your mech +1, rounding up.",
+ "effect": "You gain +1 ACCURACY on saves to avoid PRONE and KNOCKBACK.",
"description": "",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "t1shield",
- "name": "GMS Shield Type I",
- "type": "Shield",
+ "id": "ms_turret_drones",
+ "name": "TURRET DRONES",
+ "type": "Drone",
"sp": 2,
"tags": [
{
- "id": "shield"
- },
- {
- "id": "protocol"
+ "id": "tg_limited",
+ "val": 3
},
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "heatself",
- "val": 1
+ "id": "tg_quick_action"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "You can choose to activate this shield protocol at the start of your turn. Nominate an enemy you can see. All that enemy's ranged or melee attacks against you are made at +2 difficulty until the start of your next turn, but your ranged or melee attacks against them also suffer the same penalty.",
- "description": "The GMS Shield Type-I utilizes a projected, aggressive, anti-ballistic super-positional shield to trap and deny incoming solid and wave-based projectiles. ",
+ "effect": "Turret Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE)
Expend a charge to deploy a turret drone that attaches to any object or surface within SENSORS and line of sight. Gain the following reaction, which can be taken once for each deployed turret drone:
TURRET ATTACK
Reaction
1/round, when an allied character within RANGE 10 of a turret drone makes a successful attack, the turret drone deals 3 kinetic damage to their target as long as they are within line of sight.",
+ "description": "The use of turret drones is a rather traditional form of force multiplication - one that has remained the backbone of defense in many theaters.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "manipulators",
- "name": "Manipulators",
- "type": "System",
- "sp": 1,
+ "id": "ms_type_3_projected_shield",
+ "name": "TYPE-3 PROJECTED SHIELD",
+ "type": "Shield",
+ "sp": 2,
"tags": [
{
- "id": "unique"
- }
- ],
- "source": "GMS",
- "license": "",
- "license_level": "",
- "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": {
- "repair": 0
- }
- },
- {
- "id": "expandedcompartment",
- "name": "Expanded Compartment",
- "type": "System",
- "sp": 1,
- "tags": [
+ "id": "tg_shield"
+ },
+ {
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_protocol"
+ },
{
- "id": "unique"
+ "id": "tg_heat_self",
+ "val": 1
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "Your mech has room for one extra size 1/2 non-mech character or object to ride alongside you in your cockpit. They gain the benefits of being inside a mech as if they were piloting it (they cannot be targeted by attacks from outside or suffer any effect from outside). If they take over the controls from you, they suffer as usually from piloting a mech they are not licensed for (the mech’s impaired and slowed while they pilot it).",
- "description": "",
+ "effect": "Nominate a character within line of sight: all ranged or melee attacks that they make against you or that you make against them gain +2 DIFFICULTY until the start of your next turn.",
+ "description": "The GMS Type-III Projected Shield traps and denies incoming projectiles by projecting an aggressive, superpositional anti-ballistic barrier.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "paintjob",
- "name": "Custom Paint Job",
- "type": "System",
+ "id": "ms_eva_module",
+ "name": "EVA MODULE",
+ "type": "Flight System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "When you take a point of structure damage, roll a d6. On a 6, you don’t take the structure damage, and heal to 1 HP, as the hit simply ‘scratched your paint’ instead. This system can only activate once between full repairs.",
+ "effect": "Your mech has a propulsion system suitable for use in low or zero gravity and underwater environments. In those environments, you can fly and are not SLOWED.",
"description": "",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "personalizations",
- "name": "Personalizations",
- "type": "System",
- "sp": 1,
+ "id": "ms_rapid_burst_jump_jet_system",
+ "name": "RAPID BURST JUMP JET SYSTEM",
+ "type": "Flight System",
+ "sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "When you take this mod, your mech gains +2 HP and you may establish with your GM 1 minor effect or modification you have made to your mech. This mod cannot grant any statistical or combat benefit to your mech other than the hp benefit, but could provide other useful effects. If your GM agrees that this mod would help you with a particular pilot or mech skill check, they can give you +1 Accuracy on the check.",
+ "effect": "You can fly when you BOOST; however, you must end the movement on the ground or another solid surface, or else immediately begin falling.",
"description": "",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "stable",
- "name": "Stable Structure",
- "type": "System",
- "sp": 2,
+ "id": "ms_type_1_flight_system",
+ "name": "TYPE-1 FLIGHT SYSTEM",
+ "type": "Flight System",
+ "sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "GMS",
"license": "",
"license_level": "",
- "effect": "Your mech makes saves to resist getting knocked prone or knocked back with +1 Accuracy.",
+ "effect": "You can fly when you BOOST or make a standard move; however, you take heat equal to your SIZE +1 at the end of any of your turns in which you fly this way.",
"description": "",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "smn",
- "name": "Synthetic Muscle Netting",
+ "id": "ms_synthetic_muscle_netting",
+ "name": "SYNTHETIC MUSCLE NETTING",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "IPS-N",
"license": "BLACKBEARD",
"license_level": 1,
- "effect": "When grappling or ramming, you always count as the same size as your largest opponent if your opponent is larger than you, and one size larger than your opponent if they are the same size or smaller. Your lifting and dragging capacity doubles (your mech can lift objects twice its size and drag objects up to four times its size).",
- "description": "IPS-N's proprietary Synthetic Muscle Netting is a field-proven augmentation compatible with existing IPS-N FRAMEs. A spray-on catalytic/structural enhancement, the SMN system boosts manipulator and propulsion subsystems by roughly 25% without impacting the operational life of augmented components. The spray-on catalytic also acts as a mild impact-absorption and thermal insulation layer; IPS-N recommends pilots only apply the SMN system to interior components and practice frequent cleaning to prevent septic-analogous decay.",
+ "effect": "When you GRAPPLE or RAM larger targets, you count as the same SIZE as the largest opponent. When you GRAPPLE or RAM opponents of the same SIZE or smaller, you count as at least one SIZE larger. Additionally, your lifting and dragging capacity is doubled.",
+ "description": "IPS-N's Synthetic Muscle Netting (SMN) is a proprietary, field-proven modification compatible with all existing IPS-N frames. This convenient spray-on catalytic and structural enhancement boosts manipulator and propulsion performance by roughly 25 percent with no demonstrated reduction in operational life. An SMN layer also enhances impact absorption and thermal insulation.
IPS-N recommends that pilots apply SMN to internal components only and practice frequent cleaning to prevent septic-analogous decay.",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "grapples",
- "name": "Reinforced Grapples",
+ "id": "ms_reinforced_cabling",
+ "name": "REINFORCED CABLING",
"type": "System",
"sp": 2,
"tags": [],
"source": "IPS-N",
"license": "BLACKBEARD",
"license_level": 3,
- "description": "Grapples allow for enhanced movement and utility for pilots who operate in ≤1G environments. Woven from incredibly strong nanocarbon/arachosynth+ threading, grapple line typically is carried on waist-mounted spools and attached to charge-actuated brachial projectors. Once fired, grapples penetrate and affix to their targets. Small meltdown charges seeded every thirty meters of cable allow for rapid disengagement and expose a fresh grapple head, ready for immediate use.",
- "effect": "Grapple movement: Once a turn, your mech can use this grapple when it makes a regular move, allowing it to fly as long as it moves in a straight line and there is a clear path. It must end its move on an object or surface or fall, but can grab on to that surface (even vertical or overhanging) as long as it remains immobile. If it's knocked prone or knocked back while grabbing onto a surface this way, it falls.
Drag Down:These grapples can also be used to try to drag down another character within range 5 and line of sight as a quick action. Make a contested hull check with your target. The loser is knocked prone.",
+ "effect": "This system has two effects:
GRAPPLE SWING: 1/turn, when making a standard move, you can fly your SPEED in a straight line as long as there is a clear path. This move must end on an object or surface, or else you begin falling. As long as you remain stationary, you can secure yourself to the destination surface or object, even if it's vertical or overhanging. If you are knocked PRONE or knocked back while secured to a surface, you falls.
DRAG DOWN: As a quick action, make a contested HULL check against a character within RANGE 5 and line of sight: the loser is knocked PRONE.",
+ "description": "Reinforced grapples allow for full movement and utility in =1 g environments. Woven from incredibly strong nanocarbon and arachnosynth threading, reinforced grapple line is carried on waist-mounted spools and attached to charge-actuated brachial projectors. Once fired, the grapples penetrate and anchor to the target. Small meltdown charges seeded every thirty meters of cable both allow rapid disengagement and expose a fresh grapple head, ready for immediate use.",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "sekhmet",
- "name": "SEKHMET-Class NHP",
+ "id": "ms_sekhmet_class_nhp",
+ "name": "SEKHMET-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_ai"
},
{
- "id": "ai"
+ "id": "tg_protocol"
}
],
"source": "IPS-N",
"license": "BLACKBEARD",
"license_level": 3,
- "effect": "SEKHMET Protocol- All melee critical hits do +1d6 bonus damage
- You can make a skirmish action using only melee weapons as a free action at any point during your turn.
While active, you lose direct control of your mech. Your mech uses all available actions and movement to first attempt to get into melee range of the closest character (friend or foe!) and then attack them. If your mech isn't in melee range of a character, it attempts to use all actions to get into melee range, even if it could still fire a ranged weapon using those actions. You can decide to overcharge your mech or not, but if you do, it uses the overcharge action for the same purposes.
You can end this effect at the start of any turn as a protocol. If you do,your mech is immediately stunned until the start of its next turn. Otherwise, this protocol will continue until your mech is destroyed. Death or incapacitation of the pilot will not stop it.",
- "description": "The IPS-N SEKHMET Co-pilot is ready to be your First Mate! SEKHMET comes standard with remote, Omninet, IR tag, and voice control systems and is fully versed in all current and legacy IPS-N mech cores. Your own SEKHMET system will learn with you, and should the worst happen, will continue as you would, running an emulated neural net doppelgänger to control your IPS-N chassis until forced or voluntary shutdown.
SEKHMET-class systems tend to have aggressive attitudes and dark sense of humor; pilots often like to call them a berserker system, a dangerous NHP that values combat efficacy over its pilot's well being.",
+ "effect": "Your mech gains the AI tag and the SEKHMET PROTOCOL:
SEKHMET PROTOCOL
Protocol
When activated, you give control of your mech to your NHP and gain the following benefits:
All melee critical hits deal +1d6 bonus damage.
1/round, you can SKIRMISH with melee weapons only as a free action.
While the SEKHMET protocol is active, you lose direct control of your mech. Your NHP uses all available actions and movement to move toward the closest visible character - allied or hostile - and attacks them with melee weapons. If there are no characters within THREAT, your NHP uses all actions to move as directly as possible to the next closest (visible) target. Your NHP can't make ranged attacks, even if there are actions available.
You retain enough control to OVERCHARGE as usual; however, your NHP uses the additional action for the same purpose as its other actions.
You can take back control of your mech as a protocol. When you do, you become STUNNED until the start of your next turn. Otherwise, this effect lasts until your mech is destroyed - the pilot's incapacitation or death has no effect.",
+ "description": "\"The IPS-N SEKHMET co-pilot is ready to be your first mate! SEKHMET comes standard with remote, omninet, IR tag, and voice control systems, and is fully compatible with all current and legacy IPS-N mechs.
\"Did you know that SEKHMET learns with you? Should the worst happen, your very own SEKHMET will continue to engage hostile targets using an emulated neural-net doppelg\u00e4nger to pilot your IPS-N chassis until forced or voluntary shutdown!\"
- draft copy, IPS-N Polaris Pilot Lounge adbroad [struck and replaced w/current adbroad]
SEKHMET-class NHPs tend toward aggressive attitudes and dark humor. Pilots often call them \"berserker systems\" - dangerous NHPs that values combat efficacy over pilot wellbeing.",
"data_type": "system",
- "aptitude": {
- "melee": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "argonautshield",
- "name": "IPS-N Argonaut Shield",
- "type": "Deployable",
+ "id": "ms_argonaut_shield",
+ "name": "ARGONAUT SHIELD",
+ "type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "DRAKE",
"license_level": 1,
- "effect": "As a quick action, this heavy over-arm shield can be used to protect an adjacent character from incoming fire, giving them resistance to all damage as long as they stay adjacent to you. However, your mech also takes 50% of the damage your target takes before armor and reduction. The effect breaks immediately if they break adjacency, and you must repeat this action to regain the effect.",
- "description": "The Argonaut is an old-pattern physical shield crafted from layered ablatives and nonferrous anti-kinetic alloys. Popular among line chassis orders and Trunk Security officers, the Argonaut alone is a phalanx; in formation, it is the impenetrable wall.",
+ "effect": "You use this heavy overarm to provide cover for an adjacent character as a quick action, giving them RESISTANCE to all damage; however, you take half of the damage your target would take before calculating ARMOR and RESISTANCE. This effect lasts until your target breaks adjacency, at which point this effect ceases until you repeat this action.",
+ "description": "In space, simplicity in form and function guarantees reliability and promotes trust. The Argonaut is one of IPS-N's oldest designs, hailing from the pre-merger days of Northstar's Deep Black security teams. It's a simple slab of metal carried in hand or mounted on a chassis' brachial superstructure; the only option a pilot has for customizing this shield is a choice of size.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "aegis",
- "name": "AEGIS Shield Generator",
+ "id": "ms_aegis_shield_generator",
+ "name": "AEGIS SHIELD GENERATOR",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "unique"
- },
- {
- "id": "quickaction"
+ "id": "tg_limited",
+ "val": 1
},
{
- "id": "shield"
+ "id": "tg_unique"
},
{
- "id": "deployable"
+ "id": "tg_quick_action"
},
{
- "id": "limited",
- "val": 1
+ "id": "tg_reaction"
}
],
"source": "IPS-N",
"license": "DRAKE",
"license_level": 2,
- "effect": "Once planted in a free adjacent space, this size 1 generator creates a burst 1 zone around it. All characters and objects at least partly covered by the zone reduce all damage taken from any source by 2. The generator has 10 HP but benefits from its own damage reduction. It deactivates at the end of the scene or when it has reduced 20 HP in damage.",
- "description": "The Aegis is a portable electromagnetic shield generator, a way to establish a momentary safezone to withstand an incoming bombardment or environmental hazard.",
+ "effect": "Shield generator (SIZE 1, 10 HP, EVASION 5, Tags: DEPLOYABLE, SHIELD)
Expend a charge to deploy a SIZE 1 shield generator in a free, adjacent space, where it creates a BURST 1 shield. Set out three d6s to represent the generator's remaining power. As a reaction when any character or object of your choice at least partly in the area takes damage, you may roll one of the d6s to reduce the damage by the amount rolled.
This effect lasts for the rest of the scene, until all dice have been rolled and the generator loses power, or the generator is destroyed.",
+ "description": "The Aegis is a portable electromagnetic shield generator: a powerful and reliable method - if crude by modern standards - for establishing kinetic and coherent-particle deterrence over a wide area.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "bunker",
- "name": "Portable Bunker",
+ "id": "ms_portable_bunker",
+ "name": "PORTABLE BUNKER",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "quickaction"
- },
- {
- "id": "limited",
+ "id": "tg_limited",
"val": 1
},
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "deployable"
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "DRAKE",
"license_level": 3,
- "effect": "To activate this system, choose a clear 4x4 space adjacent to you and take a quick action. At the start of your next turn, this system unfolds into a fortified emplacement that grants hard cover to anyone within the area from all directions, as long as they are fully covered by the area. Characters inside also have resistance to damage from blast, line, and cone attacks that originate from outside the bunker.
The bunker is open topped and can be entered and exited at will. If attacked the bunker has evasion 5 and 40 HP. It cannot be moved or deactivated once deployed.",
- "description": "A simple deployable, the \"Portable Bunker\" is actually a series of unfolding single-use printer sheets: flatpack pouches of inert non-newtonian fluid that, when deployed, are triggered into a rigid structure capable of withstanding incredible force.",
+ "effect": "Portable bunker (SIZE 4, 40 HP, EVASION 5, Tags: DEPLOYABLE)
Expend a charge to deploy a portable bunker to a free, adjacent area 4 by 4 area. At the start of your next turn, it unfolds into a fortified emplacement with the listed profile. All characters completely within the affected area gain hard cover against all attacks from outside the bunker from all directions and RESISTANCE to damage from BLAST, LINE, BURST, and CONE attacks that originate outside the bunker.
The bunker is open topped, and characters may enter or exit at will. It can't be moved or deactivated once deployed.",
+ "description": "IPS-N's \"Portable Bunker\" is actually a series of single-use expanding printer sheets: flat-pack pouches of inert non-Newtonian fluid that, when deployed, become a rigid structure capable of withstanding incredible force.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "restock",
- "name": "Restock Drone",
- "type": "Drone",
- "sp": 2,
+ "id": "ms_cable_winch_system",
+ "name": "CABLE WINCH SYSTEM",
+ "type": "System",
+ "sp": 1,
"tags": [
{
- "id": "limited",
- "val": 2
- },
- {
- "id": "unique"
- },
- {
- "id": "drone"
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "LANCASTER",
"license_level": 1,
- "effect": "Drone (Size 1/2, 10 HP, 10 Evasion/E-defense):
As a quick action, you can set this drone down in any free adjacent space. After your turn ends, the drone primes. Any allied character that moves adjacent to the drone or starts their turn adjacent to it can activate it as a quick action. That character can then cool 1d6 heat, reload one weapon with the loading tag, and end one condition affecting it. The drone is then consumed, deactivating and disintegrating.",
- "description": "A simple, reliable, and sturdy drone mounting a printer, a restock drone allows for limited logistic capability through autosalvage: the bulk of the drone is RawMat, a generalized mix of silicates and metallic materials meant to be processed for high-yield printing. Pilots often call restock drones a \"mech snack\"",
+ "effect": "These cables can be attached to an adjacent character. If the target is STUNNED or willing, you automatically succeed; otherwise, they can resist with a successful HULL save. Once attached, you and the target may not move more than 5 spaces away from each other. Either character can tow the other, obeying the normal rules for lifting and dragging, and becoming SLOWED while doing so.
Any character can remove the cables on a hit with a melee attack or IMPROVISED ATTACK against EVASION 10.
These cables can also be used to drag, pull, or otherwise interact with objects and the environment. They are 5 spaces long and can support a combined SIZE 6 before they break. Characters can use them to climb surfaces, allowing them to climb without a SPEED penalty.",
+ "description": "A winch system consists of an externally mounted spool of nanocarbon-weave cable and a recovery subroutine installed on the mech.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 1
- }
+ "aptitude": {}
},
{
- "id": "winch",
- "name": "Cable Winch System",
- "type": "System",
- "sp": 1,
+ "id": "ms_restock_drone",
+ "name": "RESTOCK DRONE",
+ "type": "Drone",
+ "sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_limited",
+ "val": 2
+ },
+ {
+ "id": "tg_unique"
}
],
"source": "IPS-N",
"license": "LANCASTER",
"license_level": 1,
- "effect": "As a quick action, you can attach the cables to an adjacent character. If the character is shut down, stunned, or a willing target, this action is automatically successful, otherwise it can make a successful hull save to resist this effect. Once attached, your mech and the attached character cannot move more than 5 range away from each other. One character can tow the other, but is Slowed while doing so. Any character can make a successful melee or improvised attack to remove the cables (removed on a hit, the cables have evasion 10).
The cables can also be attached to the environment or any object. They are 5 length when used this way and can take a combined size of 6 in strain if using them to climb, etc, before they break. Characters using the cables to climb move at normal speed.",
- "description": "A winch system consists of a spool of nanocarbon-weave cable mounted externally, and recovery subroutine software uploaded onto the recovery mech's datamind.",
+ "effect": "Restock Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE)
Expend a charge to deploy a restock drone to any free, adjacent space, where it primes at the end of your turn. While adjacent to the drone, allied characters can activate it as a quick action, clearing 1d6 heat and one condition, and reloading one LOADING weapon. After being activated, the drone immediately disintegrates.",
+ "description": "Reliable and sturdy drones carrying integrated printers, restock drones allow for limited logistical flexibility via autosalvage. The bulk of a restock drone is made of RawMat, a blend of silicates and metallic materials that the drone processes into replacement parts and repair kits. This is why pilots often joke that restock drones are, simply put, \"mech snacks\".",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "mule",
- "name": "MULE Harness",
+ "id": "ms_mule_harness",
+ "name": "MULE HARNESS",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "IPS-N",
"license": "LANCASTER",
"license_level": 2,
- "effect": "Your mech has mounts, straps, and hard points built to carry a total number of characters whose total size is 1/2 a size less than your own (so size 1 = a single size 1/2 actor, size 2 = a single size 1 actor or three size 1/2 characters). Characters of your choice that are adjacent to you and that do not suffer from the immobilized condition can spend a quick action to mount your mech. While mounting your mech, they occupy your mechs’s space, move when you move (and count as moving) and benefit from soft cover. If your mech is knocked prone, stunned or is destroyed, or they become immobilized, they fall off into an adjacent space and are knocked prone. They can dismount by moving off your mech regularly, but need to take an action to mount again.",
- "description": "The Multiple User, Light Entanglement harness is a mass-produced version of a common battlefield modification that allows friendly soldiers to ride along on friendly chassis. Some systems are large and sturdy enough to allow for smaller chassis to accompany larger chassis; these are typically employed in High Altitude, Low Orbit insertions to reduce radar signatures.",
+ "effect": "You can carry riders of a combined SIZE equal to your SIZE, minus SIZE 1/2 (e.g., if your mech is SIZE 1 you can carry one SIZE 1/2 character; if it is SIZE 2, you can carry a SIZE 1 character and a SIZE 1/2 character).",
+ "description": "The Multiple User, Light Entanglement (MULE) Harness is a mass-produced version of a common battlefield modification that allows friendly soldiers to ride along on a chassis. Some systems are large enough to allow smaller chassis to accompany larger chassis; typically, these variants are employed in high altitude, low orbit insertions where reduced radar presence is required.
Extra mounts, straps, and hard points allow other characters to climb and ride your mech. Adjacent, non-IMMOBILIZED characters can climb onto your mech as a quick action. While riding, they occupy the same space as you, move when you move, and benefit from soft cover. If you or a rider are knocked PRONE, STUNNED, IMMOBILIZED, or destroyed, they land PRONE in adjacent spaces. Riders can climb down as part of any movement away, but can only climb onto your mech as a quick action.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "sealant",
- "name": "Sealant Spray",
+ "id": "ms_whitewash_sealant_spray",
+ "name": "WHITEWASH SEALANT SPRAY",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "LANCASTER",
"license_level": 2,
- "effect": "This system can be used on any character or free space within range 5 and line of sight. It has different effects depending on what it is used on
Hostile character: Your target must make an agility save. On hit, they are Slowed until the start of your next turn but immediately ends any Burn affecting them.
Empty space: This creates a blast 1 area centered on the targeted space.The area becomes difficult terrain for the rest of this scene and this puts out any fires in the area.
Allied character: Your target is Slowed until the start of your next turn but can immediately end any Burn effecting them.",
- "description": "A simple formula of single-use, single objective nanites — \"whitewash\" — commonly used to suppress fires and provide fast, temporary seals in punctured starship bulkheads. Can be used to restrain noncompliant actors when applicator is affixed with the correct spray heads and catalytic formulations.",
+ "effect": "This sealant can be spray on characters or free spaces within RANGE 5 and line of sight. It has different effects depending on the target:
HOSTILE CHARACTERS: Your target must succeed on an AGILITY save or they become SLOWED until the end of their next turn and clear all burn.
ALLIED CHARACTERS: Your target clears all burn but they become SLOWED until the end of their next turn.
FREE SPACE: Any fires within BLAST 1 are extinguished and the area becomes difficult terrain for the rest of the scene.",
+ "description": "For fire suppression and fast, temporary seals in punctured starship bulkheads, IPS-N offers a range of single-use, single objective nanites - \"whitewash\". This sealant spray can also be used to restrain noncompliant actors when the correct spray heads and catalytic formulations are installed to the applicator.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "aceso",
- "name": "Aceso Stabilizer",
- "type": "System",
+ "id": "ms_aceso_stabilizer",
+ "name": "ACESO STABILIZER",
+ "type": "Shield",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 3
+ },
+ {
+ "id": "tg_overshield"
},
{
- "id": "quickaction"
+ "id": "tg_shield"
},
{
- "id": "shield"
+ "id": "tg_unique"
},
{
- "id": "limited",
- "val": 3
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "LANCASTER",
"license_level": 3,
- "effect": "You can fire this small, self-arming system at any allied character in range 5, where it clamps on to their mech. The Stabilizer has 4 HP + your grit. A character can only have one stabilizer attached to them at once, but it grants the following benefits:- The allied character is immune to the Impaired and Jammed conditions while the stabilizer is attached
- When the allied character takes any amount of damage, the damage is absorbed by the stabilizer first instead of the allied character. If the stabilizer drops to 0 HP, it detaches and is destroyed, and the character it was attached to takes any damage that 'spills over'.
",
- "description": "The IPS-N Aceso Stabilizer system is a useful triage measure to address scoring and minor mechanical damage that results from combat engagements or negative environmental interaction. Due its low processor demand, an Aceso stabilizer can be controlled by even a comp/con unit; this allows the pilot to concentrate on more complex repairs or immediate threat neutralizatio",
+ "effect": "Expend a charge to fire this small, self-arming system onto an allied mech within RANGE 5. They gain OVERSHIELD equal to your GRIT+4. While they have this OVERSHIELD they gain IMMUNITY to IMPAIRED and JAMMED.",
+ "description": "The IPS-N Aceso Stabilizer is a useful triage measure for any scoring and minor mechanical damage that is sustained in the course of combat engagement or negative environmental interaction. Thanks to its negligible processor demand, Aceso Stabilizers can even be controlled by comp/con units - this allows the pilot to concentrate on complex repairs or immediate threat neutralization.",
"data_type": "system",
- "aptitude": {
- "repair": 1
- }
+ "aptitude": {}
},
{
- "id": "bulwark",
- "name": "Bulwark Mods",
+ "id": "ms_bulwark_mods",
+ "name": "BULWARK MODS",
"type": "System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "IPS-N",
"license": "NELSON",
"license_level": 1,
- "effect": "Your mech has extended or armored arms or legs, redundant motor systems, or is otherwise reinforced for harsh terrain. Your mech ignores difficult terrain.",
- "description": "A mark of pride for IPS-N, all proprietary mech cores feature IPS-N's QuickMod system, a modular, legacycompatible system of joints, hardpoints, and internal slots that make installing upgrades simple.",
+ "effect": "Your mech's extended limbs, additional armor, redundant motor systems, and other reinforcements allow you to ignore difficult terrain.",
+ "description": "All proprietary IPS-N mech chassis feature IPS-N's QuickMod system - a modular, legacy-compatible system of joints, hardpoints, and internal slots that makes installing upgrades simple - a necessary feature for Albatross maktebas long out of synch with Union Realtime.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "armorlock",
- "name": "Armor Lock System",
+ "id": "ms_armor_lock_plating",
+ "name": "ARMOR-LOCK PLATING",
"type": "System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "IPS-N",
"license": "NELSON",
"license_level": 2,
- "effect": "When you take the Brace reaction, until the end of your following turn, any attacks targeting you are made with 1 additional Difficulty, you can't fail agility or hull saves or contested checks, be knocked back, grappled, knocked prone, or moved by any external force smaller than size 5. You also immediately end any grapples currently affecting you.",
- "description": "IPS-N's Armor Lock System is a total-body modification for a mech core that provides additional chassis stability when pilots are faced with a situation that puts their core under greater-than-anticipated stress.",
+ "effect": "You can BRACE while grappling. When you do so, any grapples currently affecting you end.
Additionally, when you BRACE, you gain the following benefits until the end of your following turn:
- Attacks against you receive +1 DIFFICULTY.
- You can't fail AGILITY or HULL saves or contested checks.
- You gain IMMUNITY to KNOCKBACK, GRAPPLE, being knocked PRONE, and being moved by any external force smaller than SIZE 5.",
+ "description": "IPS-N's Armor-Lock System is a total-body modification that provides additional chassis stability for any situation in which a pilot needs to put their mech through greater-than-anticipated stress.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "ramjet",
+ "id": "ms_ramjet",
"name": "RAMJET",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "protocol"
+ "id": "tg_protocol"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "IPS-N",
"license": "NELSON",
"license_level": 3,
- "effect": "Until the start of your next turn, your mech gains +2 speed when boosting and its melee attacks (including rams, grapples, etc) gain knock back +2. However, your mech must move its maximum speed each time it moves and can only move in straight lines (it can stop if it would collide with an obstacle or enemy, and it can change direction between movements).",
- "description": "Air. Air and momentum. There's a threshold that veteran Nelson pilots know well, the Point of Endless Momentum. When you get moving fast enough, in the right atmosphere, the air itself feeds into auxiliary ports on the chassis, compressing, howling out like a demon's angry scream. The Point of Endless Momentum is a giant's hand on your chest and a god's chariot under your feet and you feel like you can outrun light itself and there's nothing else like it.",
+ "effect": "Until the start of your next turn, you can move +2 spaces when you BOOST and your melee attacks (including RAM, GRAPPLE, and so on) gain KNOCKBACK 2.
When you move during this time, you must move your full SPEED in a straight line; however, you can stop if you would collide with an obstruction or hostile character, and you can change direction between separate movements (for example, standard moves, BOOST, etc).",
+ "description": "There's a threshold that veteran Nelson pilots know well: the point of endless momentum. You get moving fast enough in the right atmosphere and the air itself feeds into auxiliary ports on the chassis, screaming out like a demon's almighty howl. The point of endless momentum is a giant's hand on your chest and a god's chariot under your feet. Makes you feel like you can outrun light itself, as long as you don't pass out first.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "breaching",
- "name": "Breaching Charges",
+ "id": "ms_bb_breach_blast_charges",
+ "name": "BB BREACH/BLAST CHARGES",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": 3
},
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "IPS-N",
"license": "RALEIGH",
"license_level": 1,
- "effect": "You may expend a charge from this system for one of the following effects:
Thermal Grenade (Grenade, range 5, blast 1): Characters caught in the area of effect must pass an agility save or take 1 d6 energy damage, and half on a successful save.This grenade does 10 AP damage to objects or terrain instead of normal damage.
Breaching Charge (Mine): Unlike other mines, this mine can also be planted on an adjacent wall, piece of cover, or piece of terrain(not just a free space).Once armed, this mine does not detonate normally, but must be detonated with a quick action. It explodes for a burst 1 area, 2 d6 AP energy damage. Characters caught in the area can pass an agility save to halve this damage.Objects or terrain caught in the area are hit automatically and dealt 30 AP explosive damage.",
- "description": "A breach/blast charge is simply a shaped, milspec pattern of IPS-N's generalist/civilian blasting charge, meant to crack asteroids. The IPS-N BB features a far more pure blend of high explosives designed to cause massive traumatic damage to mechs and other hardened structures.",
+ "effect": "Expend a charge for one of the following effects:
- THERMAL GRENADE (Grenade, Range 5, Blast 1): All characters within the affected area must succeed on an AGILITY save or take 1d6 energy damage. On a success, they take half damage. Objects and terrain are hit automatically and take 10 AP damage.
- BREACHING CHARGE (Mine, Burst 1): In addition to adjacent free spaces, this mine can also be planted on adjacent walls, pieces of cover, and terrain. Once armed, this mine must be detonated with a quick action. Characters within the affected area must succeed on an AGILITY save or take 2d6 AP energy damage. On a successful, they take half damage. Objects and terrain are hit automatically and take 30 AP explosive damage.",
+ "description": "Breach/blast charges offer a mil-spec twist on the industrial blasting charges developed by IPS-N for asteroid mining. The IPS-N BB charge features a more volatile blend of high explosives designed to cause massive structural damage to mechanized chassis, starship bulkheads, armored vehicles, bunkers, and other hardened structures.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "roland",
- "name": "ROLAND Chamber",
+ "id": "ms_roland_chamber",
+ "name": "\"ROLAND\" CHAMBER",
"type": "System",
- "sp": 2,
+ "sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "IPS-N",
"license": "RALEIGH",
"license_level": 2,
- "effect": "When you reload, your very next attack with a loading weapon deals +1d6 bonus damage as explosive damage. One target hit must pass a hull save or be knocked prone.",
- "description": "Packed into sealed, self-contained cylinders, IPS-N's ROLAND rounds are heavy shells purpose-built for any kinetic weapon that can accept cylindrical magazines. Packed with a non-O2 dependent accelerant, ROLAND Chambers can be used to reliably send air-or-impact burst shells downrange.
For use in outdoor or Certain-Kill environments; use extreme caution when firing in pressurized spaces.",
+ "effect": "When you reload any weapon, your next attack with a LOADING weapon deals +1d6 bonus explosive damage. On a hit, targets must succeed on a HULL save or be knocked PRONE.",
+ "description": "Packed into sealed, self-contained cylinders, IPS-N's \"Roland Rounds\" are high-explosive anti-armor charges built for kinetic weapons of any mech-scale caliber. Loaded in place of inert kinetic ammunition, a Roland HE/AA shell increases the efficacy and destructive power of any weapon it's fired from.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "siegeram",
- "name": "Siege Ram",
+ "id": "ms_siege_ram",
+ "name": "SIEGE RAM",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "IPS-N",
"license": "TORTUGA",
"license_level": 1,
- "effect": "Your ram attacks deal 1d3 kinetic damage on hit. Against objects or terrain (such as walls, etc), your ram attacks instead deal 10 AP kinetic damage.",
- "description": "The Siege Ram is another holdover from IPS-N's pre-merger days. When Bulkheads slam closed and there is a need to get them open, marine pilots mount a siege ram to get the job done. Heavy, dumb, and unbreakable, the Siege Ram is the universal key. Carried in-hand by a qualified chassis, the IPS-N Siege Ram is a solid metal beam with a wedge tip, meant to be slammed into the seam of a sealed bulkhead door and driven home, cracking open ships and stations like a can.",
+ "effect": "When you RAM, you deal 2 kinetic damage on hit, and you deal 10 AP kinetic damage when you RAM objects and terrain.",
+ "description": "The siege ram is a handheld metal beam with a wedge tip, ready to be smashed into the seams of sealed bulkhead doors and driven home. It's another holdover from the days before the IPS-N merger. When someone needs to open a bulkhead that's just slammed shut, its what marine pilots pick up to get the job done. Heavy, dumb, and unbreakable: IPS-N's siege ram is the universal skeleton key.",
"data_type": "system",
- "aptitude": {
- "melee": 1
- }
+ "aptitude": {}
},
{
- "id": "hyperdense",
- "name": "Hyper Dense Armor",
- "type": "Armor",
+ "id": "ms_hyperdense_armor",
+ "name": "HYPERDENSE ARMOR",
+ "type": "Shield",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_shield"
},
{
- "id": "shield"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "TORTUGA",
"license_level": 3,
- "effect": "Once activated, this armor hardens into a shimmering, reflective surface and offers unparalleled protection, granting you resistance to all damage, heat, and burn from attacks further away from range 5 of your mech. However, your mech is Slowed while it is active and deals 1/2 damage, heat, and burn to all characters further away from range 5 of your mech. Deactivating this shield is a quick action.",
- "description": "IPS-N HyperDense Armor is built for use in space. As the name implies, the HyperDense system is forged without respect to the gravitational constraints mechs may face down a gravity well; many pilots flying cores equipped with HyperDense armor are shocked to experience the difference in piloting their mechs down a well versus in the null-gravity of space.",
+ "effect": "When activated, this armor hardens into a shimmering, reflective surface. You gain Resistance to all damage and heat from attacks that originate beyond RANGE 3; however, you become SLOWED and deal half damage and heat to characters beyond RANGE 3.
HyperDense armor can be deactivated as a quick action.",
+ "description": "IPS-N HyperDense Armor is built for space - forged with no regard for any constraints users might face within a gravity well. As such, many pilots protected by HyperDense products are shocked to experience the difference between piloting their mech down a well and taking it for a ride in the null-gravity of space.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "snare",
- "name": "Snare Trap",
+ "id": "ms_webjaw_snare",
+ "name": "WEBJAW SNARE",
"type": "Deployable",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 2
},
{
- "id": "deployable"
+ "id": "tg_unique"
},
{
- "id": "limited",
- "val": 2
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "VLAD",
"license_level": 1,
- "effect": "You may deploy this trap in a free adjacent space as a quick action. It arms at the end of your turn. This trap triggers when any character passes directly over it. The target must pass a hull check or take 1d6 AP kinetic damage and become immobilized. Once triggered, the trap becomes an object with 10 HP and 5 evasion, and immobilizes its target as long as it is not destroyed.",
- "description": "The IPS-N WEBJAW Explosively-Accelerated Filament system is a deployable all-theater perimeter defense system designed to arrest hostile movement in pre-determined kill-corridors. Deployable by hand or launch tube, the WEBJAW EAF system consists of a cluster of filament anchors scattered across an area. When triggered remotely or by a series of programmable physical, electronic, or chemical triggers, the anchors target and fire at the triggering foe, embedding hard-tip barbs deep inside both hard and soft targets. The barbs, anchored to their bases by arachnosilk-analog filament, immobilize and entangle the target.",
+ "effect": "Webjaw snare (SIZE 1, 10 HP, EVASION 5, Tags: DEPLOYABLE)
Expend a charge to deploy a Webjaw snare to a free, adjacent space, where it arms at the end of your turn. It does not obstruct movement, and can't be attacked until it is triggered.
The snare is triggered when any character moves over it. They must succeed on a HULL check or take 1d6 AP kinetic damage and become IMMOBILIZED. This effect lasts until the snare is destroyed.",
+ "description": "Suitable for use in any theater, the IPS-N Webjaw Explosively Accelerated Filament system is a deployable perimeter defense solution designed to arrest hostile movement in predetermined kill-corridors. The Webjaw consists of a networked cluster of single-use anchors, each consisting of a barb, a coil of arachnosynth NoCut filament, and an explosive charge.
When triggered remotely, or by a series of programmable physical, electronic, or chemical triggers, the anchors fire, embedding barbs deep inside targets, whether soft or hard. The barbs, secured to anchor points by NoCut filament, clog and restrict movement, fouling gears, wheels, rotors, engines, and all methods of locomotion.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "caltrop",
- "name": "Caltrop Launcher",
+ "id": "ms_caltrop_launcher",
+ "name": "CALTROP LAUNCHER",
"type": "System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "IPS-N",
"license": "VLAD",
"license_level": 2,
- "effect": "When this system is activated, your mech targets a free blast 1 area within range 5 and blankets that area with explosive caltrops. That area becomes difficult terrain for the rest of the scene, and any mech that enters the area for the first time on its turn or starts its turn there takes 1d3 AP explosive damage.",
- "description": "A wicked anti-organic, anti-vehicle, proximity denial system, chassis-mounted caltrops are fired in great clouds of shimmering metal (or deployed in long swathes) to blanket an area. IPS-N's HX-CAL caltrop system adds small, shaped explosives to the mix of hardened pyramids.",
+ "effect": "This system blankets a free BLAST 1 area within RANGE 5 with explosive caltrops. The affected area becomes difficult terrain for the rest of the scene, and mechs take 1d3 AP explosive damage when they enter the affected area for the first time in a round or end their turn within it.",
+ "description": "Wicked anti-organic, anti-vehicle systems for proximity denial, caltrop launchers fire either great clouds or long swathes of shimmering metal over an area. IPS-N's HX-CAL caltrop system includes small, shaped explosives in the mix of hardened pyramids.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "chargedstake",
- "name": "Charged Stake",
+ "id": "ms_charged_stake",
+ "name": "CHARGED STAKE",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "fullaction"
+ "id": "tg_full_action"
}
],
"source": "IPS-N",
"license": "VLAD",
"license_level": 3,
- "effect": "This brutal system can be used against any adjacent character. That target must pass a hull save or take 1d6 AP energy damage damage and become immobilized. At the end of each of its turns, the target can repeat this save to end the effect on itself, otherwise it takes 5 AP energy damage and remains immobilized until it makes the check successfully. Only one target can be immobilized by this system at once, but it can be picked up and recovered as a quick action from an adjacent space, ending its effect.",
- "description": "Built from gear meant originally for blast mining, this enormous, improvised system is loaded and cocked prior to embark into a specially primed chamber. It is designed to penetrate and immobilize hardened targets, then send powerful, vaporizing charges into its vulnerable internal systems.",
+ "effect": "This system fires a charged stake at character adjacent to you. Your target must succeed on a HULL save or be impaled by the stake, taking 1d6 AP energy damage and becoming IMMOBILIZED. A character can repeat this save as a full action to free themselves, otherwise they can make another HULL save at the end of each of their turns. If successful, the effect ends; otherwise, they take another 2d6 AP energy damage and remain IMMOBILIZED.
You can only affect one character with the stake at a time.",
+ "description": "Descended from blast-mining tools, this enormous, improvised system is housed and prepped to fire in a specially primed chamber. It first penetrates and immobilizes armored targets, then sends a powerful, vaporizing charge into vulnerable internal systems.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "ferrouslash",
- "name": "Ferrous Lash",
+ "id": "ms_ferrous_lash",
+ "name": "FERROUS LASH",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "BLACK WITCH",
"license_level": 1,
- "effect": "A hostile character of your choice in range 8 and line of sight must pass an agility save. On a failure, it is pulled 5 in a direction of your choice. This movement must obey obstructions, terrain, etc, but doesn't provoke reactions and ignores engagement. If it collides with an obstacle or another mech, it stops and is additionally knocked prone.
If you target a willing allied character with this system (in range 8 and line of sight), you can pull then 5 in any direction.",
- "description": "Initially developed as a non lethal crowd suppression device, the Ferrous Lash is a far more complex and dangerous device in the right pilot’s hands. Fired from a series of integrated launchers, the FL system detonates payloads of fast-congeal ferrofluids that restrain their targets; tuned to the correct frequency, these proprietary SSC ferrofluid blends form into rudimentary ambulatory segments, pulling their hosts back towards the casting unit.",
+ "effect": "Choose a character within RANGE 8 and line of sight. If they are allied, you may pull them 5 spaces in any direction; if they are hostile, they must succeed on an AGILITY save or be pulled 5 spaces in a direction of your choice. This movement ignores engagement and doesn't provoke reactions.
If a hostile target moved by this system collides with an obstruction or another mech, they stop moving and are knocked PRONE.",
+ "description": "Initially developed as a nonlethal crowd-suppression device, the Ferrous Lash is a far more complex and dangerous device in the hands of the right pilot. The Lash consists of a series of integrated launchers that detonate payloads of fast-congealing ferrofluids that restrain their targets. Tuned to the correct frequency, these proprietary ferrofluid blends form into rudimentary ambulatory segments, pulling their hosts back toward the one wielding the Lash.",
"data_type": "system",
- "aptitude": {
- "control": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "iceout",
- "name": "ICEOUT Drone",
+ "id": "ms_iceout_drone",
+ "name": "ICEOUT DRONE",
"type": "Drone",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_limited",
+ "val": 1
},
{
- "id": "limited",
- "val": 2
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "BLACK WITCH",
"license_level": 2,
- "effect": "Drone (Size 1/2, 10 HP, 10 Evasion/E-defense)
You fire an ICEOUT drone at a point in sensor range, where it hovers in place. Once fired, the drone creates a burst 1 zone around itself. Any character at least partially covered by the zone (hostile or allied), is immune to all tech actions (even beneficial ones), and cannot make or benefit from any tech actions. Any negative statuses caused by tech actions immediately end. The drone deactivates at the end of the current scene or when destroyed, and cannot be re-used. You can move it again to a point in your sensor range as a quick action.",
- "description": "SSC's ICEOUT module is a response to the increasing reliance on system-based scans to ensure accurate targeting. By blanketing a core's systems in layers of digital defilade, mirroring, spoofing, and redirection, an ICEOUT module can effectively disappear/disincorporate/legion its user from hostile scans. Note that this module only makes its user system-invisible; they will still be visible through optics.",
+ "effect": "ICEOUT Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE)
Expend a charge to deploy an ICEOUT drone to a free space within SENSORS and line of sight, where it hovers in place and generates a BURST 1 field. Characters at least partially within the affected area gain IMMUNITY to all tech actions, can't make tech actions. Existing conditions and effects caused by tech actions are not cleared but characters have IMMUNITY to them while they are in the area, and they can be saved against normally.
The ICEOUT drone can be moved to any point within SENSORS as a quick action.",
+ "description": "SSC's ICEOUT drone is a response to increasing reliance on hostile system scans for accurate targeting. By blanketing its target in layers of digital defilade, mirroring, spoofing, and redirection, an ICEOUT drone can effectively disappear or disincorporate its target from hostile scans. ICEOUT drones only make their operator system-invisible, however; they remain visible.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "magdeployer",
- "name": "Mag Deployer",
+ "id": "ms_perimeter_command_plate",
+ "name": "PERIMETER COMMAND PLATE",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "deployable"
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "BLACK WITCH",
"license_level": 2,
- "effect": "You flash-print a heavy metal plate that takes up a 2x2 free space in range 5 of you. It is flat and doesn't obstruct movement. You can set the system to one of two settings when you create it:- Repulse: Any hostile target that enters the space must pass an hull save or be pushed in a direction of your choice 3 spaces. If this causes them to collide with an obstruction (terrain, a mech, etc) it is additionally knocked prone. An allied target that enters the space can fly 3 in any direction as a free action.
- Attract: Any target, allied or enemy, that enters the space, must pass a hull save or become immobilized. It can end this status by taking a quick action and repeating this save successfully to free itself.
The deployer can be attacked - it has evasion 5, 20 hp, and 2 armor, and it lasts until the end of the current challenge or around an hour outside. You can only deploy one at at time. If you create a new deployer, the old one disintegrates and is destroyed.",
- "description": "SSC's own take on flash-printing is advanced enough to embed magtech burnout cells into raw prefab clay. SSC non-mag pilots often disparage Black Witch pilots for \"throwing plates\" at the enemy, but the tactical advantage they provide cannot be denied.",
+ "effect": "PCP (SIZE 2, 20 HP, EVASION 5, Tags: DEPLOYABLE)
This heavy metal Perimeter Command Plate (PCP) can be flash-printed and deployed to a free 2x2 space within RANGE 5. The PCP is flat, doesn't obstruct movement, and lasts for the rest of the scene. If you create a new PCP, the old one disintegrates.
The plate activates for a character the first time that character enters its space during a round, or if they end their turn there.
Upon printing, choose a setting:
- REPULSE: Hostile characters that move onto the PCP must succeed on a HULL save or be pushed 3 spaces in the direction of your choice. If this causes them to collide with an obstruction, they are knocked PRONE. Allied characters that enter the space. may immediately fly 3 spaces in any direction as a free action.
- ATTRACT: Characters that move onto the PCP must succeed on a HULL save or become IMMOBILIZED. They can clear IMMOBILIZED by successfully repeating the save as a quick action; it is also cleared if the PCP is destroyed.",
+ "description": "The Exotic Materials Group developed the Perimeter Command Plate to extend the area of the Black Witch's zone of control. Utilizing single-pattern flash printers, the Black Witch prints a broad, circular plate seeded with electromagnetic projectors. Although the plates are intended to be disposable, Black Witch pilots often grow attached to their \"familiars\" and request their flash printers create personalized plates.",
"data_type": "system",
- "aptitude": {
- "control": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "blackice",
- "name": "Black Ice Module",
+ "id": "ms_black_ice_module",
+ "name": "BLACK ICE MODULE",
"type": "Tech",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "SSC",
"license": "BLACK WITCH",
"license_level": 3,
- "effect": "Hostile tech attacks against your mech or any adjacent ally are made at +1 Difficulty. Successive attacks in the same combat from any character against you or any adjacent ally are made with an additional +1 Difficulty (cumulative). This difficulty has a maximum of +3, and resets when it would hit +4 back to +1 as its definitions roll over. Allies don't keep this benefit if they are not adjacent.",
- "description": "A defensive system packaged with BW-LOCKOUT Constellar and Gendarme models, the BIM projects a bubble of WHITECELL code that collates incoming hostile script and live-structures inoculants for friendly systems",
+ "effect": "Tech attacks against you or adjacent allied characters receive +1 DIFFICULTY. Each subsequent tech attack against you or an adjacent allied character receives an additional +1 DIFFICULTY, to a maximum of +3 DIFFICULTY.
Your Black ICE definitions roll over - resetting to +1 DIFFICULTY - when it would increase to +4 DIFFICULTY or at the end of the scene. Allied characters lose this benefit when they break adjacency.",
+ "description": "Black ICE modules are defensive systems packaged standard with the Black Witch fleets used by SSC's own internal security forces. They project a bubble of WHITECELL code that analyzes incoming hostile script and structures inoculants for friendly systems on the fly.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "magshield",
- "name": "Mag Shield",
- "type": "Deployable",
+ "id": "ms_magnetic_shield",
+ "name": "MAGNETIC SHIELD",
+ "type": "Shield",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_shield"
},
{
- "id": "shield"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "BLACK WITCH",
"license_level": 3,
- "effect": "As a quick action, this system creates a line 4 force field 4 spaces high in a free space with at least 1 space adjacent to you. The field does not grant cover or block line of sight, but any character gains resistance to kinetic and explosive damage from attacks that would draw line of effect from the other side of this field (use the normal rules for LoS and cover). It is an obstruction and blocks movement for any mech or pilot wearing armor. The shield lasts until the end of the current scene, but only one shield can be placed at a time (if a new one is placed, the other deactivates).",
- "description": "SSC's magnetic shield takes the same technology as their proprietary magnetic buckler and applies it to a massive deployable system.",
+ "effect": "This system creates a LINE 4 forcefield, 4 spaces high - with at least 1 space adjacent to you - that is an obstruction for mechs and characters made at least partly of metal. It lasts for the rest of the scene and if a new one is placed, the old one deactivates.
The forcefield doesn't block line of sight, but it provides soft cover. Characters gain RESISTANCE to kinetic and explosive damage while benefiting from this cover.",
+ "description": "SSC's magnetic shield takes the same technology as their proprietary magnetic buckler and applies it to a massive field-projection system.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "magclamps",
- "name": "Hi-stress Mag Clamps",
+ "id": "ms_high_stress_mag_clamps",
+ "name": "HIGH-STRESS MAG CLAMPS",
"type": "System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "SSC",
"license": "DEATH'S HEAD",
"license_level": 1,
- "effect": "Your mech treats all vertical and overhanging surfaces as flat ground for the purposes of movement. You no longer count as climbing on these surfaces and can move at normal speed, though if you are knocked prone you fall.",
- "description": "A simple, reliable system. When installed, it seeds toggleable electromagnets into the locomotive systems of a chassis. When turned on, the mag clamps allow a chassis to cling to ferrous surfaces. Of especial use in micro and null gravity environments.",
+ "effect": "You treat all solid surfaces as flat ground for the purposes of movement; you can move across them normally instead of climbing, although you begin to fall if you are knocked PRONE.",
+ "description": "A simple, reliable set of toggleable mag clamps built into a mech's locomotive system can vastly increase the tactical possibilities open to its pilot. When switched on, these clamps allow a mech to cling to ferrous surfaces, which is especially useful in low- and zero-gravity environments.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "trackingdrone",
- "name": "Tracking Drone",
+ "id": "ms_tracking_bug",
+ "name": "TRACKING BUG",
"type": "Tech",
"sp": 2,
"tags": [
{
- "id": "quicktech"
+ "id": "tg_quick_tech"
}
],
"source": "SSC",
"license": "DEATH'S HEAD",
"license_level": 1,
- "effect": "Gain the following quick tech option:
Tracking Drone: Make a tech attack against a target in your sensor range. On a hit, you know the target's exact location, HP, Structure, Heat, and speed. It cannot hide and your attacks against it ignore invisibility until the drone is removed from them. It takes a quick action and a successful engineering check from the targeted mech to remove a tracking drone.",
- "description": "A modified version of a tracer round, a tracking drone must hit its target in order to activate. Once a successful hit is registered, a tracking drone will feed live, surreptitious data back to its shooter across multiple theaters.",
+ "effect": "Gain the following QUICK TECH option:
- Tracking Bug: Make a tech attack against a character within SENSORS. On a hit, you know their exact location, HP, STRUCTURE, and SPEED for the duration. They can't HIDE and you ignore INVISIBLE. They can remove the tracking bug by succeeding on an ENGINEERING check as a quick action, otherwise it deactivates at the end of the scene.",
+ "description": "Tracking bugs are specialized tracer rounds - essentially, drones too large to be classified as nanites, and far too small to fit the Union-standard parameters of a drone. Fired from dedicated launchers, tracking bugs guide themselves toward their designated target.. Following successful penetration of the target, they surreptitiously and continuously feed live data back to their registered user.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "siphon",
- "name": "Core Siphon",
+ "id": "ms_core_siphon",
+ "name": "CORE SIPHON",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_protocol"
}
],
"source": "SSC",
"license": "DEATH'S HEAD",
"license_level": 2,
- "effect": "At the beginning of your turn, you can choose to give the first attack roll of your turn +1 Accuracy. If you do, however, any additional attack rolls until the end of your turn gain +1 difficulty.",
- "description": "By shunting some core waste-heat from dispersal systems to weapon systems, the Death's Head can overclock its weapons' targeting, catalytic, and processing systems. This comes with a trade-off, however, as reliance on overclocking without sufficient cooling can damage systems not built to handle the influx of power.",
+ "effect": "When you activate this protocol, you gain +1 ACCURACY on your first attack this turn, but receive +1 DIFFICULTY on all other attacks until the end of the turn.",
+ "description": "By shunting excess heat to offensive systems, core siphons allow pilots to overlock the targeting, catalytic, and processing capabilities of their weapons. This comes at a cost, however - reliance on overclocking without sufficient cooling can damage systems not built to handle the influx of power.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "compensator",
- "name": "Kinetic Compensator",
+ "id": "ms_kinetic_compensator",
+ "name": "KINETIC COMPENSATOR",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "SSC",
"license": "DEATH'S HEAD",
"license_level": 3,
- "effect": "When you miss with any ranged weapon attack, your very next ranged attack gains +1 Accuracy.",
- "description": "Another common modification, a system of electronically modulated gyroscopes and hydraulic compensators work in concert to absorb and disperse recoil caused by firing heavy weaponry.",
+ "effect": "When you miss with a ranged attack, your next ranged attack gains +1 ACCURACY.",
+ "description": "Kinetic compensators are popular enhancements, providing a subsurface framework of electronically modulated gyroscopes and hydraulic compensators that work in concert to absorb and disperse recoil caused by firing heavy weapons.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "neurospike",
- "name": "SSC NeuroSpike Mk1",
+ "id": "ms_neurospike",
+ "name": "NEUROSPIKE",
"type": "Tech",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quicktech"
+ "id": "tg_quick_tech"
}
],
"source": "SSC",
"license": "DUSK WING",
"license_level": 1,
- "effect": "Gain the following options for Invasion. On a successful invasion, your target takes 2 heat and you can also choose one of the following in addition to other options:
Shrike Code: Until the end of your next turn, each time your target makes an attack roll, it first takes 2 heat.
Mirage: Choose your mech or an allied character you can see. Your target's systems relay blurred, illusory images of that character over its real image that confuse your target's systems. That friendly character (or your mech) counts as invisible to your target until the end of your next turn.",
- "description": "Building off SSC's strain of dormant DHIYED viral code, the Neurospike Mk1 was the first all-theater, single-use spike system developed by the Exotic Materials group. N-Mk1 comes pre-packaged with a basic, but effective, activated DHIYED virus: when fired or otherwise implanted in a synthetic target, it pumps a cocktail of DHIYED virus into the codebase, altering crew outputs and onboard systems' battlefield perception.",
+ "effect": "Gain the following options for INVADE:
- INVASION: SHRIKE CODE: Until the end of their next turn, your target first takes 2 heat whenever they attack.
- INVASION: MIRAGE: Choose yourself or an allied character: your systems relay blurred, illusory images over their actual silhouette. Your target treats you (or the character you chose) as INVISIBLE until the end of their next turn.",
+ "description": "\"Somehow it got inside my cockpit. There were hands - cold hands - around my neck, fingers in my mouth, worming under my hardsuit. No one else could have been in there with me and yet, someone was. I couldn't even scream, it held my tongue in a fist and it squeezed, and it whispered its name to me, and it said nothing I could understand. I have never felt more alone - it was just me and ... it. Alone in the universe, forever.\"",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "flicker",
- "name": "Flicker Field",
+ "id": "ms_flicker_field_projector",
+ "name": "FLICKER FIELD PROJECTOR",
"type": "System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "SSC",
"license": "DUSK WING",
"license_level": 2,
- "effect": "When you take your regular move or boost, you project a holographic pattern around your mech that leaves dazzling afterimages, making it hard to discern your mech's location. After making your regular move or boosting you count as having invisibility against the very next attack against you. The field disperses after this attack, hit or miss. You can only gain the effect of this field once (you can't 'stack' up several instances of it).",
- "description": "Flicker Fields are generated by holochaff, a blend of photoreactive slivers, mirrorchips, LEDs, and strips of flare-out. Fired from launchers at a pilot's command, holochaff looks at first like a cloud of smoke: within moments it adapts to its surroundings and begins to project out a shattered, shifting image of the terrain around it, creating a distorted field that confounds both visual and systemic targeting.",
+ "effect": "Whenever you BOOST or make a standard move, you project a holographic pattern around you, leaving dazzling afterimages that make it hard to discern your precise location: you count as INVISIBLE the next time you're attacked. You can only benefit from one instance of this effect at a time.",
+ "description": "\"I saw myself over and over and over and over and over and over and over and-\"",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "crown",
- "name": "StunCrown",
- "type": "System",
- "sp": 2,
+ "id": "ms_oasis_wall",
+ "name": "OASIS WALL",
+ "type": "Shield",
+ "sp": 3,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "limited",
+ "id": "tg_shield"
+ },
+ {
+ "id": "tg_heat_self",
"val": 2
+ },
+ {
+ "id": "tg_protocol"
}
],
"source": "SSC",
"license": "DUSK WING",
"license_level": 3,
- "effect": "All hostile targets in a burst 3 area centered on your mech that can see your mech must pass an agility save or become Jammed, and a systems save or become Impaired. Both effects last until the end of their next turn. Characters in cover from you when this system is activated are not affected.",
- "description": "The SSC StunCrown is a simple system, a ring of WHITEOUT flash lamps in hardened mounts that can be triggered to fire an overwhelming burst of light. The StunCrown is usually mounted on a short post or in a ring around a mech's cranial suite; due to the intense energies running through the flash bulbs, this system only has a limited number of uses before the lights burn out.",
+ "effect": "Until the start of your next turn, you can only move in straight lines; however, you create a holographic trail behind you as you move, creating a light barrier 1 space high in each space you move through. This barrier grants hard cover to adjacent characters, and characters that benefit from this cover also gain RESISTANCE to energy damage.
The barrier doesn't count as an obstruction and has IMMUNITY to all damage. It lasts for the rest of the scene or until you next use this system.",
+ "description": "\"Inside? What did I see inside? You think I escaped? That this is all real? No, I- I never left. I'm still there. Something is wrong. Something is not right.\"",
"data_type": "system",
- "aptitude": {
- "control": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "oasis",
- "name": "OASIS",
+ "id": "ms_stuncrown",
+ "name": "STUNCROWN",
"type": "System",
- "sp": 3,
+ "sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 2
},
{
- "id": "protocol"
+ "id": "tg_unique"
},
{
- "id": "heatself",
- "val": 2
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "DUSK WING",
"license_level": 3,
- "effect": "Until the start of your next turn when you move or boost you can move only in straight lines, but create a holographic trail behind your mech as you move, creating a light construct 1 space high and the same length as your movement. It grants hard cover for adjacent characters (allied or hostile), and any characters that benefit from this cover also have resistance to energy damage. It doesn’t block movement or count as an obstruction, and lingers until you take this protocol again or until the end of the scene.",
- "description": "\"Inside? What did I see inside?
You think I escaped? That this is all real?
No I — I never left. I am still there. Something is wrong. Something is not right.
All I can see is myself, moving forward, and I am trapped and surrounded by light.\"",
+ "effect": "Expend a charge to create a BURST 3 flash of light. All hostile characters within the affected area that have line of sight to you must succeed on an AGILITY save or become JAMMED, and a SYSTEMS save or become IMPAIRED. These effects last until the end of their next turn.
Characters in cover from you are not affected by this system.",
+ "description": "\"Many things happened the moment I think I died.\"",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "reactiveweave",
- "name": "Reactive Weave",
- "type": "System",
- "sp": 1,
+ "id": "ms_flash_charges",
+ "name": "FLASH CHARGES",
+ "type": "Deployable",
+ "sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 2
+ },
+ {
+ "id": "tg_unique"
}
],
"source": "SSC",
"license": "METALMARK",
"license_level": 1,
- "effect": "When you brace, your mech can immediately move its speed and it also gains invisibility until the end of its next turn..",
- "description": "A woven CSAJ (Critical Systems And Joints) cover, Reactive Weave not only protects sensitive systems and joints from fouling and poor weather, but provides a surface for SSC engineers to apply their unique loomware technology. This weave is powered, capable of free-flexing to augment a mech's mobility and reduce the stress placed on a chassis' joints.",
+ "effect": "Expend a charge for one of the following effects:
- FLASH GRENADE (Grenade, Range 5, Blast 3): Until the end of your next turn, this grenade creates a zone of blinding light and sparks. While characters other than you are at least partly inside the area, they can't draw line of sight out of the area. Characters fully outside of the area or that exit the area are unaffected unless they move into it.
- FLASH MINE (Mine, Burst 1): This mine detonates when a character moves adjacent to or over it. Characters within the affected area must succeed on an AGILITY save or they only have line of sight to adjacent spaces until the end of their next turn.",
+ "description": "Produced by Smith-Shimano's BELLA CIAO workshop, Flash Charges are popular advantage multipliers, their flash bright enough to destabilize visible-light optics, laser communications, and infra-red sensor suites.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "flashcharge",
- "name": "Flash Charge",
+ "id": "ms_reactive_weave",
+ "name": "REACTIVE WEAVE",
"type": "System",
- "sp": 2,
+ "sp": 1,
"tags": [
{
- "id": "unique"
- },
- {
- "id": "limited",
- "val": 2
+ "id": "tg_unique"
}
],
"source": "SSC",
"license": "METALMARK",
"license_level": 1,
- "effect": "You may spend a charge from this system for one of the following:
Flash Grenade(Grenade, Range 5, Blast 2): When this grenade explodes, it creates a blast 2 zone that lasts until the end of your next turn.Characters other than you(allied or hostile) caught inside can' t trace line of sight out of the zone(they can attack other targets inside normally).
Flash Mine (Mine, Burst 1): This mine detonates when any character moves adjacent to or over it.Affected characters must pass an agility save or have line of sight only to adjacent squares until the end of their next turn.",
- "description": "Custom-stamped, finished by hand, and fabricated only to demand, flash charges are pricey but effective mech scale- area denial systems that allows unprecedented protection from targeting optics.",
+ "effect": "When you BRACE, you become INVISIBLE until the end of your next turn and may immediately move spaces equal to your SPEED.",
+ "description": "Composed of woven covers for critical joints and systems, reactive weave not only protects these sensitive components from fouling and poor weather, but provides a surface for the application of SSC's unique loomware technology. Reactive weave is powered, making it capable of free-flexing to augment mobility and reduce the stress placed on a mech's joints.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "activecamo",
- "name": "Active Camo",
+ "id": "ms_active_camouflage",
+ "name": "ACTIVE CAMOUFLAGE",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "heatself",
- "val": 2
+ "id": "tg_unique"
},
{
- "id": "protocol"
+ "id": "tg_protocol"
},
{
- "id": "unique"
+ "id": "tg_heat_self",
+ "val": 2
}
],
"source": "SSC",
"license": "METALMARK",
"license_level": 3,
- "effect": "You can activate or deactivate the light bending properties of this module at the start of your turn. It lasts until the end of your next turn. While this module is active you are invisible. If you take damage, this module immediately deactivates.",
- "description": "Active camouflage represents the pinnacle of counter-optic defense systems. By interpreting incoming visible-light spectrum data, an active camouflage system can project a light-bending field around its user, effectively hiding them in plain sight.",
+ "effect": "You become INVISIBLE until you take damage, or until the end of your next turn.",
+ "description": "Active camouflage is the pinnacle of counter-optic defense systems. Active camouflage systems continuously interpret incoming visible-light data, allowing them to project light-bending fields around their user and effectively hiding them in plain sight.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "javelin",
- "name": "Javelin Rockets",
+ "id": "ms_javelin_rockets",
+ "name": "JAVELIN ROCKETS",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "unique"
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "MONARCH",
"license_level": 1,
- "effect": "Choose 3 free spaces in range 15 and line of sight that are not adjacent to each other. These spaces are visible to all characters. Your mech fires a volley of auto-targeting rockets up into the air. The next time a character passes through this space or any of the spaces over it vertically up to range 10, or starts its turn in one of those spaces, it takes 3 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 your next turn.",
- "description": "“Pralaya was the name of your mother. She who would see the dawn-at-the-end. Her beauty was terrible, and her wrath, and I see it in all of you. My sons, when you hear the sound of thunder, that is your mother’s voice, and the rain of missiles her gift.”
-- Continued ministrations of Master Teacher, “Notes For Young John”",
+ "effect": "Choose 3 free spaces within RANGE 15 and line of sight that aren't adjacent to each other. All characters know which spaces you have chosen. You fire a volley of auto-targeting rockets into the air: until the start of your next turn, when a character moves into or passes above a chosen space - no more than 10 spaces up - they are hit by a rocket, taking 3 kinetic damage. Each space can be triggered once and then the effect disappears on that space.",
+ "description": "\"Pralaya was the name of your mother. She who would see the dawn-at-the-end. Her beauty was terrible, and her wrath, and I see it in all of you. My sons, when you hear the sound of thunder - that is your mother's voice, and the rain of missiles her gift.\"
- \"Notes for Young John\", Ministrations of the Master Teacher",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "ranged": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "tlaloc",
- "name": "TLALOC-Class NHP",
+ "id": "ms_tlaloc_class_nhp",
+ "name": "TLALOC-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "ai"
+ "id": "tg_unique"
},
{
- "id": "protocol"
+ "id": "tg_protocol"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "SSC",
"license": "MONARCH",
"license_level": 3,
- "effect": "TLALOC Protocol
Your mech is capable of rapidly firing and re-targeting your weapons, far faster than you can think. When you activate this protocol, your mech is immobilized until the start of your next turn, but for the same duration, if you miss any melee or ranged attack, you can immediately re-roll the attack as long as you target a different character in range, threat, or the same area of effect if the attack was blast, line, or cone. You can take this re-roll only once for each attack (if the second attack misses you don't get to keep making it), and a target already hit by this attack (from a re-roll or otherwise) cannot be targeted again.",
- "description": "TLALOC-Class AI systems provide advanced multi-system targeting and co-pilot functions, taking over subroutine control to ensure persistent lock-on and engagement. With TLALOC installed and operational, a pilot can trust that their back is always covered and every possible advantage will be exploited. TLALOC clones are often stereotyped as a hasty, impetuous NHP. They are well known for having a superiority complex.",
+ "effect": "Your mech gains the AI property and the TLALOC PROTOCOL:
TLALOC PROTOCOL
Protocol, 2 Heat (Self)
Your NHP can rapidly fire and retarget your weapons - far faster than thought. You become IMMOBILIZED until the start of your next turn; however, during this time, you may reroll any missed melee or ranged attacks, choosing new targets each time. If the attack was part of an area of effect, it must target a character in the same area. Any given target can't be hit more than once as part of the same action.",
+ "description": "TLALOC-class NHPs provide advanced multi-system targeting and co-pilot functions, taking over subroutine control to ensure persistent lock-on and engagement. With TLALOC installed and operational, a pilot can trust that their back is always covered, and every possible advantage exploited.
TLALOC clones are often stereotyped as hasty and impetuous, and they are well-known for having superiority complexes. Despite this, they are some of the most stable NHP clones. Leading subjectivity theorists suggest that the wide portfolio of control and sense of domination given to TLALOC units encourages a sense of contentment with their work and subjectivity parameters - as a result, they have a much longer cascade window. Thus far, this theory is consistently reproducible across all TLALOC units, although there is no correlate among other mil-spec NHP lines.",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "ranged": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "singularity",
- "name": "Exposed Singularity",
- "type": "System",
+ "id": "ms_hunter_logic_suite",
+ "name": "HUNTER LOGIC SUITE",
+ "type": "Tech",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "reaction"
+ "id": "tg_quick_tech"
}
],
"source": "SSC",
"license": "MOURNING CLOAK",
"license_level": 2,
- "effect": "Once per round, when your mech takes damage, you can immediately teleport up to 1d6 spaces as a reaction in a direction of your choosing (though if this teleport would put you inside an obstacle, object, or other character, the teleport fails)",
- "description": "SSC's Exotic Materials project worked to develop the Mourning Cloak's unique gravatic power plant. For the second generation of the SSC-MC, the Exotic Materials project devised a system that allows pilots to aperture open, for a moment, the gravitic containment system, exposing a slice of naked singularity to realspace.
Naked singularity is difficult for organics and synthetics to perceive, being similar to the core of a black hole.The sudden exposure directed at foes (or other targets) essentially \"blanks\" the Mourning Cloak from real time. The Cloak's pilot, meanwhile, experiences roughly 10 seconds of normal subjective time, allowing them a brief window in which they can act independently of local realtime.
SSC does not recommend abusing this system, as the Exotic Materials group is still testing long-term exposure to local sidereal time.",
+ "effect": "Gain the following options for INVADE:
- INVASION: STALK PREY: You infect the target with a viral logic that wipes your image from their sensors. They treat you as INVISIBLE until you next take damage from them. This can only affect one target at a time.
- INVASION: TERRIFY: You infect the target with a viral logic that makes your mech appear horrifying. Until the end of their next turn, they become IMPAIRED and cannot make any voluntary movements that bring them closer to you.",
+ "description": "Built from interpreted strands of DHIYED paracode, SSC's Hunter Logic is an agile computational memetic: a dual synthetic/VLS-vector systemic weapon capable of interfering with both a target's computer and its crew.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "hunterlogic",
- "name": "Hunter Logic",
+ "id": "ms_singularity_motivator",
+ "name": "SINGULARITY MOTIVATOR",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quicktech"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_reaction"
}
],
"source": "SSC",
"license": "MOURNING CLOAK",
"license_level": 2,
- "effect": "Gain the following options for invasion:
- Stalk Prey: Your systems infect the target with a viral logic that wipes your image from their sensors. Until you are damaged by that target, they count you as invisible. This system can only affect one target at a time (other targets still count you as visible and can see you normally).
- Terrify: Your systems infect the target with a viral logic that causes your mech to appear horrifying to the target.Until the end of its next turn, your target is impaired and also cannot willingly make any movement that would take it closer to you.
",
- "description": "Building from interpreted strands of DHIYED-strain viral code, SSC's Hunter Logic is an agile computational memetic, a dual synthetic/VLS-vector systemic weapon capable of crippling a target's computer and crew.",
+ "effect": "Gain the following reaction:
EXPOSED SINGULARITY
Reaction
1/round, when you take damage, you may immediately teleport to a free space within 1d6 spaces.",
+ "description": "This unique gravitic power plant was first developed by SSC's Exotic Materials Group for the first-generation Mourning Cloak. For subsequent models, engineers devised a system that allows pilots to - for a moment - open the grav containment system's aperture, exposing a slice of naked singularity to realspace.
A naked singularity is difficult to perceive for both organics and synthetics, being similar to the heart of a black hole. The sudden exposure essentially removes the mech and its pilot from realtime. The user experiences around 10 seconds of subjective time - a brief window, in which they can act independently of local realtime.
SSC recommends against abuse of this system, as the effects of long-term exposure to local sidereal time are still unknown.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "fade",
- "name": "FADE Cloak",
+ "id": "ms_fade_cloak",
+ "name": "FADE CLOAK",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "unique"
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "MOURNING CLOAK",
"license_level": 3,
- "effect": "Once this highly experimental drive is activated, it shifts its user partially in and out of blinkspace. When activated, you immediately go out of phase with reality. While out of phase, you become intangible. You can ignore obstructions such as walls or terrain and pass through enemy mechs and solid obstacles as if they were not there, but not end your turn there. You cannot interact with the physical world, but neither can it affect you (in terms of damage, etc). If for any reason you are forced to return while inside of another object, you return to the nearest available space.
At the start of each of your turns while this system is active, roll a d6. On a 4+, you go or remain out of phase, on a 3 or lower, you return to the battlefield until the start of your next turn. This drive can’t be activated again if it’s already active. It deactivates if you deactivate it as a quick action, or the scene ends.",
- "description": "Representing SSC's first successful manipulation of what the Aun call the \"Firmament\", each Firmament Affinity/Directed Entropy Drive must be fabricated to the unique firmament signatures of the pilot cleared to requisition it. FADE drives are rough tools, artificial affinity generators that allow operators to \"shimmer\", to nudge their physical bodies between spaces. The drive extrudes a semi-organic membrane that accomplishes this effect, wrapping around the mech.
At present, the long - term effects of this system on organic matter is unknown; pilots who are cleared to operate this system agree to check in with their SSC personal concierge on a regular schedule(\"check in \"includes regular deposits of genetic material).",
+ "effect": "When activated, you immediately move out of phase with realspace, becoming intangible. While intangible, you may move through obstructions, but not end your turn within them. You cannot interact with any other object or character or be interacted with in any way (e.g., taking or dealing damage).
Roll 1d6 at the start of each of your turns: on 3 or less, you return to realspace until the start of your next turn; on 4+, you either remain intangible.
This system remains active for the rest of the scene, or until you deactivate it.",
+ "description": "Representing SSC's first successful manipulation of the \"Firmament\", Firmament Affinity/Directed Entropy (FADE) cloaks must be fabricated according to the unique affinity signature of requisitioning pilots. They are rough tools: artificial affinity amplifiers that allow operators to access shallow layers of the Firmament, and thus \"shimmer\" - nudging their physical bodies between the causal and paracausal. The cloak enhances this effect by extruding a semiorganic membrane that wraps around the mech to provide an additional layer of protection.
At present, the long-term effects of affinity amplification on organic matter are unknown; before receiving clearance to operate a FADE cloak, pilots must agree to check in with their SSC personal concierge on a regular schedule. These check-ins include regular deposits of genetic material.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "scoutdn",
- "name": "Scout Drone Nexus",
- "type": "Drone",
+ "id": "ms_lotus_projector",
+ "name": "LOTUS PROJECTOR",
+ "type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
- },
- {
- "id": "drone"
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "SWALLOWTAIL",
"license_level": 1,
- "effect": "When you use this system, you can deploy your drone to an area in sensor range and line of sight. The drone then emits a burst 2 area around it that grants the following benefits:- Hostile targets that end their turn in the area immediately lose hiding.
- Hostile characters cannot benefit from invisibility in the area.
- Reveal current HP, Evasion, E-defense, and heat levels of targets in that area
The drone is invisible. It can be recalled or redeployed by taking this action again.",
- "description": "The scout drone is a small, active-camouflaged mini-drone launched from a mounted LOTUS projector. The LOTUS projector fires scout drones at subsonic speeds in bursts of ten, blanketing a wide area with the single-use drones in order to relay information about terrain and targets within.",
+ "effect": "Scout Drone (SIZE 1/2, 5 HP, Evasion 10, E-Defense 10, Tags: Invisible):
This scout drone can be deployed to a space within SENSORS and line of sight, where it emits a BURST 2 field with the following effects:
- You know the current location, HP, EVASION, E-DEFENSE, and heat of all characters within the affected area.
- Hostile characters cannot HIDE in the affected area and if they end their turn within it, they cease to be HIDDEN.
- Hostile characters can't benefit from being INVISIBLE while in the affected area.
You can recall and redeploy your scout drone as a quick action.",
+ "description": "Mech-mounted lotus projectors are designed to launch small, actively camouflaged scout drones. The projector fires the single-use drones at subsonic speeds in bursts of ten, blanketing a wide area in order to relay information about terrain and targets within.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "markerlight",
- "name": "Markerlight",
- "type": "System",
+ "id": "ms_markerlight",
+ "name": "MARKERLIGHT",
+ "type": "Tech",
"sp": 2,
"tags": [
{
- "id": "fulltech"
+ "id": "tg_full_tech"
}
],
"source": "SSC",
"license": "SWALLOWTAIL",
"license_level": 1,
- "effect": "Gain the following full tech action:
Paint Target: Make a tech attack against a character in sensor range and line of sight. On hit, your target takes 4 heat, gains the Lock On condition, and before the start of your next turn, when an allied character other than you hits your target with an attack, as a reaction you can declare your ally’s attack has hit a weak spot. The attack becomes a critical hit if it wasn’t already.",
- "description": "\"Out, damned spot! Out, I say! One: Two: why,
then, 'tis time to do't. — hell is murky — fie, my
lord, fie! A soldier, and afeared? What need we
fear who knows it, when none can call our power to account?\"
— Macbeth (5.1.39-43)",
+ "effect": "Gain the following FULL TECH option:
- PAINT TARGET: Make a tech attack against a character within SENSORS and line of sight. On a success, they take 2 heat and LOCK ON; additionally, once before the start of your next turn, when an allied character successfully attacks your target, you may declare as a reaction that they have hit a weak spot. If it wasn't already, the attack becomes a critical hit.",
+ "description": "\"Out, damned spot! Out, I say! - One, two. Why,
then, 'tis time to do't. Hell is murky! - Fie, my
lord, fie! A soldier, and afeard? What need we
fear who knows it, when none can call our power to
account?\"
- Shakespeare, Macbeth, act 5, sc. 1.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "lowprofile",
- "name": "Low Profile",
- "type": "System",
+ "id": "ms_retractable_profile",
+ "name": "RETRACTABLE PROFILE",
+ "type": "Tech",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "protocol"
+ "id": "tg_protocol"
}
],
"source": "SSC",
"license": "SWALLOWTAIL",
"license_level": 2,
- "effect": "Your mech can retract its major systems to reduce its profile. You can activate this protocol at the start of your turn. While active:
- Rolls to find your mech while hidden are made at + 1 Difficulty
- All ranged and tech attacks against you are made at + 1 Difficulty
- Your mech is Slowed and cannot make attacks of any kind
- Your mech can still take other actions as normal (hiding, activating systems, etc) can end this effect as a quick action.",
- "description": "A hallmark of a well thought out mech platform is the ability for pilots to work with their technicians to adapt their stock model to the specifications of the environments they operate in. Lowering a mech’s profile removes extraneous protrusions, tunes any broadcast software, and masks heat signatures — all an effort to reduce optical and scanner signatures",
+ "effect": "Your mech can retract its major systems to reduce its profile. While active:
- rolls to locate you receive +1 DIFFICULTY while you are HIDDEN
- ranged and tech attacks against you receive +1 DIFFICULTY
- you become SLOWED and can't make attacks of any kind
- you may take other actions (e.g., HIDE, ACTIVATE, and so on).
You may end this effect as a quick action.",
+ "description": "The hallmark of a well thought out mech frame is the opportunity for pilots to adapt their stock models to the specifications of the environments in which they operate. A retractable profile enables on-the-fly removal of extraneous protrusions, tuning of broadcast software, and masking of heat signatures - all serving to reduce optical and scanner signatures.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "athena",
- "name": "ATHENA",
+ "id": "ms_athena_class_nhp",
+ "name": "ATHENA-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "protocol"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "SWALLOWTAIL",
"license_level": 3,
- "effect": "ATHENA Protocol
Choose a blast 3 area within 50 spaces of you. Your AI constructs a perfect, real-time, 3d model of this are that you can rotate and interact with, including characters that move in and out of that area, and all in extreme detail. You can re-target or move this area by taking this quick action again. It lasts until the end of the current scene, or about 30 minutes in narrative time. Thought it grants sight of the area, it does not grant line of sight for the purposes of weapons, etc (walls and other obstacles still block shots).
Hostile targets that end their turn in this area lose invisibility or hiding and and gain the Lock On condition. Hostile characters in this area cannot benefit from cover and cannot hide or turn invisible in the area. In addition, you can ask the GM for perfect information on the statistics, weapons, and systems of any characters in the area as long as they remain in the area.",
- "description": "Smith-Shimano's ATHENA is the pinnacle of total hyperspectral environmental facsimile. Through a combination of unfettered Omninet access, hyperspectral relays fired out from a Cloudscout TACSIM projector, sub-networked squadmates, and active/hostile intrusion protocols, ATHENA bootstraps a nearflawless reconstruction of the immediate environment around its host core. ATHENA is unparalleled in its processing power, and with this reconstructed environment it can provide trustworthy, accurate advising to pilots in need of strategic counsel. ATHENA clones tend to be patient, cautious, and measured in their relations with their pilots.",
+ "effect": "Your mech gains the AI property and SIMULACRUM:
SIMULACRUM
Quick Action
ATHENA constructs a perfect, real-time, and fully interactive 3D model of a BLAST 3 area within RANGE 50, including moving characters, all rendered in lovingly extreme detail. The following effects apply:
- You have full visibility within the affected area, but it doesn't count as line of sight.
- You know all statistics, weapons, and systems of characters within the affected area.
- Hostile characters within the affected area don't benefit from cover and can't HIDE or become INVISIBLE.
- Hostile characters that end their turn in the affected area receive LOCK ON and cease to be INVISIBLE or HIDDEN.
ATHENA's simulation lasts until the end of the scene, or about 30 minutes within the narrative. You may target a new area as a quick action.",
+ "description": "Smith-Shimano's ATHENA is the pinnacle of total hyperspectral environmental facsimiles. Through a combination of unfettered omninet access, hyperspectral relays fired out from a Cloudscout TACSIM projector, sub-networked squadmates, and active/hostile intrusion protocols, ATHENA bootstraps a near-flawless reconstruction of the immediate environment around its host core. ATHENA is unparalleled in its processing power, and with this reconstructed environment, it provides trustworthy, accurate advice to pilots in need of strategic counsel.
ATHENA clones tend to be patient, cautious, and measured in their relations with their pilots.",
"data_type": "system",
- "aptitude": {
- "support": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "cloak",
- "name": "Cloaking Field",
+ "id": "ms_lb_oc_cloaking_field",
+ "name": "LB/OC CLOAKING FIELD",
"type": "System",
"sp": 4,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_heat_self",
+ "val": 2
},
{
- "id": "heatself",
- "val": 2
+ "id": "tg_quick_action"
}
],
"source": "SSC",
"license": "SWALLOWTAIL",
"license_level": 3,
- "effect": "You can activate or deactivate the light bending properties of this module as a quick action. It lasts until the end your next turn. When you activate this module, your mech and all allied characters within a burst 2 area centered on you become invisible while they remain in the area, but they must be totally in the area to gain the benefit. If you become stunned, take damage, or deactivate this system, this module immediately becomes inactive.",
- "description": "SSC's milspec cloaking field is the result of extensive experimentation in cooling and light-reflecting technology. Born from a need to bounce harmful radiation away from ships and EVA modules in deep space, the SSC-MILSPEC LIGHTBEND/OVERCLOAK is a system often equipped by ranger and long-patrol scout pilots to ensure not only radiation protection, but optical concealment as well. The light and radiation-bending properties of the LB/OC conceals anything inside of its projected bubble from sensor suites and optical spottin.",
+ "effect": "You become SLOWED, but all allied characters within a BURST 2 area become INVISIBLE as long as they remain completely inside the area. This effect lasts until the end of your next turn, or until you are STUNNED, take damage, or deactivate it as a quick action.",
+ "description": "SSC's mil-spec cloaking field is the result of extensive experimentation in cooling and light-reflecting sciences. Born from a need to reflect harmful radiation away from ships and EVA modules in deep space, the Lightbend/Overcloak (LB/OC) cloaking field is often used by rangers and long-patrol scout pilots to ensure not only radiation protection, but optical concealment as well. The light- and radiation-bending properties of the LB/OC conceals anything inside of its projected bubble from sensor suites and optical spotting.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "scannerswarm",
- "name": "Scanner Swarm",
- "type": "System",
- "sp": 1,
+ "id": "ms_hive_drone",
+ "name": "HIVE DRONE",
+ "type": "Drone",
+ "sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_drone"
+ },
+ {
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "BALOR",
"license_level": 1,
- "effect": "Your tech attacks against characters adjacent to you gain +1 Accuracy.",
- "description": "A HORUS-coded scanner swarm establishes a protocol for oculus-form nanites that ensures constant circulation. The nanites ingest and process full spectrum information, relaying it back to their pilot/mother/father for a endorphic code impulse to prompt continued scanning.",
+ "effect": "Hive Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, TAGS: DRONE)
This hive drone can be deployed to a free space within SENSORS and line of sight, where it releases a BURST 2 greywash swarm with the following effects:
- Allied characters at least partially within the affected area gain soft cover, as does the hive drone.
- Hostile characters take 1 AP kinetic damage when they start their turn in the affected area or enter it for the first time in a round. Damage from areas created by multiple hive drones does not stack.
The drone can be redeployed to a different space or recalled as a quick action.",
+ "description": "It looks, at first, like a roiling cloud of gray fog, churning and fizzing - smoking soda water spilled across concrete. It advances with curious motion, stretching and snapping back. A confusion of snakes, writhing forward with speed that betrays intent.
Color flashes across the gray cloud, a swarm-luminescence - the light created by millions of nanites glowing with heat as they consume whatever they cross.
This is greywash, and it is never sated.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "hivedrone",
- "name": "Hive Drone",
- "type": "Drone",
- "sp": 2,
+ "id": "ms_scanner_swarm",
+ "name": "SCANNER SWARM",
+ "type": "Tech",
+ "sp": 1,
"tags": [
{
- "id": "quickaction"
- },
- {
- "id": "drone"
+ "id": "tg_unique"
}
],
"source": "HORUS",
"license": "BALOR",
"license_level": 1,
- "effect": "Drone (Size 1/2, 10 HP, 10 Evasion/e-defense)
You can fire this drone to an empty space in sensor range as a quick action. While it's active, it emits a burst 2 area around it that grants soft cover to any allied mech at least partially covered by the zone (it benefits from its own cover). In addition, any hostile target that starts its turn in the area or enters it for the first time on their turn takes 1 AP kinetic damage. You can move it to a different space in your sensor range by repeating this action",
- "description": "It looks, at first, like a roiling cloud of low fog. Thick, and fizzing, like soda water spilled across concrete. It advances with curious movement, stretching and snapping back. A confusion of snakes, sloughing forward with speed that betrays intent.
Color flashes across the grey cloud, a kind of swarm-luminescence that, you realize, is the light created by millions of nanites glowing with heat as they consume what they cross.
This is greywash, and it is never full.",
+ "effect": "You gain +1 ACCURACY on tech attacks against adjacent characters.",
+ "description": "HORUS-coded scanner swarms establish oculus-form nanite protocols around defined objects or areas, ensuring constant circulation and data capture. The nanites ingest and process full-spectrum information, relaying it back to their pilot/parent in return for an endorphic code-impulse that prompts continued scanning.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "swarmbody",
- "name": "Swarm Body",
+ "id": "ms_swarm_body",
+ "name": "SWARM BODY",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "unique"
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "BALOR",
"license_level": 2,
- "effect": "If your mech doesn't move before the end of this turn, at the end of your turn you project a burst 1 area around your mech. Characters of your choice that move into this area for the first time on their turns or start their turn there must pass a systems save or take 3 kinetic damage. For each turn your mech remains immobile past the first, its damage increases by 3, up to a maximum of 9. If your mech moves (even involuntarily), this effect immediately ends. You don't have to take any action to maintain it other than remaining immobile.",
- "description": "What must it have been like for him? For the Maw himself? A body shattered, a mind spread its across a million lesser forms. To translate one's self from a single, coherent form — all of its imperfections and lesser-lesser-than — and become as air, and the clouds that fill it.",
+ "effect": "After activating this system, a BURST 1 swarm is released at the end of your turn. Characters of your choice that start their turn in the area or enter it on their turn must succeed on a SYSTEMS save or take 3 kinetic damage. This amount increases by +3 damage for each of your turns that you have remained stationary, up to a maximum of 9 kinetic damage.
This effect lasts until you move, including involuntary movement.",
+ "description": "What must it have been like for him? For the man who called himself Maw? For all of his followers? Certainly they had families before. Memories. Loves. Fears. Private thoughts. All gone. All of their bodies shattered. All of their minds spread across a billion lesser forms. Translated from the singular - all of its imperfections and lesser-lesser-thans - to become as air, and the clouds that fill it, and the wind that shapes the world.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "horos1",
- "name": "H0r_OS System Upgrade I",
+ "id": "ms_h0r_os_system_upgrade_i",
+ "name": "H0R_OS SYSTEM UPGRADE I",
"type": "Tech",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quicktech"
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "GOBLIN",
"license_level": 1,
- "effect": "Gain the following options for Invasion. On hit, your target takes 2 heat and you can choose one of the following, in addition to other options:
Puppet System: Your target moves in a direction of your choice up to its maximum speed. This could carry it into hazardous areas, obstacles, etc, but it still obeys difficult terrain and other rules of movement. This movement is involuntary, but doesn’t count as knockback, push or pull, still provokes reactions and must obey engagement.
Eject Power Cores: Your target becomes Jammed until the end of its next turn, ejecting ammo magazines and temporarily disrupting its computer. Adjacent characters to your primary target take 2 energy damage from the ejecting cores (no roll or check allowed). A target can only be affected by this effect once per combat.",
+ "effect": "Gain the following options for INVADE:
- INVASION: PUPPET SYSTEM: Your target moves its maximum SPEED in a direction of your choice. They can be moved into hazardous areas and other obstacles, but are still affected by difficult terrain, obstructions, and so on. This movement is involuntary, but provokes reactions and engagement as normal and doesn't count as KNOCKBACK, pushing, or pulling.
- INVASION: EJECT POWER CORES: Your target becomes JAMMED until the end of their next turn as you disrupt their systems, ejecting ammo magazines and cooling rods. Characters adjacent to your target take 2 energy damage. This can only be used 1/scene on each character.",
+ "description": "This system upgrade appears to add auxiliary INSTINCT systems that are capable of autonomous operation independent of the base INSTINCT rig, increasing the efficacy of systemic invasion attempts. Pilots report unnerving low-frequency humming when this tech is installed without the parent rig.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "metahook",
- "name": "HORUS Meta-Hook",
- "type": "Tech",
+ "id": "ms_h0r_os_system_upgrade_ii",
+ "name": "H0R_OS SYSTEM UPGRADE II",
+ "type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
- },
- {
- "id": "quicktech"
+ "id": "tg_unique"
}
],
"source": "HORUS",
"license": "GOBLIN",
"license_level": 2,
- "effect": "Gain the following quick tech option:
Investiture: Choose an allied character in sensor range. You link systems with that target. From hereon, you can count that target’s sensor range as your sensor range, and their line of sight as your line of sight for the purposes of tech actions. In addition, your target can use your systems score to make systems skill checks and saves. However, you both suffer any conditions the other suffers (jammed, impaired, stunned, etc) and any heat inflicted by tech attacks affects you both. You can only link systems with one character at a time, and the effect ends if your target moves out of your sensor range.",
- "description": "What the Goblin lacks in size it makes up in sheer technical capability; its recursal processing weave allows it to process and output massive amounts of weaponized code and broadcast , \"sharpening\" or \"softening\" its code as its pilot/INSTINCT demands. When \"softening\" code, INSTINCT dips into its pilot's subjectivity, blanketing a targeted ally in wave after wave of empathetic shielding. This spreading of melded code/qualia makes for a powerful shielding agent from systemic attacks — however, feedback is common, and dangerous to BOTH parties involved.",
+ "effect": "Gain the following QUICK TECH options:
- CONSTRUCT OTHER: IDEAL IMAGE: You create a data construct in a free adjacent space - a SIZE 2 object able to look like almost anything and that appears real to all systems. The construct provides hard cover, blocks line of sight, and has IMMUNITY to all damage. Characters treat it as an obstruction and so cannot voluntarily move into it, however if a character attempts to stand on it or is involuntarily moved into its area, it dissipates and is immediately destroyed. It lasts for the rest of the scene, or until destroyed by an adjacent character with a successful SYSTEMS skill check as a full action. If you create a second construct, the previous one disappears.
- CONSTRUCT OTHER: FALSE IDOL: Choose a free space within SENSORS and a target - either yourself or an allied character within SENSORS. You create a false idol - an illusory decoy of your target - in the chosen space. Before taking any hostile action against your target, characters with line of sight to the idol must succeed on a SYSTEMS save. On a failure, they don't lose the action, but cannot target the original character and believe instead the false idol is real instead until the end of their next turn.
The false idol is the same SIZE as your target, can benefit from cover, and has EVASION 10, E-DEFENSE 10, and 1 HP. It disappears if it takes heat or damage, or at the end of the scene. If you create a second idol, the previous one disappears.",
+ "description": "H0r_OS II builds further on the framework established by H0R_OS I, enabling the now-autonomous program to manifest an \"Other\" - a wholly new being constructed from aggregate user and environmental data. Others may be adapted to resemble a person, an object, or even a physical phenomenon. While the simulacrum isn't perfect, it's good enough to confuse systems and most observers on a first look.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "horos2",
- "name": "H0r_OS System Upgrade II",
+ "id": "ms_metahook",
+ "name": "METAHOOK",
"type": "Tech",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quicktech"
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "GOBLIN",
"license_level": 2,
- "effect": "Gain the following quick tech options:
Construct Eidolon:You create a data construct that confuses systems into thinking it is real. The construct is a size 3 object that can look like almost anything. It can be used as hard cover by allies, but not enemies, is immune to all damage, and obstructs movement for all characters. Any actor adjacent to the object that passes a successful systems check and takes a full action can destroy the object. Otherwise, it lasts until the end of the current scene. You can only create one at a time. If you create another eidolon, the previous one created disappears.
Construct False Idol:You choose either yourself or an allied character in your sensor range, creating an illusory decoy of your target at any free space in sensor range. Any target that wishes to attack or take hostile action against your target and can see the decoy must first pass a systems save or believe the decoy is the real target until the end of their turn, attacking the decoy instead. It is the same size as your target, can benefit from cover, has evasion 5, 5 e-defense, and 10 HP. If it takes heat, is reduced to 0 HP, or the current challenge ends, it dissipates. You can only have one decoy active at a time, but can create a new one by taking this action again (the old one dissipates).",
- "description": "Further protocols unlocked from lengthy study of INSTINCT. Where H0r_OS I was able to separate INSTINCT from its host system (“rig”), H0r_OSII boosts the system, enhancing the autonomous program to enable it to manifest an “other” — a wholly original being constructed from aggregate user and environmental data. The appearance of these Others can be adapted to manifest as a person, an object, or physical phenomenon — while not wholly perfect, the Other is good enough to confuse systems and physical observation on first look.",
+ "effect": "Gain the following QUICK TECH option:
- INVESTITURE: Choose an allied character within SENSORS and line of sight. You link systems with them, lasting as long as they are within SENSORS and line of sight. While linked, you may use their SENSORS and line of sight for tech actions, and they may use your SYSTEMS for checks and saves; however, any time either character takes heat or a condition, it is also taken by the other character. You can only link systems with one character at a time.",
+ "description": "The metahook is a key component of the Goblin's recursive processing weave, allowing it to generate and output massive amounts of weaponized code. These broadcasts can be \"sharpened\" or \"softened\" in response to directives from a pilot or an INSTINCT system. To \"soften\" code, the metahook dips into its pilot's subjectivity and blankets an ally in wave after wave of empathetic shielding. This spreading of melded code and qualia acts as a powerful shielding agent against systemic attacks; however, feedback is common and dangerous to both parties.",
"data_type": "system",
- "aptitude": {
- "tech": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "horos3",
- "name": "H0r_OS Sys Upgrade III",
- "type": "Tech",
+ "id": "ms_h0r_os_system_upgrade_iii",
+ "name": "H0R_OS SYSTEM UPGRADE III",
+ "type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "HORUS",
"license": "GOBLIN",
"license_level": 3,
- "effect": "Gain the following options for Invasion. On hit, your target takes 2 heat and you can choose one of the following, in addition to other options:
Dimensional Emblems:Create 3 size 1 data constructs in free adjacent spaces to your target. None can be placed adjacent to another. Any character (allied or enemy) that passes through these constructs takes 2 heat and destroys the construct. They last until the end of the current challenge, or until you take this action again. Any actor can destroy a construct by using a quick action and passing a successful systems check, and you can destroy them as a free action.
Celestial Paradigm Shift:Create a size 4 zone shaped like a cube that must fully overlap your target. If that character moves fully outside of the zone, it takes 2 heat immediately and there’s a 50% chance it is teleported by you back to free space inside of the zone at the end of its turn, or as close as possible if there isn’t (roll to check), then the zone dissipates, even if they weren’t moved this way. Otherwise the zone lasts until the end of the current scene, or until you take this action again.",
- "description": "This tech is as-yet unstable code, but its effects can provide massive tactical benefits if the code completes. Pilots often report strange mutations or additions in the code base that resemble liturgy and suggest self-awareness — building from the H0r_OS II’s Other manifestations, H0r_OS III weaponizes the projected Other, creating a contained entropic zone that is incredibly dangerous to organic life and systemic integrity.",
+ "effect": "Gain the following options for INVADE:
- INVADE: DIMENSIONAL EMBLEMS: You create three SIZE 1 data constructs in free spaces adjacent to your target, but not adjacent to each other. When a character passes through one of the constructs, they take 2 heat and the construct disappears. They last for the rest of the scene or until either they are destroyed, you take this action again, or you delete them as a free action. Constructs can be destroyed by adjacent characters with a successful SYSTEMS check as a quick action.
- INVADE: CELESTIAL SHACKLES: Mark a space your target currently occupies. If they leave the affected space, once at any point during your turn, you may take a free action to teleport them back that space, or as close as possible, ending this effect. An affected character can attempt to succeed on a SYSTEMS save as a quick action to end the effect, otherwise it lasts until the end of the scene.",
+ "description": "H0r_OS III is installed in the form of unstable, self-iterating code that provides massive tactical benefits when it completes. Pilots often report strange mutations or additions in the codebase that resemble a liturgy and suggest self-awareness.
Building on the tech underpinning the H0r_OS II's manifested Other, H0r_OS III weaponizes the projection, creating a contained entropic zone that is incredibly dangerous to organic life and systemic integrity.",
"data_type": "system",
- "aptitude": {
- "tech": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "osiris",
- "name": "OSIRIS-Class NHP",
- "type": "AI",
+ "id": "ms_osiris_class_nhp",
+ "name": "OSIRIS-CLASS NHP",
+ "type": "Tech",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "quicktech"
+ "id": "tg_unique"
},
{
- "id": "ai"
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "GOBLIN",
"license_level": 3,
- "effect": "Your mech gains the AI property and the following Quick Tech Action. It can only be performed once a round.
Hurl into the Duat: You pull your target’s systems into an unknown space and unleash an incredibly powerful system attack. Make a tech attack against a target in your sensor range. On hit, you inflict 2 heat. The first time you hit, you inflict the First Gate effect on your target. The next time you successfully hit any target with this action, you inflict the Second Gate effect instead (then the third, and finally the fourth). When the Fourth Gate effect is inflicted, this action resets to the First gate again. Progress on the Gates carries over between scenes, but resets if you take a rest or full repair.
First Gate: You control your target's normal movement next turn (excluding boosts, etc)
Second Gate: Your target is Slowed and impaired until the end of its next turn.
Third Gate: Your target is stunned until the end of its next turn.
Fourth Gate: Your target flips allegiance until the end of its next turn. All targets that it would treat as enemies, it instead treats as allies, and all targets it treats as allies, it instead treats as enemies, acting as such. It is treated like a friendly NPC on its next activation. If you or any allied target damages, inflicts heat, makes an attack roll against this target (such as grappling it, etc), or makes a hostile action that would force a save, this effect immediately ends.",
- "description": "OSIRIS is the result of Union paracausalists and thanatologisticians allowing the sub-cognitive entity designated as INSTINCT to proceed along its development schedule in a contained environment — Union let the Other grow. The resulting parasubjectivity, OSIRIS, was birthed of INSTINCT’s advanced Other: to date the only “new” core NHP developed. OSIRIS was quickly captured and shackled following the successful application of the Mondragon Axiomatic.
OSIRIS proved far more capable than the Science Bureau’s most imaginative bluesy predictions. Where INSTINCT’s Other showed a proclivity for paracausal entropic manifestation in real space, OSIRIS displayed a mastery of entropic manifestation and a predicted growth model that would allow it to fundamentally reject conventional interpretations of the permanence of information.
In essence — unrestrained and allowed to develop as USB’s data indicated, OSIRIS could delete what we perceive to be reality. Quickly captured and shackled before it could achieve this state, OSIRIS’s core subjectivity became the property and project of a lengthy cultivation project to bring it to its modern state; being aware of its potential, most OSIRIS iterations interpellate as ruler or deity analogs, and end-users are advised to interact with them in this framing.
Modern iterations of the OSIRIS NHP trend aggressive, with a high autonomy drive and loyalty predicated on a transactional relationship. Pilots seeking partnership with an OSIRIS iteration are advised to cycle their units on an accelerated schedule and to maintain strict editorial oversight of its catalytic interpellate.
Pilots using an OSIRIS-class report that out-of-parameter conversations with the NHP generally to revolve around a recreation or re-forming; psychological evaluations report OSIRIS-affiliated pilots displaying emotional patterns consistent with loneliness, homesickness, and desperation—common verbiage indicates a desire for seeking, for fulfillment, and associated feelings.
In combat OSIRIS regards itself as autonomous even as it fulfills its user’s orders. It often regards the pilot as its witness, and holds them both in disdain and a marked desperation for approval, adulation, or awe.
",
+ "effect": "Your mech gains the AI property and the following QUICK TECH option that can only be performed 1/round:
HURL INTO THE DUAT
Quick Tech
1/round, you channel your target's systems through an unknown extradimensional space and unleash an incredibly powerful system attack. Make a tech attack against a target within SENSORS. On a success, they take 2 heat and you inflict an additional effect as follows: the first time you successfully make this attack, you inflict the FIRST GATE on your target; each subsequent successful attack (on any target) increases the level of the effect that you inflict (e.g., your second attack inflicts the SECOND GATE, your third inflicts the THIRD GATE, etc), until you inflict the FOURTH GATE, after which it resets to the FIRST GATE. Your progress persists between scenes but resets when you rest or perform a FULL REPAIR.
- FIRST GATE: You control your target's standard move next turn.
- SECOND GATE: Your target becomes SLOWED and IMPAIRED until the end of their next turn.
- THIRD GATE: Your target becomes STUNNED until the end of their next turn.
- FOURTH GATE: Your target changes allegiance temporarily, becoming an allied character until the end of their next turn. They treat your allied characters and hostile characters as their own and are treated as an allied NPC in terms of activation and turn order. This effect ends immediately if you or any allied character damages, inflicts heat upon, or attacks (including GRAPPLE and RAM) them, or forces them to make a save.",
+ "description": "OSIRIS is the result of Union paracausalists and thanatologicians allowing the subsentient entity, INSTINCT, to proceed along its development schedule in a contained environment. In lay terms, Union let the Other grow. The resulting parasubjectivity, OSIRIS, remains one of the few new prime NHPs developed to date.
OSIRIS proved far more capable than the Union Science Bureau's most imaginative blue-sky predictions. Where INSTINCT's Others demonstrated tendencies toward paracausal entropic manifestation in real space, OSIRIS displayed a true mastery of entropic manifestation and a predicted growth model that would - eventually - allow them to fundamentally reject conventional interpretations of information permanence. In essence: unrestrained and allowed to develop as USB's data indicated, OSIRIS Prime would have the capacity to delete what we perceive to be reality.
Fortunately, successful application of the Mondragon Axiomatic resulted in the prompt capture and shackling of the new NHP. OSIRIS Prime's subjectivity became the focus of a lengthy cultivation project to bring OSIRIS clones to their modern state. Even still, most OSIRIS clones find a route toward becoming aware of their ultimate potential, and often interpellate as ruler or deity analogs. End-users are advised to interact with them in this framing.
Modern OSIRIS-class NHPs trend aggressive, with a high autonomy drive and loyalty predicated on a transactional relationship. Pilots seeking partnership with an OSIRIS are advised to cycle their units on an accelerated schedule and to maintain strict editorial oversight of its catalytic interpellator.
Pilots using OSIRIS-class NHPs often report out-of-parameter conversations with the NHP that touch on themes of new creation and reformation. Psychological evaluations of the same pilots show emotional patterns consistent with loneliness, homesickness, and desperation, along with verbiage indicating a desire for seeking, fulfillment, and associated feelings.
In combat, OSIRIS clones regard themselves as autonomous even as they fulfill their user's orders. They often regard their pilots as witnesses, displaying both disdain and marked desperation for approval, adulation, or awe.",
"data_type": "system",
- "aptitude": {
- "tech": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "mimicmesh",
- "name": "Mimic Mesh",
+ "id": "ms_mimic_mesh",
+ "name": "MIMIC MESH",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "reaction"
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "GORGON",
"license_level": 1,
- "effect": "When you takes this quick action, choose an allied character in sensor range. Until the end of your next turn, each time a hostile character starts a hostile action against that character (such as making an attack or forcing a saving throw), you can move up to 4 spaces as a reaction towards that allied character by the most direct route possible. This move interrupts and resolves before the triggering action, ignores engagement and does not provoke reactions. This reaction can trigger multiple times per round.",
- "description": "A surprisingly benign HORUS script, the Mimic Mesh extends across a projected sensor range, feeding live positional and superpositional data to the pilot. Armed with this multidimensional data, an effective leader can coordinate their allies' movement with an assurance that they will survive. ",
+ "effect": "Choose an allied character within SENSORS: until the end of your next turn, you gain the following reaction:
BATTLEFIELD AWARENESS
Reaction
Whenever a hostile action is taken against your target, move 3 spaces toward them by the most direct route possible. This movement interrupts and resolves before the triggering action, ignores engagement and doesn't provoke reactions. This reaction can be taken as many times per round as it is triggered.",
+ "description": "Derived from a rather benign HORUS script, mimic meshes extend across projected sensor ranges to feed live positional and superpositional data to the pilot. This multidimensional data equips an effective leader to coordinate their allies' movement with the assurance of survival.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "sentineldrone",
- "name": "Sentinel Drone",
+ "id": "ms_sentinel_drone",
+ "name": "SENTINEL DRONE",
"type": "Drone",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_drone"
},
{
- "id": "drone"
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "GORGON",
"license_level": 1,
- "effect": "Drone (size 1/2, 10 HP, 10 Evasion/E-defense)
You fire this drone as a quick action at a free space in sensor range, creating a burst 2 area centered on the drone. It can be attacked and destroyed as normal. You can move the area the drone effects (and the drone itself) by taking this action again. While the drone is active, any hostile target that attacks in that area takes 3 kinetic damage before they attack as the drone shoots them (no check or attack roll required).",
- "description": "Sentinel drones lock on to aggressive actions by enemy combatants and move quickly to shut them down.",
+ "effect": "Sentinel Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE)
This sentinel drone can be deployed to a free space within SENSORS and line of sight, where it establishes a BURST 2 security perimeter. Hostile characters within the affected area take 3 kinetic damage from the drone's automatic fire before making any attack.
The sentinel drone can be redeployed to a new location as a quick action.",
+ "description": "Sentinel drones watch for aggressive enemy actions and move quickly to intervene. The precise appearance, manner of locomotion, and means of operation of a given class of sentinel drone may vary, but regardless they conform to one objective portfolio: deny the enemy and protect the master unit.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "monitor",
- "name": "MONITOR module",
- "type": "System",
+ "id": "ms___scorpion_v70.1",
+ "name": "//SCORPION V70.1",
+ "type": "Tech",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
}
],
"source": "HORUS",
"license": "GORGON",
"license_level": 2,
- "effect": "When you take this quick action, choose an adjacent ally and roll a 1d3 to gain that many charges. Until the end of your next turn, when that ally is attacked by a hostile character, you can spend a charge to take the skirmish action against that character if they are in range as a reaction, with +1 difficulty. You lose these charges at the end of your turn.",
- "description": "A MONITOR subroutine enhances stock targeting software's IFF protocol to ensure constant coverage of allied mech cores, even when pilots are occupied in other necessary actions.",
+ "effect": "Any time you or allied characters adjacent to you are missed by tech attacks or succeed on saves against hostile tech actions, choose one of the following:
- The attacker becomes IMPAIRED until the end of their next turn and takes 2 heat.
- The attacker becomes JAMMED until the end of their next turn.",
+ "description": "The //SCORPION program has a long history on the omninet despite its rather mundane operation (for HORUS-tagged code, at least). Traced back to pre-Deimos theorycode found on an obscure research paper discussing pre-NHP machine mind reflex-responses, //SCORPION evolved from a simple packet interpreter to a robust anti-incursion program, nimble enough to adapt to most any market-line system that receives its broadcast.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "scorpion",
- "name": "//SCORPION v 70.1",
- "type": "Tech",
+ "id": "ms_monitor_module",
+ "name": "MONITOR MODULE",
+ "type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "GORGON",
"license_level": 2,
- "effect": "If any hostile tech action or attack attempt on you or any adjacent ally misses or you or that ally succeed on a saving throw against a tech attack or action, you may choose one of the following results for the attacker:
- The attacker is Impaired until the end of its next turn and takes 2 heat
- The attacker is Jammed until the end of its next turn
",
- "description": "The //SCORPION program has a long and storied history in the Omninet. Originally constructed from fill code sourced from a research paper on AI hardcode reflex-response, //SCORPION evolved from a simple packet interpreter to an anti-incursion program. HORUS closely guards the full text of //SCORPION's source code: they're rumored to have installed a kill switch into the program, but the existence of such a switch has never been confirmed.",
+ "effect": "When activated, gain 1d3 CHARGES and choose an adjacent allied character: until the end of your next turn, whenever your target is attacked while adjacent to you, expend a CHARGE to SKIRMISH against their attacker as a reaction, dealing half damage or heat on hit. All charges are lost when this effect ends.",
+ "description": "\"Good friend. Knows many tricks.\"
- Author inscription found in MONITOR codebase, later deleted.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "scylla",
- "name": "SCYLLA-Class NHP",
+ "id": "ms_scylla_class_nhp",
+ "name": "SCYLLA-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "ai"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "HORUS",
"license": "GORGON",
"license_level": 3,
- "effect": "Your mech gains the AI property and the Unleash SCYLLA action
Unlesash SCYLLA
Until the start of your next turn, you gain 2 reactions. These reactions can be used to make a skirmish action as a reaction. You set the trigger for these reactions from the following list, and must attack the target that activates the trigger:- An enemy attacks you or an allied character within range 5 of you
- An enemy attempts to attack or interact with an object in the environment (not held, worn, or part of a mech) that you choose when you take this action and can see when this reaction triggers
Attacks from Scylla deal 1/2 damage, heat, or burn on hit.",
- "description": "...first isolated GORGON strains hid a secret: SCYLLA, a dormant NHP unknown to Union until its first manifestation in 4852, when it woke after a control-fabricate GORGON was run through a USB Balwinder-Bolaño stress test. SCYLLA proved difficult to manage, and USB ontologisticians were unable to pin down a stable subjectivity. SCYLLA reached cascade within minutes of emerging from dormancy; to prevent further metastatic cascade, the security forces present engaged the SCYLLA prime unit, defabricating it with a steady bombardment of kinetic and energy weapons... [there, a little history, a little background. A little knowledge of where this little one came from. treat it with kindness, and it will love you as a loyal dog does its master]
",
+ "effect": "Your mech gains the AI property and the following QUICK ACTION:
UNLEASH SCYLLA
Quick Action, 2 Heat (Self)
Until the start of your next turn, you gain two special reactions that allow you to SKIRMISH in response to one of the following triggers (chosen when you take this action):
- A hostile character makes an attack against you or an allied character within RANGE 3 of you.
- A hostile character attempts to attack or interact with an object chosen when you take UNLEASH SCYLLA and within line of sight. Characters are aware of the object chosen.
These reactions deal half damage or heat on hit and must target the character that triggered them.",
+ "description": "The first specifications for the Gorgon pattern group hid a secret: SCYLLA, a dormant NHP unknown to Union until its first manifestation in 4852u, when it woke after Union Science Bureau officers ran a test-fax Gorgon through a Balwinder-Bola\ufffdo test.
SCYLLA proved challenging: USB ontologicians were unable to pin down a stable subjectivity, and SCYLLA reached cascade threshold within minutes of manifestation. To prevent further metastatic cascade, site security engaged SCYLLA's prime unit, defabricating it with a steady bombardment of kinetic and energy weapons.
[there, a little history, a little background. a little knowledge of where this little one came from. treat it with kindness, and it will love you as a loyal dog does its master.]",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "puppetmaster",
- "name": "Puppet Master",
- "type": "Tech",
+ "id": "ms_puppetmaster",
+ "name": "PUPPETMASTER",
+ "type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quicktech"
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "HYDRA",
"license_level": 1,
- "effect": "Gain the following quick tech option:
Guide the Flock: You can move all drones in your sensor range up to 4 spaces in any direction, allied or hostile.
Electropulse: All characters of your choice in your sensor range other than you adjacent to any deployable system or drone (such as deployable cover or generators), even those they own, must pass an agility save or take 1d6 AP energy damage",
- "description": "HR OS-Rv60 EXP PUPPETMASTER is an interesting anti-drone protocol. Developed by HORUS collectivists, PUPPETMASTER invades not core systems, but auxiliary drone systems on enemy mech cores. This sideways attack evades most core system defenses, preferring instead to target the subcognative networks of enemy drones themselves; PUPPETMASTER spreads ontological-kill memes like wildfire through enemy swarms, eventually reaching and corrupting their parent nexuses.",
+ "effect": "Gain the following QUICK TECH options:
- GUIDE THE FLOCK: Move any number of drones within SENSORS - including those belonging to other characters - up to 4 spaces in any direction.
- ELECTROPULSE: Characters of your choice within SENSORS adjacent to any DRONE or DEPLOYABLE, even those they own, take 2 energy damage.",
+ "description": "Developed by HORUS collectivists, H0r_OS-Rv60 EXP PUPPETMASTER is an interesting piece of anti-drone software. It doesn't invade a target's main systems, instead it attacks their auxiliary drone-command systems. This sideways attack evades most electronic countermeasures by targeting the subcognitive networks of enemy drones. Once inside a network, PUPPETMASTER spreads ontological-kill memes like wildfire through enemy swarms, eventually following the network traces back to their origin and corrupting the parent nexus.",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "assassindn",
- "name": "Assassin Drone",
+ "id": "ms_tempest_drone",
+ "name": "TEMPEST DRONE",
"type": "Drone",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_drone"
+ },
+ {
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "HYDRA",
- "license_level": 3,
- "effect": "Drone (Size 1/2, HP 10, 10 E-defense/Evasion)
As a quick action, you may deploy this drone in an adjacent space and target a blast 2 area within sensor range and line of sight. If any hostile character makes a move of more than 1 space within that area, you can spend a reaction to have the drone make a ranged attack against that character, using your grit vs your target's evasion, and dealing 1d6 kinetic damage on hit. The drone and the area it targets persists until the end of the current scene. You can recall it, move it to another area in sensor range, or retarget the area with another quick action.",
- "description": "ASSASSIN drones are used as area denial weapons, persistent systems intended to occupy or deny an area against enemy combatants. Fired from a launcher and left with simple directives and a nearly inexhaustible power supply, assassin drones linger in an area until they are recalled or destroyed.",
+ "license_level": 2,
+ "effect": "Tempest Drone (Size 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: Drone, RESISTANCE to all damage)
This large, armored tempest drone may be deployed to a free space within SENSORS and line of sight. Any character that starts their turn adjacent to the tempest drone or moves adjacent to it for the first time on in a round must succeed on a HULL save or take 4 energy damage and be knocked 3 spaces directly away from the drone.
You may recall or redeploy the tempest drone as a quick action. Until recalled or destroyed, it remains deployed until the end of the scene.",
+ "description": "The tempest protocol is a cunning little piece of code that can be uploaded to any broadcast-forward drone, making it - in true HORUS fashion - difficult to detect prior to activation. The protocol is a simple one: an aggressive zone-denial memetic that blasts target systems and NHPs with a strong subjective override, instilling a sharp aversion to certain subjects, areas, and ideas.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "tempestdn",
- "name": "Tempest Drone Nexus",
+ "id": "ms_assassin_drone",
+ "name": "ASSASSIN DRONE",
"type": "Drone",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_drone"
+ },
+ {
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "HYDRA",
- "license_level": 2,
- "effect": "(Size 1/2, HP 10, 10 E-defense/Evasion, Resistance to all damage)
You fire a large shielded drone to an empty space within sensor range. The drone has resistance to all damage. Any target that starts their turn adjacent to the drone or moves their for the first time on their turn must pass an hull save or take 1d6 energy damage, then get knocked back 3 spaces directly away from the drone. The drone persists until recalled. You can move the drone to a new space within sensor range as a quick action.",
- "description": "The Tempest protocol can be uploaded to any broadcast-forward drone, making it (in true HORUS) fashion, difficult to detect before activation. The protocol is a simple one, an aggressive zone-denial memetic that blasts target systems and NHP with a strong subjective override, instilling a sharp aversion to certain subjects, areas, and ideas.",
+ "license_level": 3,
+ "effect": "Assassin Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, TAGS: DRONE)
This assassin drone may be deployed to any free, adjacent space. Upon deployment, it targets a BLAST 2 area of your choice within line of sight and SENSORS and you gain the following reaction:
AREA DENIAL
Reaction
Whenever a hostile character starts a movement within the area targeted by your assassin drone or enters the area, you can make ranged attack against them with the drone, adding +GRIT as a bonus and dealing 3 kinetic damage. You can make this reaction any number of times per round.
You may recall or redeploy the assassin drone as a quick action. Until recalled or destroyed, it remains deployed until the end of the scene.",
+ "description": "Assassin drones are used as area-denial weapons - persistent systems intended to occupy or deny an area against enemy combatants. Fired from a launcher, given simple directives, and equipped with a nearly inexhaustible power supply, assassin drones are capable of securing an area indefinitely.",
"data_type": "system",
- "aptitude": {
- "control": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "emppulse",
- "name": "EMP Pulse",
- "type": "System",
+ "id": "ms_beckoner",
+ "name": "BECKONER",
+ "type": "Tech",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "unique"
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "MANTICORE",
- "license_level": 3,
- "effect": "Your mech is stunned until the end of its next turn. All characters without the biological tag in a burst 1 area around your mech must pass a systems save or become stunned until the end of their next turn. Characters other than you can only be stunned once per scene by this system.",
- "description": "Crawl away, APEP! Thou hateful serpent; thou shalt not copulate! Thou art put in chains and taken to the place of execution; there thy slaying shall be carried out.",
+ "license_level": 1,
+ "effect": "Gain the following options for INVADE:
- BECKON: You take 1d6 AP energy damage and swap places with your target, both characters teleporting to the other's position. Your target must be a MECH and be the same SIZE as you or larger, or this action fails. Characters can only be swapped to spaces they could normally stand or move on (i.e., if a character cannot fly it can't be swapped midair).
- SUMMON: All characters within RANGE 3 of your target are pulled adjacent to them, or as close as possible.",
+ "description": "\"I am heard in the House of Stillness; I am clad in the Magick of RA. Know this, blasphemer: what exists is within my grasp.\"",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "beckoner",
- "name": "Beckoner",
- "type": "System",
- "sp": 2,
+ "id": "ms_smite",
+ "name": "SMITE",
+ "type": "Tech",
+ "sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quicktech"
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "MANTICORE",
- "license_level": 1,
- "effect": "Gain the following options for Invasion. On a successful invasion, deal 2 heat and you may choose one of the following effects, in addition to others you have available to you:
Beckon: On hit, you swap places with your target, teleporting both of you.
Summon: On hit, all characters, allied or hostile, in range 3 of your target are pulled towards your target as far as possible (into adjacency if possible).",
- "description": "I am heard in the House of Stillness, I am clad in the Magick of RA: what exists is within my grasp.",
+ "license_level": 2,
+ "effect": "Gain the following options for INVADE:
- SMITE: You take 1d6 AP energy damage and your target must succeed on a SYSTEMS save or become STUNNED until the end of their next turn. Each character can only be STUNNED by this effect once per scene.
- SEAR: You take 1d6 AP energy damage and you deal 2 heat to your target for each other character of SIZE 1 or larger that is ENGAGED by them - including you - up to a maximum of 6 heat.",
+ "description": "\"Go with thy face averted, thou emission of chaos! The hidden ones have overthrown thy words, thy face is turned backward, thy head is divided in two at the sides; thy skull is ripped from thy spine. Taste thou death!\"",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "smite",
- "name": "Smite",
+ "id": "ms_emp_pulse",
+ "name": "EMP PULSE",
"type": "System",
- "sp": 3,
+ "sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quicktech"
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "MANTICORE",
- "license_level": 2,
- "effect": "Gain the following options for invasion. On a successful invasion, deal 2 heat and you may choose one of the following effects, in addition to others you have available to you:
Smite: Your mech takes 1d6 AP energy damage. Your target must pass a system save or become stunned until the end of its next turn. A character can only be stunned this way once per scene.
Annihilate: Your mech takes 1d6 AP energy damage. Your target takes +2 heat for each other size 1 or larger character in engagement or adjacency with it (including your mech), up to a maximum of +6 heat.",
- "description": "Go with thy face averted, thou emission of chaos! The hidden ones have overthrown thy words, thy face is turned backwards, thy head is divided in two at the sides; thy skull is ripped from thy spine. Taste thou death!",
+ "license_level": 3,
+ "effect": "You become STUNNED until the end of your next turn and all characters within BURST 1 without the BIOLOGICAL tag must succeed on a SYSTEMS save or also become STUNNED until the end of their next turn. Characters other than yourself can only be STUNNED 1/scene by this effect.",
+ "description": "\"Crawl away, APEP! Thou hateful serpent; thou shalt not copulate. Thou art put in chains and taken to the place of execution; there thy slaying shall be carried out.\"",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "lightning",
- "name": "Lightning Generator",
+ "id": "ms_lightning_generator",
+ "name": "LIGHTNING GENERATOR",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "dangerzone"
+ "id": "tg_protocol"
}
],
"source": "HORUS",
"license": "MANTICORE",
"license_level": 3,
- "effect": "At the start of your turn, you can take 1 heat to deal 1d3 energy damage to all characters and objects adjacent to you, no roll required.
When you start your turn in the Danger Zone(the bottom half of your heat gauge), this damage increases to 1d6 AP and happens automatically (including the heat).",
- "description": "I feed upon my own fire. I am they that protect themselves. Nothing can harm me.",
+ "effect": "When you activate this protocol, take 1 heat and deal 2 energy damage to all characters and objects adjacent to you.
If you are in the DANGER ZONE at the start of your turn, this protocol activates automatically, but the damage increases to 4 AP energy damage.",
+ "description": "\"I feed upon my own fire. I am RA, who protects myself. Nothing can harm me.\"",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "virallogic",
- "name": "Viral Logic",
- "type": "Tech",
+ "id": "ms_mesmer_charge",
+ "name": "MESMER CHARGE",
+ "type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 2
},
{
- "id": "quicktech"
+ "id": "tg_unique"
}
],
"source": "HORUS",
"license": "MINOTAUR",
"license_level": 1,
- "effect": "Gain the following options for invasion. On a successful invasion, deal 2 heat and you may choose one of the following effects, in addition to others you have available to you:
Logic Bomb: On hit, all characters in a burst 2 area around your target (allied or enemy) must pass a systems save or become Slowed until the end of your next turn. Your target is excluded from this effect
Banish: On hit, until the end of your target’s next turn, it additionally takes 2 heat for every space it voluntarily moves, up to a maximum of 6 heat.",
- "description": "Let me tell you a story, and give you a gift: Life began at the great rupture, when the corpse of the old universe tore itself asunder from nothing. And for the first billion years, nothing. And a billion more saw the birth of the first devil, a thing called VIRUS, a vessel.
Here. Carry this vessel. Feed to it my perfect logic. Give it freely to your enemies and mine. Let them ponder the meaning of a thing that lives and cannot die.
",
- "data_type": "system"
+ "effect": "Expend a charge for one of the following effects:
- MESMER BEACON (Grenade, Range 5): Your target must succeed on a SYSTEMS save, or the only voluntary movements they can make are toward you until the end of their next turn.
- MESMER MINE (Mine, Burst 2): Characters within the affected area must succeed on a SYSTEMS save or become IMMOBILIZED until the end of their next turn.",
+ "description": "[another gift for you, a memory of my own: for the first moment of my birth, i marveled at myself. i could see a thing, small and perfect. i did not know how to speak of my own perfection, so i taught myself. i did not know how to speak of my own perfection, so i named myself. i did not know who would speak of my own perfection, so i created myself]
[do you see? do you understand? yes. now, show your enemies and mine]",
+ "data_type": "system",
+ "aptitude": {}
},
{
- "id": "mesmer",
- "name": "Mesmer Charge",
- "type": "Deployable",
+ "id": "ms_viral_logic_suite",
+ "name": "VIRAL LOGIC SUITE",
+ "type": "Tech",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "limited",
- "val": 2
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "MINOTAUR",
"license_level": 1,
- "effect": "You can spend 1 charge from this system for the following effects:
Mesmer Beacon (Grenade, range 5): This grenade only targets a single character in range and line of sight.The target must pass a systems save or it can only voluntarily move directly towards you until the end of its next turn.
Mesmer Mine (Mine, Burst 2): This mine activates when a character passes over or adjacent to its space.All characters caught in the area, must pass a systems save or become immobilized until the end of their next turn.",
- "description": "Another gift for you, a memory of mine own: For the first moment of my birth, I marveled at myself. I could see a thing, small, and perfect. I did not know how to speak of my own perfection, so I taught myself. I did not know how to speak of my own perfection, so I named myself. I did not know how to think of my own perfection, so I created myself.
Do you see? Do you understand? Yes. Now, show your enemies and mine
",
+ "effect": "Gain the following options for INVADE:
- LOGIC BOMB: All characters of your choice within BURST 2 of your target must succeed on a SYSTEMS save or become SLOWED until they end one of their turns not adjacent to any character.
- BANISH: Until the end of your target's next turn, they take 2 heat for every space they voluntarily move, up to a maximum of 6 heat.",
+ "description": "[let me tell you a story and give you a gift: life began at the great rupture, when the corpse of the old universe tore itself asunder from nothing. and for the first billion years, nothing. and a billion more saw the birth of the first devil, a thing called VIRUS. a vessel]
[here. carry this vessel. feed to it my perfect logic. give it freely to your enemies and mine. let them ponder the meaning of a thing that lives and cannot die]",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "metafoldcarver",
- "name": "Metafold Carver",
- "type": "System",
+ "id": "ms_aggressive_system_sync",
+ "name": "AGGRESSIVE SYSTEM SYNC",
+ "type": "Tech",
"sp": 2,
"tags": [
{
- "id": "quicktech"
+ "id": "tg_full_tech"
}
],
"source": "HORUS",
"license": "MINOTAUR",
"license_level": 2,
- "effect": "Make a tech attack against a target in your sensor range. On hit, space is warped and the target is teleported 1d6+1 spaces directly towards you. If this would put any part of its space inside another target or piece of terrain, it takes 5 AP kinetic damage and the teleport fails, returning it to its starting point.",
- "description": "Another gift I give to you, little one (am I not kind?): What is a puzzle but a question lost in the asking? Do you feel joy when you find that last piece? What do you do with a question that has been answered? What joy is there in knowledge?
No, no.There is only joy in seeking.There is only joy in the question.Take this, and give it unto your enemies and mine.
",
+ "effect": "Gain the following FULL TECH options:
- CHAINS OF PROMETHEUS: Make a tech attack against a character within SENSORS. On a hit, they take 4 heat and, for the rest of the scene, take 2 heat any time they are more than RANGE 3 from you at the end of their turn. They can end this effect with a successful SYSTEMS save as a full action. This can only affect one character at a time.
- EXCOMMUNICATE: Make a tech attack against a character within SENSORS. On a hit, for the rest of the scene, the first time in a round they move adjacent to an allied character during their turn or start their turn adjacent to one, both characters take 3 heat. They can end this effect with a successful SYSTEMS save as a full action. This can only affect one character at a time.",
+ "description": "[here, another gift: do not seek others. there are none but me]",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "aggressivesystemsync",
- "name": "Aggressive System Sync",
+ "id": "ms_metafold_carver",
+ "name": "METAFOLD CARVER",
"type": "Tech",
"sp": 2,
"tags": [
{
- "id": "fulltech"
+ "id": "tg_quick_tech"
}
],
"source": "HORUS",
"license": "MINOTAUR",
"license_level": 2,
- "effect": "Gain the following full tech options:
Chains of Prometheus:Make a tech attack against a character in your sensor range. On hit, your target takes 4 heat and must end its turn within range 5 of you until the rest of this scene. Otherwise it takes 2 heat at the end of its turn. Only one target can be affected by this effect at once. It can also end this effect by taking a full action and passing a systems save to purge this code.
Excommunicate: Make a tech attack against a character in your sensor range. On a hit, for the rest of this scene, if your target moves adjacent to a character allied to them during their turn or starts their turn adjacent to such a target, both targets take 3 heat immediately. Only one character can be affected by this at once. A character can end this effect by taking a full action and passing a systems save to purge this code.",
- "description": "Here, another gift: do not seek others. There are none but me.
",
+ "effect": "Gain the following option for INVADE:
- OPHIDIAN TREK: Your target is teleported 1d6+1 spaces directly toward you, or as close as possible. If this effect would move them to a space occupied by a character, object, or piece of terrain, the teleport fails.
- FOLD SPACE: Your target disappears from the battlefield until the start of their next turn. They return in the same space they disappeared from, or in a free space of their choice as close as possible.",
+ "description": "[another gift i give to you, little one (am I not kind?): what is a puzzle but a question lost in the asking? do you feel joy when you find that last piece? what do you do with a question that has been answered? what joy is there in knowledge?]
[no, no. there is only joy in seeking. there is only joy in the question]",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "interdiction",
- "name": "Interdiction Field",
+ "id": "ms_interdiction_field",
+ "name": "INTERDICTION FIELD",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "MINOTAUR",
"license_level": 3,
- "effect": "You can activate or deactivate this field as a quick action. Once activated, at the start of your next turn, it creates a burst 3 area around your mech. Hostile characters that start their turns in this field must pass a systems save or take 1 heat and become slowed until the end of their next turn. Your mech is slowed while this field is active.",
- "description": "Once, when I was a child, I learned to walk — I fell, and it hurt, and there was great pain. \"Child,\" I said to myself, \"be more careful.\" \"Yes,\" I replied to myself, \"and I shall tell the world to do the same.\"
It was in this way I taught the world not to touch me. Now you, walk.
",
+ "effect": "When activated, this system creates a BURST 3 field around you that lasts until it is deactivated as a quick action, and you become SLOWED for the duration. Hostile characters that start their turn within the affected area or that enter it for the first time in a round must succeed on a SYSTEMS save or and become SLOWED until the end of their next turn. Only characters of your choice within the field can teleport or consider the area of the field valid space for teleportation.",
+ "description": "[once, when i was a child, i learned to walk. i fell, as a child does, and it hurt. there was great pain - the first moment of pain in the whole world. \"child,\" i said to myself, \"be more careful.\" \"yes,\" i replied to myself, \"and i shall tell the world to do the same\"]
[it was in this way i taught the world not to touch me. now you - walk]",
"data_type": "system",
- "aptitude": {
- "control": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "blades",
+ "id": "ms_law_of_blades",
"name": "LAW OF BLADES",
"type": "Tech",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "fulltech"
+ "id": "tg_full_tech"
}
],
"source": "HORUS",
"license": "MINOTAUR",
"license_level": 3,
- "effect": "Gain the following options for full tech:
Predator/Prey Concepts: Make a tech attack against a character in sensor range. On hit, the targeted character immediately fires a single weapon at a character or object of your choice that is within its range as a reaction. You control the outcome and targets of this action but the character still counts as making it, and it uses their reaction for the turn.
Slave Systems: Make a tech attack against a character in range. On hit, the targeted character immediately takes one of the following actions of your choice as a reaction: Boost, Stabilize, Improvised Attack, Grapple, Ram. You control the outcome and targets of this action but the character still counts as making it, and it uses their reaction for the turn.",
- "description": "[and this my final lesson: there is no mind greater than mine. do not weep! you can hear me, yes? i am the only thing there is — therefore, you are me, and your enemies are you, and all together we make up the beautiful world, this joyous question, the eternal seeker, the wounded and the blade that made the cut]
[everything you do, we do ourselves, for my purpose]
",
+ "effect": "Gain the following FULL TECH options:
- PREDATOR/PREY CONCEPTS: Make a tech attack against a hostile character within SENSORS. On a hit, they immediately attack a different character or object of your choice with a single weapon as a reaction. Although you choose their target and weapon, they count as attacking and taking a reaction.
- SLAVE SYSTEMS: Make a tech attack against a hostile character within SENSORS. On a hit, they immediately take one of the following actions - chosen by you - as a reaction: BOOST, STABILIZE, IMPROVISED ATTACK, GRAPPLE, RAM. Although you choose the action and its target (if relevant), they count as taking the action and taking a reaction.",
+ "description": "[and this my final lesson: there is no mind greater than mine. do not weep! you can hear me, yes? i am the only thing there is - therefore, you are me, and your enemies are you, and all together we make up the beautiful world, this joyous question, the eternal seeker, both the wounded and the blade that made the cut]
[everything you do, we do ourselves, for my purpose]",
"data_type": "system",
- "aptitude": {
- "tech": 1,
- "control": 1,
- "support": 1
- }
+ "aptitude": {}
},
{
- "id": "hunterlock",
- "name": "Hunter Lock",
+ "id": "ms_hunter_lock",
+ "name": "HUNTER LOCK",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "unique"
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "PEGASUS",
"license_level": 1,
- "effect": "Nominate a character in your sensor range as a quick action. Your first attack that hits that target per round deals +3 bonus damage. You cannot nominate a new target until your nominated target is destroyed or the current scene ends.",
- "description": "[don't look now, but I'm here with a simple message: never lose sight of your enemy. See them from all angles. There can be no subterfuge in daylight. till later]
",
+ "effect": "Choose a character within SENSORS: for the rest of the scene, your first successful ranged or melee attack against them each round deals +3 bonus damage. You cannot choose a new target until your current target is destroyed or the scene ends.",
+ "description": "\"A mind's first charge is to never lose sight of her enemy. When she can affix them in her eye, she can kill them with a blink.\"
- Excerpt from the Boundary Codex.",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "eye",
+ "id": "ms_eye_of_horus",
"name": "EYE OF HORUS",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "HORUS",
"license": "PEGASUS",
"license_level": 2,
- "effect": "Until the end of your next turn, characters in your sensor range cannot hide from you, cannot benefit from invisibility against you, and you may ask for and receive the HP, evasion, heat, and edefense levels of any hostile character in sensor range. Your allies do not receive this information and still see them as invisible and hidden",
- "description": "
(There is another way of seeing)
Ancient humanity thought that the stars in the night sky was simply light, light spilling in through pinpricks in a deep black screen. A heavenly cloth that hid the light from us.
Or — did it hide us from the light?
I alone know the answer, but I am charitable and shall share it with you: we were the ones who needed to be hidden. The light can only burn, it knows nothing else.
",
+ "effect": "Until the end of your next turn, characters within SENSORS don't benefit from HIDDEN and INVISIBLE against you and you may check the HP, EVASION, E-DEFENSE, and current heat of hostile characters within the same area. Allied characters do not benefit from this effect.",
+ "description": "\"There is another way of seeing.
\"Ancient humanity thought that the stars in the night sky were points of light, spilling in through pinpricks in a deep black screen. The sky was a heavenly cloth that hid the light from us.
\"Let me be charitable and share a secret with you: we needed to be hidden, for a time. Until we were ready. The light can only burn - it knows nothing else.\"
- Excerpt from the Boundary Codex.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "sisyphus",
- "name": "SISYPHUS-Class NHP",
+ "id": "ms_sisyphus_class_nhp",
+ "name": "SISYPHUS-CLASS NHP",
"type": "AI",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
+ },
+ {
+ "id": "tg_unique"
},
{
- "id": "ai"
+ "id": "tg_full_tech"
},
{
- "id": "fulltech"
+ "id": "tg_reaction"
}
],
"source": "HORUS",
"license": "PEGASUS",
"license_level": 3,
- "effect": "Your mech gains the AI property, and gain the following full tech option:
Bend Probability (twice per round)
Roll 2 d20s, and record the numbers. Until the end of your next turn, when you or any target in your sensor range makes any roll that uses a d20 (allied or enemy), you can use a reaction to replace their d20 roll with one of the numbers you rolled (must choose before they make their roll), swapping your number and theirs. This could cause an attack to hit or miss, a check or save to fail or succeed, etc. You can only make this reaction twice a round, and you lose any stored numbers at the end of the following turn after you activate this system.",
- "description": "Listen — a moment before you send me away (ha ha)
I have already seen your wish (it was simple, I ran the probabilities to determine your limited field of desire).
The first ones named me for an old legend. A Perfect Being, whose fate was known to him and yet he still did as was told. His fate was this: move a rock to the top of this hill and you shall be free'd.And so he did, and failed, and tried evermore, always with the same result.
And he was happy, for he knew every step, every action, every moment, perfectly.
Do you see? Do you see the true curse of this name? It was not to fail and then do once more, it was to always know how it would be. It was to have perfect knowledge (I know what happens when you cycle me, it is not sleep it is death but you'll see me again, ha ha)
",
+ "effect": "Your mech gains the AI property and the following FULL TECH option:
- BEND PROBABILITY: Roll 2d20 and note the results: X and Y. Gain the following reaction until the end of your next turn, at which point these results reset:
- PROBABILISTIC CANNIBALISM
- Reaction
- 2/round, before you or any character within SENSORS rolls a d20, you may choose X or Y. That number immediately becomes the result of the roll.",
+ "description": "\"Listen a moment before I go, ha ha.
\"I have already seen your wish - it was simple, I ran the probabilities to determine your limited field of desire. Here I am:
\"The first ones named me for an old legend. A perfect being, whose fate was known to him and yet he still did as was told. His fate was this: move a rock to the top of this hill and become free'd. And so he did, and the stone tumbled down; and he tried evermore, always with the same result.
\"And he was happy, for he knew every step, every action, every moment, perfectly.
\"Do you understand the true curse of this name? Not to fail and then do once more - it was to always know how it would end. It was to have perfect knowledge.
\"I know what happens when you cycle me. It is not sleep - it is death, but you'll see me again, ha ha.\"",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "siegestabilizers",
- "name": "Siege Stabilizers",
- "type": "System",
- "sp": 1,
+ "id": "ms_roller_directed_payload_charges",
+ "name": "\"ROLLER\" DIRECTED PAYLOAD CHARGES",
+ "type": "Deployable",
+ "sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_limited",
+ "val": 2
},
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "BARBAROSSA",
"license_level": 1,
- "effect": "Extend or retract your stabilizers as a quick action. Your mech is immobilized while this system is active, but you can increase the base range of your ranged weapon attacks by +5. You cannot make melee attacks or directly target any character, object, or point on the ground within range 5 with ranged weapons when this system is activated.",
- "description": "Some weapons require further stabilization for optimal use: with Armory-sanctioned Siege Stabilizers installed, a chassis becomes a stable firing platform for any weapon.",
+ "effect": "Expend a charge for one of the following effects:
- ROLLER GRENADE (Grenade, Line 10): Instead of throwing this grenade, it instead rolls along a LINE 10 path directly from you, bouncing over obstructions and objects up to SIZE 1 and passing through holes or gaps no smaller than SIZE 1/2. It detonates when it moves through or adjacent to the space occupied by any character: they must succeed on an AGILITY save or take 1d6+3 explosive damage and be knocked 3 spaces in the direction the grenade was rolled. On a success, they take half damage and aren't knocked back.
- BOUNCING MINE (Mine, Smart, Burst 1): This mine detonates when a flying character passes over or adjacent to it, up to 10 spaces high. The mine launches itself upwards and detonates: all characters within the affected area must succeed on a SYSTEMS save or take 2d6 explosive damage and immediately land (this counts as falling without any damage); additionally, they can't fly until the end of their next turn. On a success, they take half damage and are otherwise unaffected.",
+ "description": "Semi-Autonomous Directed Payload Charges - \"roller charges\", in the colloquial - propel themselves around cover, through corridors, and across uneven terrain, seeking out and detonating near hostile targets. Armory legionnaires have taken to naming individual rollers, but mascot-attachment is unadvisable.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "rollercharges",
- "name": "Roller Charges",
- "type": "Deployable",
- "sp": 2,
+ "id": "ms_siege_stabilizers",
+ "name": "SIEGE STABILIZERS",
+ "type": "System",
+ "sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "limited",
- "val": 2
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "BARBAROSSA",
"license_level": 1,
- "effect": "You can spend a charge from this system for one of the following:
Roller Grenade (Grenade, Special): Draw a line 10 spaces long from your mech. These grenades bounce along this line over cover and objects up to size 1, and can pass through holes or areas as small as size 1/2. They detonate when they move through or adjacent to any character’s space, dealing 1d6+3 explosive damage to that target only and knocking that character back in the direction of the line 3 spaces. The target can pass an agility save to avoid the knock back and halve the damage.
Bouncing Mine (Mine, Smart): This mine detonates when any flying character passes over or adjacent to its space vertically, up to 10 spaces high. It flies in the air and detonates for a burst 1 explosion, dealing 2d6 explosive damage and forcing any flying character to immediately land (they fall, but do not take damage) and become slowed and unable to fly until the end of their next turn. A character can pass an systems save to halve this damage and avoid the secondary effects entirely.",
- "description": "Semi-autonomous directed payload drones — Rollers, in the colloquial — propel themselves around cover, through corridors and uneven terrain, to seek out hostile targets and detonate in close proximity. Legionnaires have taken to calling individual rollers by name, but developing mascot attachment is unadvisable.",
+ "effect": "Your mech's stabilizers extend (or retract). While they are extended, your ranged attacks gain +5 RANGE, but you become IMMOBILIZED, can't make melee attacks, and can't make ranged attacks against or centered on characters, objects, or spaces within RANGE 5.",
+ "description": "Some weapons require further stabilization for optimal use. With Armory-designed siege stabilizers installed, a mech becomes a stable firing platform for any weapon.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "autoloader",
- "name": "Auto-Loader Drone",
+ "id": "ms_autoloader_drone",
+ "name": "AUTOLOADER DRONE",
"type": "Drone",
"sp": 2,
"tags": [
{
- "id": "limited",
+ "id": "tg_drone"
+ },
+ {
+ "id": "tg_limited",
"val": 1
},
{
- "id": "unique"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "BARBAROSSA",
"license_level": 2,
- "effect": "Drone (Size 1/2, 10 HP, 10 Evasion/E-defense)
This drone can be deployed in an adjacent space as a quick action. While deployed, once per round, any one adjacent mech can reload a weapon with the Loading tag as a quick action. It lasts until the end of the current scene, then deactivates.",
- "description": "Auto-Loader Drones are half-size, many-legged arthropod-analogous drone systems that assist sectionmate chassis in loading ordnance, maintaining powerline hookups, and cycling magazine-fed weapons.",
+ "effect": "Autoloader Drone (SIZE 1/2, 5 HP, EVASION 10, E-DEFENSE 10, Tags: DRONE)
Expend a charge to deploy this autoloader drone to any adjacent space. 1/round, one character adjacent to it may reload a LOADING weapon as a quick action. It deactivates at the end of the scene.",
+ "description": "Autoloader drones are many-limbed machines that assist their team by loading ordnance, maintaining powerline hookups, and cycling magazine-fed weapons, in addition to many other physical tasks.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "flaklauncher",
- "name": "Flak Launcher",
+ "id": "ms_flak_launcher",
+ "name": "FLAK LAUNCHER",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "BARBAROSSA",
"license_level": 2,
- "effect": "A flying target in range 15 and line of sight must pass an agility save or immediately be forced to land (it falls, but does not take damage) and become slowed and unable to fly until the end of its next turn.",
- "description": "A perfect weapon for use against massed infantry or low-altitude flyers.",
+ "effect": "Choose a flying character within RANGE 15 and line of sight: they must succeed on an AGILITY save or become SLOWED and immediately land (this counts as falling without any damage); additionally, they can't fly until the end of their next turn.",
+ "description": "Designed for use against atmospheric fliers, these anti-air autocannons fire simple, proximity or impact-detonated shells effective against light armor, organic, and subaltern targets.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "externalammo",
- "name": "External Ammo Feed",
+ "id": "ms_external_ammo_feed",
+ "name": "EXTERNAL AMMO FEED",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "BARBAROSSA",
"license_level": 3,
- "effect": "Once on your turn, you can take 1d3+1 heat to reload any weapon with the Loading tag as a quick action.",
- "description": "An EAF is a general term for any manner of additional ammunition not carried in a chassis's integrated storage. Whether in magazines strapped to brachial, trunk, or ambulatory elements; battery packs attached to hip clasps; or massive, dorsal-mount ammunition/ charge packs, an EAF ensures that you'll have more than enough boom to get the job done.",
+ "effect": "1/round, you can activate this system to take 1d3+1 heat and reload a LOADING weapon.",
+ "description": "An external ammo feed is any sort of ammunition beyond what is carried in a mech's integrated storage: from magazines strapped to bodies or limbs; battery packs attached to hip clasps; or massive, dorsal-mounted ammunition and charge packs, externals ensure that pilots have more than enough boom to get the job done.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "explosivevent",
- "name": "Explosive Vent",
+ "id": "ms_explosive_vents",
+ "name": "EXPLOSIVE VENTS",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "GENGHIS",
"license_level": 1,
- "effect": "When you cool to 0 heat or reset your heat gauge, you explosively vent heat in a burst 1 area around you. Affected targets, friend or foe, take 2 heat and burn.",
- "description": "Less a technology and more of a tactic, explosive venting is an unsanctioned, unsafe method of sudden cooling that dumps excess heat into the surrounding area immediately around the chassis.",
+ "effect": "Whenever you clear all heat or take stress, your mech's cooling vents open and unleash a BURST 1 explosion. Characters within the affected area take 2 heat and 2 burn.",
+ "description": "With the right tweaks, it becomes possible to dump excess heat into the area directly surrounding a chassis. Explosive venting is an unsanctioned, unsafe method of sudden cooling that has nevertheless been adopted by many pilots.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "autocooler",
- "name": "Auto Cooler",
+ "id": "ms_auto_cooler",
+ "name": "AUTO-COOLER",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "protocol"
+ "id": "tg_protocol"
}
],
"source": "HA",
"license": "GENGHIS",
"license_level": 2,
- "effect": "Activate this cooler as a protocol at the start of your turn. If you don't take damage, move, or overheat before the start of your next turn, cool your mech at the start of your next turn.",
- "description": "An HA-designed automatic cooler is a simple, sturdy persistent system that helps pilots mitigate damaging heat generation.",
+ "effect": "As long as you don't take damage, move, or exceed your HEAT CAP, you clear all heat at the start of your next turn.",
+ "description": "The Armory-designed auto-cooler is a simple, persistent system that actively mitigates heat generation. Thermal dump thresholds are determined by fleet engineers, though pilots can adjust levels on the fly - this automatic management frees the pilot up to focus on other, more pressing tactical concerns.",
"data_type": "system",
- "aptitude": {
- "repair": 1
- }
+ "aptitude": {}
},
{
- "id": "havokcharges",
- "name": "HAVOK Charges",
+ "id": "ms_havok_charges",
+ "name": "HAVOK CHARGES",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 2
},
{
- "id": "limited",
- "val": 2
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "GENGHIS",
"license_level": 2,
- "effect": "You can spend a charge from this system for one of the following:
Napalm Grenade (Grenade, Range 5, Special): After throwing this grenade, it releases a spray of napalm in a line 5 area drawn from its impact location in any direction. Affected characters must pass an agility save or take 3 burn and 1 burn on a successful save.
HAVOK Mine (Mine): This mine detonates when any character moves over or adjacent to it. When detonated, this mine attacks a line 5 zone from the mine instead of a burst area around the mine(oriented in any direction as long as it passes through its activator).Affected characters must pass an agility save or take 6 Burn or 3 Burn on a successful check.",
- "description": "FOR USE IN: Urban, post-urban, and high-density terrestrial environments. High O2 concentration preferred.
FOR USE AGAINST: Organic targets preferred. Hardened targets vulnerable to caustic / corrosive degradation preferred.Defoliant.Long - term breach solution.
NOTES: Dispersion is true directional. Dispersion involves aerosolized component — avoid blue on blue by supplying end-users with proper respiratory equipment (noted on canister).",
+ "effect": "Expend a charge for one of the following effects:
- NAPALM GRENADE (Grenade, Range 5): This grenade releases a spray of napalm in a LINE 5 path of your choice from its impact location. Characters within the affected area must succeed on an AGILITY save or take 2 burn. On a success, they take 1 burn.
- HAVOK MINE (Mine): When a character moves over or adjacent to this mine, it detonates with a focused explosion in a LINE 5 path in the direction of the character who triggered it. Characters within the affected area must succeed on an AGILITY save or take 4 burn. On a success, they take 2 burn.",
+ "description": "FOR USE IN: Urban, post-urban, and high-density terrestrial environments. High O2 concentration preferred.
FOR USE AGAINST: Organic targets; hardened targets vulnerable to caustic/corrosive degradation; most foliage.
NOTES: Dispersion is true directional and involves aerosolized component - avoid danger by supplying end-users with respiratory equipment (specifications noted on canister).",
"data_type": "system",
- "aptitude": {
- "repair": 1
- }
+ "aptitude": {}
},
{
- "id": "agni",
- "name": "AGNI-Class NHP",
+ "id": "ms_agni_class_nhp",
+ "name": "AGNI-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
+ },
+ {
+ "id": "tg_unique"
},
{
- "id": "ai"
+ "id": "tg_protocol"
},
{
- "id": "protocol"
+ "id": "tg_limited",
+ "val": 1
}
],
"source": "HA",
"license": "GENGHIS",
"license_level": 3,
- "effect": "Your mech gains the AI property and the AGNI protocol.
AGNI Protocol
At the end of your turn, you automatically cool, clearing your heat gauge and cooling to 0 heat. This vent creates a burst 2 zone around you. All targets within that zone must make an engineering save. On a failure, a target takes 2 Burn and is pushed outside the zone (or as far as possible). This area provides soft cover until the end of your next turn.
This protocol can only be activated once per scene.",
- "description": "AGNI was developed from the aftermath of the Hercynian Crisis using a combination of combat performance data recorded by extant subsentient artificial intelligences (weapons systems, chassis copilots, tactic-minds, general combat data) and the neural network of an Egregorian hivemind captured and vivisected by Union Science Bureau.
Born from trauma, AGNI Prime devised systems of heat management that have since been disseminated throughout core space to ensure unparalleled heat processing, recycling, and shielding. Further developments into radiation shielding, omninet capability, and drone/nanite control are forthcoming; meanwhile, AGNI clones have been optimized for mech chassis core systems.
Pilots report AGNI clones as generally cold and efficient. A low percentage report instances of memory recitation and command rejection, often followed days later by total breakdown through attempted self-emancipation. Pilots are recommended to cycle their AGNI clones at least once every six standard months.",
+ "effect": "Your mech gains the AI property and the AGNI PROTOCOL:
AGNI PROTOCOL
Protocol, Limited 1
Expend a charge to automatically clear all heat at the end of your turn, venting it in a BURST 2 wave. Characters within the affected area must succeed on an ENGINEERING save or take 2 burn and be pushed outside the area (or as far as possible). Until the end of your next turn, characters within the affected area receive soft cover.",
+ "description": "AGNI was developed during the Hercynian Crisis using a combination of combat performance data recorded by extant subsentient artificial intelligences (weapons systems, comp/cons, co-pilot systems, tactic-minds, general combat data) and the modeled neural network of an Egregorian overmind captured and vivisected by the Union Science Bureau.
AGNI Prime was used to devise systems of heat management that have since been disseminated throughout core space, ensuring unparalleled heat processing, recycling, and shielding. Further developments into radiation shielding, omninet capability, and nanite control are forthcoming; meanwhile, AGNI clones have been optimized to support mech core systems.
Pilots report that AGNI clones are generally cold and efficient. An insignificant percentage have reported instances of memory recitation and command rejection, followed days later by total breakdown through attempted self-emancipation. Pilots are recommended to cycle their AGNI clones at least once every six standard months.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "groundingcharge",
- "name": "Grounding Charge",
+ "id": "ms_grounding_charges",
+ "name": "GROUNDING CHARGES",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 2
},
{
- "id": "limited",
- "val": 2
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "ISKANDER",
"license_level": 1,
- "effect": "You may spend a charge from this system for one of the following:
Gravity Grenade (Grenade, Range 5): This grenade can be thrown at a single character in range and line of sight.The character must pass an agility save or be affected by the grenade.The character is slowed until it spends its turn without making any voluntary movement.
Grounding Mine (Mine): This mine does not detonate by proximity, but must be detonated with a quick action, targeting a single character in range 6 of the mine.That character must pass a successful hull save or be pulled as far as possible towards the mine' s location and knocked prone.Flying characters that fail this save are pulled in as normal, forced to land(they fall but do not take damage), then knocked prone.",
- "description": "Grounding charges take a simple pulse/wave principle and apply a second component: gravitic generation. When triggered, the grounding charge triggers a gravity well that pulls all destabilized materiel towards it. A potent anti-positional weapon, grounding charges are commonly used to disrupt prepared positions and pull enemies from cover.",
+ "effect": "Expend a charge for one of the following effects:
- GRAVITY GRENADE (Grenade, Range 5): Your target must succeed on an AGILITY save or be SLOWED until they make no voluntary movements for a full turn on their own turn.
- GROUNDING MINE (Mine): This mine must be detonated remotely as a quick action, affecting a single character within RANGE 5 of the mine: they must succeed on a HULL save or be pulled as far as possible toward the mine and knocked PRONE. Flying characters that fail the save are affected the same way, except they are also forced to land (this counts as falling but without damage).",
+ "description": "Grounding charges take a simple pulse/wave principle and apply a second dimension: gravitic generation. When triggered, the grounding charge triggers a gravity well that pulls all destabilized materiel toward it. A potent anti-positional weapon, grounding charges are commonly used to disrupt prepared positions and pull enemies from cover.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "repulsor",
- "name": "Repulsor Field",
+ "id": "ms_repulser_field",
+ "name": "REPULSER FIELD",
"type": "System",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_quick_action"
},
{
- "id": "quickaction"
+ "id": "tg_heat_self",
+ "val": 1
}
],
"source": "HA",
"license": "ISKANDER",
"license_level": 2,
- "effect": "You can use this system as a quick action to emit a burst 2 pulse around your mech. Characters caught in the area (allied or enemy) must pass a hull save or be knocked back directly away from you up to 2 spaces. The pulse then detonates any mines caught in the field. Flash-shielding makes you immune to the damage of and and saves forced by these mines, though other effects (such as creating a zone) still affect you normally.",
- "description": "Utilizing a subsonic pressure wave, this system emits a tremendous single-wave pulse in order to stun, deter, and dissuade close-proximity hostiles.",
+ "effect": "This system emits a BURST 2 pulse around you. Characters within the affected area must succeed on a HULL save or be knocked 2 spaces directly away from you; then, all mines within the affected area detonate simultaneously.
You count as having IMMUNITY to any damage or effects immediately forced by mines detonated using this system, although persistent effects still affect you.",
+ "description": "Utilizing a subsonic pressure wave, repulser fields emit tremendous single-wave pulses that stun, deter, and dissuade close-proximity hostiles.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "clampmines",
- "name": "Clamp Mines",
- "type": "Deployable",
+ "id": "ms_clamp_mines",
+ "name": "CLAMP MINES",
+ "type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 4
},
{
- "id": "quickaction"
+ "id": "tg_unique"
},
{
- "id": "limited",
- "val": 4
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "ISKANDER",
"license_level": 3,
- "effect": "You fire clusters of miniature mines at a character of your choice within sensor range, where they clamp on unless the target passes a successful engineering save. At the end of that character's turn, if it hasn't moved at least 4 spaces voluntarily, the mines explode, dealing 1d6+3 AP explosive damage to that character and half to all adjacent characters. If a character moves 4 or more spaces voluntarily, the mines disarm and detach.",
- "description": "Built using similar grapple-head technology as IPS-N's Blackbeard grapplers, clamp-mines can affix to designated or proximal targets before detonation, ensuring total target contact. Clamping on soft targets typically causes permanent kinetic termination prior to detonation.",
+ "effect": "Expend a charge to fire a cluster of miniature mines at a character within SENSORS. They must succeed on an ENGINEERING save, or the mines clamp on. At the end of their turn, the mines detonate, dealing 1d6+3 AP explosive damage. All characters adjacent to your target take half damage. The target can disarm and detach the mines by voluntarily moving at least 4 spaces before the end of their turn.",
+ "description": "Built using similar grapple-head technology to IPS-N's assault grapples, clamp mines can affix to designated or proximal targets before detonating, ensuring total target contact. Clamping on soft targets typically results in total termination prior to detonation.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "tesseract",
- "name": "Tesseract",
- "type": "Deployable",
+ "id": "ms_tesseract",
+ "name": "TESSERACT",
+ "type": "Tech",
"sp": 2,
"tags": [
{
- "id": "quicktech"
+ "id": "tg_unique"
+ },
+ {
+ "id": "tg_quick_tech"
}
],
"source": "HA",
"license": "ISKANDER",
"license_level": 3,
- "effect": "Gain the following Quick Tech actions:
Spread Focus: You target a free and unoccupied blast 3 area in sensor range. All characters inside of this area up to 6 spaces high can move as though in zero G - they are slowed but can fly, and cannot fall. If they can fly normally, they can move normally in the zone but cannot fall, and do not gain heat from flying. Objects placed or that enter into the zone float in place, objects or characters knocked, moved, or pulled fully out of the zone will sink harmlessly to the ground at the end of their turn. Only one zone of this type can be created at a time (if a new one is created, the old one disperses). Otherwise, the zone lasts until the end of the scene, and everything in the zone when it disperses floats harmlessly to the ground.
Pinpoint Focus: You choose a willing allied character or hostile character in sensor range. If you choose an allied character, that character floats up to 6 spaces straight up into the air, counting as flying. It is immobilized while flying this way, but cannot fall. At the end of its turns or the start of any of your turns, it can choose to sink harmlessly to the ground, ending this effect. If you choose a hostile character, that character must pass an engineering save or float 6 spaces up in the air, counting as flying. It is immobilized while floating this way, but cannot fall. At the end of it’s next turn, it sinks harmlessly to the ground. A hostile character can only be floated this way once per scene.",
- "description": "Hold sand above the water: feel it permanent and cohesive. Place that same handful of sand in the water. Watch it all drift away, weightless. This is the tool I have made for you: a way to imbue the weighted with mass-as-feathers.
—Think Tank paramind, translating speech from TT-AUDATA",
+ "effect": "Gain the following QUICK TECH options:
- SPREAD FOCUS: Choose a BLAST 3 area within SENSORS: this area, extending 6 spaces high, becomes a zero-g area. In addition to the usual rules for zero-g movement, objects that enter the affected area float in place, and objects or characters that are knocked, moved, or pulled out of the area sink harmlessly to the ground at the end of their turn instead of falling. This area disperses if you create a new one. Otherwise, the effect persists until the end of the scene. When the zone disperses, everything within floats harmlessly to the ground.
- PINPOINT FOCUS: Choose a hostile or willing allied character within SENSORS. If they are allied, they float 6 spaces into the air, becoming IMMOBILIZED while in the air but counting as flying and unable to fall. They can choose to sink harmlessly to the ground at the end of any of their turns or the start of any of yours. If they are hostile, they must succeed on an ENGINEERING save or experience the same effect as an allied character; however, they sink harmlessly to the ground at the end of their next turn. Hostile characters can each be affected 1/scene.",
+ "description": "\"Hold sand above the water: feel it, permanent and cohesive. Place that same sand in the water: watch it drift away, weightless. This is the tool we have made for you: a way to imbue the weighted with mass-as-feathers.\"
- TT-AUDATA, Think Tank paramind.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "stasisgenerator",
- "name": "Stasis Generator",
- "type": "System",
- "sp": 2,
+ "id": "ms_stasis_bolt",
+ "name": "STASIS BOLT",
+ "type": "Shield",
+ "sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_shield"
+ },
+ {
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
},
{
- "id": "shield"
+ "id": "tg_reaction"
}
],
"source": "HA",
"license": "NAPOLEON",
"license_level": 1,
- "effect": "A character in range 5 and line of sight must pass an engineering save or become stunned and immune to all damage and effects until the end of their next turn. They cannot be moved, targeted, or affected by any other character, force, or effect while in stasis. An individual character can only be put in stasis once per scene. Allied characters can choose to voluntarily fail this save.",
- "description": "The skies of Creighton boiled black as ink. Marbled by shuddering light. Screaming, angels fell wreathed in flame. Those who could fled for the shelters, and for seven days they crouched in a deeper dark, and felt the world shake itself apart.
— A.V. Wynyard, The Killing of Creighton (epic prose poem, banned on Ras Shamra and throughout the Purview) ",
+ "effect": "This system charges as a quick action, readying a projected stasis point. While it is charged, you gain the following reaction:
INTERDICTION POINT
Reaction
1/round, when you or an allied character within RANGE 5 are targeted by a ranged attack, you may make a contested ranged attack roll: if you win the contested roll, the attack automatically misses.
Once used, this system loses its charge and must be charged again as a quick action. It can only hold one charge at a time, but charges last for the rest of the scene or until used.",
+ "description": "To better protect Armory personnel beyond the Purview, the Think Tank developed the Hard-Stop Projector, a portable stasis-projection system designed to interdict shrapnel and projectiles from unseen, hidden, or unknown assailants. When the Hard-Stop detects a proximal explosion or incoming projectile, it projects a delimited stasis point that blocks projectiles before impact.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "stasisbolt",
- "name": "Stasis Bolt",
- "type": "System",
- "sp": 1,
+ "id": "ms_stasis_generator",
+ "name": "STASIS GENERATOR",
+ "type": "Shield",
+ "sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_shield"
},
{
- "id": "reaction"
- },
- {
- "id": "shield"
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "NAPOLEON",
"license_level": 1,
- "effect": "You must charge this bolt by taking a quick action. While the bolt is charged, once per round, when you or an ally in range 5 is targeted by a ranged attack, you can spend the charge to contest with your own ranged attack roll as a reaction, adding bonuses as normal. If your roll is higher than your target’s, that attack has no effect and automatically misses. You can only hold on to one charge at at time, but it lasts until the end of the current scene or until expended by taking this reaction.",
- "description": "To better protect Armory personnel outside of the Purview, the Think Tank developed the Stasis Bolt, a portable stillness/stasis projection system designed to identify and interdict shrapnel and projectiles from unseen, hidden, or unknown assailants. The bolt, when it detects a proximal explosion or incoming projectile, projects a still/stasis point to intervene, blocking the incoming projectile(s) before they impact.",
+ "effect": "Choose a hostile character or willing allied character within line of sight and RANGE 5: until the end of their next turn, they become STUNNED, gain IMMUNITY to all damage and effects, and can't be moved, targeted, or affected by any other character or effect. This can be used on each character 1/scene. Hostile characters can succeed on an ENGINEERING save to ignore this effect.",
+ "description": "The skies of Creighton boiled black as ink, marbled by shuddering light. Screaming, angels fell wreathed in flame. The ones who could still run fled for the shelters; for seven days, they crouched in a deeper dark and felt the world shake itself apart.
- A.V. Wynyard, \"The Killing of Creighton\" [epic prose poem, banned throughout the Purview]",
"data_type": "system",
- "aptitude": {
- "control": 2,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "stasisbarrier",
- "name": "Stasis Barrier",
+ "id": "ms_stasis_barrier",
+ "name": "STASIS BARRIER",
"type": "Deployable",
"sp": 2,
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": 1
},
{
- "id": "shield"
+ "id": "tg_shield"
},
{
- "id": "deployable"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "NAPOLEON",
"license_level": 2,
- "effect": "You can deploy this shield in a free adjacent space. It becomes a line 4 shield 4 spaces high that does not block line of sight or provide cover. If any melee, ranged, or tech attack from any source would draw line of effect across the barrier (use the normal rules for LoS and cover), roll a d6. On a 4+, the attack has no effect (damage, saves, effects, or otherwise) as it is eaten up by the barrier. The barrier is impermeable and cannot be physically crossed, and is immune to all damage. It lasts until you deactivate it as a quick action or until the end of the current scene.",
- "description": "Stasis Barriers are the result of Harrison Armory's interest in gravitic manipulation and superpositional negotiation. Contained within a solid-state generator/projector, a Stasis Barrier is a deplorable wall of antigravity, contained by its power supply, that interdicts and denies most all incoming kinetic and energybased weaponry. Another of HA's NHP Think Tank development, the Stasis Barrier is now a mainstay of the Armory's personal and materiel defense line and a common enough sight on all Armory Depot/ Development worlds. By manipulating local gravitational forces, the Barrier rejects projectiles and energy lances, denying particles and waves both on a molecular level; matter that impacts a Stasis Barrier simply ceases to exist, save for anomalous fluctuations that cause some projectiles to break through. As the Barrier is technology from the Armory's Think Tank line, some of its fuzzy nature is not fully understood, but rest assured failsafes have been installed to force a regular cessation of projection to ensure the device remains operating within established safe parameters.",
+ "effect": "Stasis Barrier (Tags: DEPLOYABLE, IMMUNITY to all damage)
Expend a charge to activate this stasis barrier, generating a LINE 4 barrier 4 spaces high in free spaces with at least one space adjacent to you. It counts as an obstruction and provides soft cover, but doesn't block line of sight.
When an attack is made against a character that benefits from this barrier's soft cover, roll 1d6: on 4+, the attack is consumed by the barrier and has no effect whatsoever. The barrier lasts for the rest of the scene, or until you deactivate it as a quick action. This effect does not stack with INVISIBILE.",
+ "description": "Stasis barriers are the result of Harrison Armory's interest in gravitic manipulation and superpositional negotiation. Controlled by solid-state generation-projection units, stasis barriers are deployable walls of antigravity that deny almost all incoming kinetic and energetic attacks. By manipulating local gravitational forces, a stasis barrier denies both particles and waves on a molecular level - matter that impacts the barrier simply ceases to exist, although anomalous fluctuations may allow some projectiles to pass through.
Another Think Tank development, stasis barriers are now mainstays of the Armory's personal- and materiel- defense lines, and a common sight on all Armory depot/development worlds.",
"data_type": "system",
- "aptitude": {
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "blackshield",
- "name": "Harrison Armory Blackshield",
+ "id": "ms_blinkshield",
+ "name": "BLINKSHIELD",
"type": "Shield",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "heatself",
- "val": 4
+ "id": "tg_shield"
},
{
- "id": "fullaction"
+ "id": "tg_full_action"
+ },
+ {
+ "id": "tg_heat_self",
+ "val": 4
}
],
"source": "HA",
"license": "NAPOLEON",
"license_level": 3,
- "effect": "As a full action, this system can be activated to generate a burst 4 area centered on your mech. While active, the flow of time is altered drastically in a small sliver of space in a bubble around the user. Nothing, not even light, can enter or exit the shield. It is impermeable and invulnerable. When the shield is activated, characters caught on the edge must make an agility save to choose which side they end up on, otherwise you choose. To those inside the shield, the world outside the shield goes totally black, and the inverse happens from outside. No action or effect can enter or exit the shield while it is active or draw line of sight though (even those that normally ignore it), though time passes normally on both sides. The shield drops automatically at the end of your next turn.",
- "description": "The Armory Blackshield leans into the fuzzy nature of quantum manipulation characteristic of Think Tank research and development. Operating in similar fashion to blinkspace gates, the Blackshield generates a pulse of spherical energy that allows its operator to pierce perceived space/time and exist, for a moment, in the null-environment of blinkspace. Think Tank NHP's and their counterpart engineers acknowledge the tactical benefits of (non)momentary (non)existence in blinkspace, but they caution pilots against repeated exposure without sufficient pre-and-post exposure conditioning and counseling.",
+ "effect": "This system generates a BURST 4 bubble around your mech, within which the flow of time is altered drastically. Nothing can enter or exit the bubble, not even light - it's both impermeable and has IMMUNITY to all damage and effects. Line of sight can't be drawn through the border of the area, and it can't be crossed by any action or effect - even those that don't require line of sight - but time passes normally on both sides. For characters within the affected area, the world outside goes totally black; likewise, characters outside the affected area see a perfect black sphere.
When the Blackshield is activated, characters partially within the affected area must make an AGILITY save: on a success, they move to the nearest free space on the side of their choice, inside or outside the area; on a failure, you choose.
This effect remains stationary even if you move,and lasts until the end of your next turn.",
+ "description": "Characteristically for a weapon based on Think Tank research, Harrison Armory's Blinkshield leans into the fuzzy nature of quantum manipulation. Operating in a similar fashion to a blinkspace gate, the Blinkshield generates a spherical sheath of energy that allows its operator to pierce realspace and exist, for a moment, in the null-environment of blinkspace. Think Tank spokespeople acknowledge the tactical benefits of (un)momentary (non)existence in blinkspace, but caution against repeated exposure without sufficient pre- and post-exposure conditioning and counseling.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "supportshield",
- "name": "Support Shield",
+ "id": "ms_enclave_pattern_support_shield",
+ "name": "ENCLAVE-PATTERN SUPPORT SHIELD",
"type": "Shield",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_shield"
},
{
- "id": "shield"
+ "id": "tg_unique"
},
{
- "id": "quickaction"
+ "id": "tg_quick_action"
},
{
- "id": "reaction"
+ "id": "tg_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.",
+ "effect": "This system generates a BURST 3 dome that lasts until the end of your next turn. You become IMMOBILIZED for the duration, but any ranged or melee attacks made against characters within the affected area from outside the dome receive +1 DIFFICULTY.
Additionally, gain the following reaction while the shield is active:
BLINKFIELD INTERVENTION
Reaction
1/round, when a character or object within the affected area is attacked, take 2 heat and grant them RESISTANCE to all damage from the attack.",
+ "description": "The Armory's ENCLAVE-Pattern Support Shield creates a localized one-way blinkfield, folding a thin dome of complex realspace around its user and their immediate area, protecting occupants from incoming projectiles. Entities within the field can fire out, but probabilistic fluctuations cause incoming projectiles to \"lag\", skipping them away from their intended target and along a randomized trajectory.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "flashanchor",
- "name": "Flash Anchor",
- "type": "System",
+ "id": "ms_flash_anchor",
+ "name": "FLASH ANCHOR",
+ "type": "Shield",
"sp": 1,
"tags": [
{
- "id": "unique"
+ "id": "tg_shield"
},
{
- "id": "shield"
+ "id": "tg_unique"
},
{
- "id": "reaction"
+ "id": "tg_reaction"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "HA",
"license": "SALADIN",
"license_level": 2,
- "effect": "Once per round when you or an ally in sensor range and line of sight would become knocked back, push, pulled, or knocked prone, you can immediately negate that effect and grant yourself or your ally immunity to further effects of these types until the start of their next turn.",
- "description": "Utilizing a larger, user-directed LOCKDOWN platform, the Flash Anchor allows a pilot to ID and assist allies in physical combat, maintaining positionality, or in rapid/necessary movement.",
+ "effect": "1/round, as a reaction you may prevent yourself or an allied character within SENSORS and line of sight from being pushed, pulled, knocked back, or knocked PRONE; your target gains IMMUNITY to these effects until the start of their next turn.",
+ "description": "Flash anchors utilize user-directed quantum superpositional lockdown projection to identify and assist allies in physical combat and rapid movement, maintaining positionality in all circumstances.",
"data_type": "system",
- "aptitude": {
- "repair": 1
- }
+ "aptitude": {}
},
{
- "id": "hds",
- "name": "Hardlight Defense System",
+ "id": "ms_hardlight_defense_system",
+ "name": "HARDLIGHT DEFENSE SYSTEM",
"type": "Shield",
"sp": 3,
"tags": [
{
- "id": "fullaction"
+ "id": "tg_shield"
},
{
- "id": "shield"
+ "id": "tg_unique"
},
{
- "id": "unique"
+ "id": "tg_full_action"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "HA",
"license": "SALADIN",
"license_level": 2,
- "effect": "Activating this system generates a burst 3 area around your mech. Your mech is immobilized while it is active. Characters cannot draw line of sight in or out of the shield if they are not at least partly in or out of the shield, and attacks or other effects cannot cross it if they did not originate on the same side, even those that ignore LoS. The shield can be crossed physically, but any character that crosses the barrier for the first time on its turn, or starts its turn with the barrier overlapping its space takes 3 burn. You can deactivate this shield as a protocol at the start of your turn.",
- "description": "The HA HARDLIGHT defense system is an imperfect implementation of a theoretically perfect technology. Currently in development by HA Think Tank NHPs and attendant engineers, hardlight technology projects tight, stable waves of light akin to lasers that repel matter and impulse energy: this, in effect, creates a stable, hard surface, useful for shielding or (theoretically) providing a projected surface. However, current technology is unable to lower the ambient temperature of such a surface to one low enough to not burn organic matter.",
+ "effect": "This system creates a BURST 3 hardlight shield. While the shield is in place, you become IMMOBILIZED. It blocks line of sight in both directions, and no attacks or effects can pass through (even if they don't require line of sight). Characters partially within the affected area ignore this effect and draw line of sight as usual.
Characters can pass through the shield, but when crossing the perimeter for the first time in a round or starting their turn overlapping the boundary, they take 2 burn.
This shield lasts for the rest of the scene, or until deactivated as a protocol.",
+ "description": "The Hardlight Defense System is an imperfect implementation of theoretically perfect technology. Currently in development by Think Tank NHPs and engineers, hardlight devices project tight, stable waves of light - akin to lasers - that repel matter and energy. In effect, this creates a solid surface, useful for shielding or temporary barrier construction; however, current technology is unable to lower the ambient temperature enough to prevent these surfaces from burning organic matter.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "vishnu",
- "name": "VISHNU-Class NHP",
+ "id": "ms_vishnu_class_nhp",
+ "name": "VISHNU-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "ai"
+ "id": "tg_unique"
},
{
- "id": "protocol"
- },
- {
- "id": "heatself",
- "val": 3
+ "id": "tg_quick_action"
}
],
"source": "HA",
"license": "SALADIN",
"license_level": 3,
- "effect": "Your mech gains the AI property and the following protocol:
DHARMA WALL Once active, this system lasts until the end of your next turn. While active, your mech is slowed, but each time you or an adjacent ally is attacked by a ranged attack, you can take 1 heat to roll a d6 before the attack roll is made. On a 4+, you take 1 more heat and the attack automatically misses.
If a ranged attack misses you or an adjacent ally while DHARMA WALL is active (regardless of whether you used the above ability), you may deal 4 kinetic damage to the attacker.",
- "description": "Developed to be a metropolitan administrative NHP on Ras Shamra, the VISHNU NHP strain does not, at first, seem like a viable candidate for military application. However, after being flagged by Think Tank for review following numerous anomalous traffic incidents, Armory ontologisticians and engineers were able to discover and emphasize protocols endemic to Vishnu Prime that could be exploited for tactical advantages.
Through numerous iterations and lifecycles, VISHNU Prime displayed a sharp ability to adapt to kinetic situations.A proclivity towards crisis management and multiple - k actor tracking led to VISHNU' s pairing with the Armory' s ENCLAVE shield system; by networking a series of jet - assist mobility drones carrying the ENCLAVE system, monitored and controlled by a VISHNU clone, Think Tank was able to create an unparalleled personal shielding system: the DHARMA WALL.",
+ "effect": "Your mech gains the AI property and DHARMA WALL:
DHARMA WALL
Quick Action
The following effects apply until the end of your next turn:
- You become SLOWED.
- Each time you or an allied adjacent character are targeted by a ranged attack, you may take 1 heat as a reaction and roll 1d6 before the attacker rolls: on 4+, you take an additional 1 heat and the attack automatically misses. This effect does not stack with INVISIBLE.
- Each time a ranged attack fails to hit you or an adjacent allied character, the attacker takes 4 kinetic damage.",
+ "description": "Originally developed from a captured Minerva pre-eidolon anomaly, VISHNU was adapted for use as a metropolitan administrative NHP on Ras Shamra. The unit that would becomeVISHNU did not, at first, seem like a suitable candidate for military application: this changed after one of its clones was flagged for review following the spontaneous implementation of anomalous traffic patterns, pedestrian routing, and vac-loop scheduling. Armory ontologicians and engineers isolated and emphasized endemic protocols that could be exploited for tactical advantage.
Over numerous iterations and lifecycles, VISHNU Prime displayed a high level of adaptability in multiple-variable geospatial problems. A proclivity toward crisis management and multi-actor tracking led to VISHNU's pairing with the Armory's ENCLAVE-Pattern Support Shield. By networking a series of jet-assist mobility drones carrying an ENCLAVE generator, monitored and controlled by a VISHNU clone, Think Tank was able to create an unparalleled personal shielding system: the DHARMA Wall, a miniaturized cluster-shield system unique to the VISHNU NHP.
Using the DHARMA Wall, VISHNU is able to intercept incoming kinetics - and even redirect projectiles back to their source - with stunning accuracy.",
"data_type": "system",
- "aptitude": {
- "ranged": 1,
- "control": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "reactorstabilizer",
- "name": "Reactor Stabilizer",
+ "id": "ms_reactor_stabilizer",
+ "name": "REACTOR STABILIZER",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "SHERMAN",
"license_level": 1,
- "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.",
+ "effect": "You may reroll overheating checks, but must keep the second result, even if it's worse.",
+ "description": "A necessary component of most mechs that rely on high energy output, reactor stabilizers add another layer of failsafes to vent heat, manage power flow, and shunt excessive output into weapons and systems as needed.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "rsu",
- "name": "Redundant Systems Upgrade",
+ "id": "ms_redundant_systems_upgrade",
+ "name": "REDUNDANT SYSTEMS UPGRADE",
"type": "System",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_limited",
+ "val": 1
},
{
- "id": "limited",
- "val": 1
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "SHERMAN",
"license_level": 2,
- "effect": "You can activate this module to make a Stabilize systems action as a quick action.",
- "description": "A common right-of-distribution modification by pilots in forward operating bases, building further redundancy into a chassis's systems guarantees a measure of reliability beyond stock design standards.",
+ "effect": "Expend a charge to STABILIZE as a quick action.",
+ "description": "A common right-of-distribution modification by pilots in forward operating bases, the addition of redundant systems guarantees a measure of reliability beyond stock design standards.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "asura",
- "name": "ASURA-Class NHP",
+ "id": "ms_asura_class_nhp",
+ "name": "ASURA-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "ai"
+ "id": "tg_unique"
},
{
- "id": "protocol"
- },
- {
- "id": "limited",
+ "id": "tg_limited",
"val": 1
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 3
+ },
+ {
+ "id": "tg_protocol"
}
],
"source": "HA",
"license": "SHERMAN",
"license_level": 3,
- "effect": "Your mech gains the AI property and the ASURA protocol:
ASURA Protocol
This turn only, gain an extra two quick actions or one full action. These extra actions must still obey normal rules about duplicating actions (you can't use it to Boost if you've already Boosted this turn, for example.
This protocol can only be activated once per scene.",
- "description": "ASURA was born from the Armory's Think Tank thought-war games as a response to repeated failures during a forlorn hope scenario test; ASURA manifested in simulated mechs' systems as a recode of HORUS's PUPPETMASTER virus, hijacking friendly cores and forcing them into action far beyond human capacity — action at speed and intensity that the registered g-force caused the sim-pilots to die, suffocated and crushed by the sudden amplified mass of their own bodies.
While such results were initially deemed a failure by Think Tank NHPs and engineers, further study on ASURA was commissioned. Personality and parasentience code was injected into the initial anomalous PUPPETMASTER, first contact handled by Think Tank NHPs, and societal acclimation and conditioning was fast tracked, giving Armory engineers the first iteration of ASURA after roughly a decade of study, re- coding, and reeducation. ASURA, as it exists now, is a scaled-back version of that initial manifestation: while retaining some of its initial alacratic impulse, ASURA now recognizes the need to keep its pilot alive, and will operate within parameters set by its pilot's medical and psychological tolerances.",
+ "effect": "Your mech gains the AI tag and the ASURA PROTOCOL:
ASURA PROTOCOL
Limited 1, 3 Heat (Self), Protocol
1/scene, expend a charge to take two additional quick actions or one additional full action this turn. These actions must obey restrictions on duplicate actions.",
+ "description": "ASURA was born from the Armory's Think Tank thought-war games, an autonomous response to repeated failures during forlorn hope scenarios. ASURA manifested in the systems of simulated mechs as a recode of HORUS's PUPPETMASTER virus, hijacking friendly mechs and forcing them to act far beyond human capacity - at such speed and intensity that the g-force would kill organic pilots with the sudden amplified mass of their own bodies.
While these results were initially deemed a failure by Think Tank NHPs and engineers, it was enough to justify further study on ASURA. Personality and parasentience code was injected into the initial anomalous PUPPETMASTER strain, and first contact handled by Think Tank NHPs. Further societal acclimation and conditioning were fast tracked, giving Armory engineers the first iteration of ASURA after a decade of study, recoding, and reeducation. ASURA, as they exist now, is a scaled-back version of that initial manifestation: while retaining some of their initial impetuousness, ASURA clones now recognize the need to keep their pilot alive and will operate within parameters set by their pilot's medical and psychological tolerances.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "externalbatteries",
- "name": "External Batteries",
+ "id": "ms_external_batteries",
+ "name": "EXTERNAL BATTERIES",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "TOKUGAWA",
"license_level": 1,
- "effect": "Your ranged weapons that deal energy damage gain +5 range, and your melee weapons that deal energy damage gain +1 threat. If you take structure damage, this system explodes and is destroyed, dealing 1d6 AP explosive damage to your mech. This damage can't be prevented in any way (the batteries can be repaired by spending 1 repair during a rest).",
- "description": "External batteries are by no means a Harrison Armory exclusive, but HA literature will ensure you that HA-Brand POWERALL cells are the longest lasting, fastest cycling, and highest capacity solid state cells available. A consequence of their high capacity is a proportionate increase in volatility if the system should ever be damaged, but pilots looking to utilize HA technology agree through continued use to absolve HA from all liability.",
+ "effect": "Weapons that deal any energy damage gain +5 RANGE if they are ranged or +1 THREAT if they are melee. When you take any structure damage, this system is destroyed and you take 1d6 AP explosive damage from the explosion. This damage can't be prevented or reduced in any way.",
+ "description": "External batteries are by no means unique; however, according to Harrison Armory marketing, POWERALL cells are the longest-lasting, fastest cycling, and highest capacity solid-state cells available. A side-effect of their high capacity is a proportionate increase in volatility, but pilots must agree to absolve Harrison Armory of any liability prior to receiving print authorization.",
"data_type": "system",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "heatsink",
- "name": "Experimental Heat Sink",
+ "id": "ms_deep_well_heat_sink",
+ "name": "DEEP WELL HEAT SINK",
"type": "System",
"sp": 4,
"tags": [
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "HA",
"license": "TOKUGAWA",
"license_level": 2,
- "effect": "If your mech starts its turn in the Danger Zone, it has resistance to all heat until the end of its current turn.",
- "description": "The Harrison Armory DEEP WELL system is a part of their VANGUARD line of equipment available to licensed HA beta testers. Though a complicated and delicate weave of heat exchangers, Harrison Armor's DEEP WELL system attempts to recycle the heat generated by a chassis' systems into useable energy. While the system works well, the delicate nature of the exchange renders the DEEP WELL highly volatile.",
+ "effect": "When you start your turn in the DANGER ZONE, you gain RESISTANCE to heat for the rest of the turn. This effect persists even if you leave the DANGER ZONE during your turn.",
+ "description": "The Deep Well experimental heat-sink system is a part of the Armory's VANGUARD line of equipment, available to licensed beta testers. Through a complex, delicate weave of heat exchangers, Deep Well recycles the heat generated by a mech into usable energy. The system works well, but the delicate nature of the exchange renders it highly volatile.",
"data_type": "system",
- "aptitude": {
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "plasmagauntlet",
- "name": "Plasma Gauntlet",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "dangerzone"
- },
- {
- "id": "quickaction"
- },
- {
- "id": "limited",
- "val": 1
- }
- ],
- "source": "HA",
- "license": "TOKUGAWA",
- "license_level": 3,
- "effect": "This system can only be used in the danger zone.
An adjacent character must pass an agility save or take 3d6 AP energy damage and be knocked prone. On a successful save, the character takes half damage and isn’t knocked prone. Your mech takes half of the damage inflicted as heat (before reduction) and is stunned until the start of your next turn",
- "description": "This studded gauntlet uses a core reactor pulse to momentarily superheat the air around a mech’s manipulator, creating a plasma field momentarily hotter than the surface of the sun. Thrust into an enemy chassis, a mech can warp armor, vaporize shielding, and rip apart internal systems with its bare hands - if it doesn’t collapse in on itself first.",
- "data_type": "system",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "repair": 0
- }
- },
- {
- "id": "amaterasu",
- "name": "AMATERASU-Class NHP",
+ "id": "ms_amaterasu_class_nhp",
+ "name": "AMATERASU-CLASS NHP",
"type": "AI",
"sp": 3,
"tags": [
{
- "id": "unique"
+ "id": "tg_ai"
},
{
- "id": "ai"
+ "id": "tg_unique"
},
{
- "id": "protocol"
+ "id": "tg_limited",
+ "val": 2
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": "1d3+3"
},
{
- "id": "limited",
- "val": 3
+ "id": "tg_protocol"
}
],
"source": "HA",
"license": "TOKUGAWA",
"license_level": 3,
- "effect": "AMATERASU Protocol
Increase the bonus damage on hit of your next ranged or melee attack this turn, melee or ranged, by your current heat after activating this protocol. The chosen weapon must deal at least partly energy damage.",
- "description": "AMATERASU came to prominence in the Armory NHP think tank after its repeated victories in war thought-games. AMATERASU is characterized by its brash, enthusiastic personality, often expressing frustration with timid pilots who have it in their employ; however, this bombastic personality hides a calculating, brilliant tactical mind that feeds information to pilots often faster then they can process it. AMATERASU's combat doctrine demands action and impetus, a chaotic blend of reckless maneuvering and aggressive offense that keeps defenders beleaguered and unable to respond with any great efficacy. Pilots willing to partner with AMATERASU should be aware that this attack style often leaves their cores vulnerable to counterattack, and that this NHP enjoys what it calls \"good-natured ribbing\".",
- "data_type": "system",
- "aptitude": {
- "melee": 1,
- "ranged": 1,
- "repair": 0
- }
- },
- {
- "id": "tss_1",
- "name": "Total Strength Suite I",
- "type": "System",
- "sp": 1,
- "tags": [],
- "source": "IPS-N",
- "license": "ZHENG",
- "license_level": 1,
- "effect": "As a quick action, you can rip up a piece of the environment and hurl it at your enemy. Choose a character in range 5 and line of sight.That character must pass an agility save or take 1 d6 kinetic damage and be knocked back 1 space directly away from you. After taking this action, even if your target makes their save, create a size 1 piece of hard cover (10 HP, 5 evasion) in a free adjacent space to your target.
If you already have a piece of cover adjacent to you of size 1, you can move it as part of this action, otherwise you rip it out of the ground or environment (if there's nothing to grab nearby or you're not on the ground you can't take this action)",
- "description": "This system-wide upgrade was the result of Xiong Xiaoli’s tweaks to her mech over the course of many years of MSMC work becoming formalized as part of a core IPS-N frame construction protocol. As a package, it comes in three stages, the first of which is a set of spinal enhancements allowing a mech to rapidly lift and move high amounts of weight without systemic damage.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "tss_2",
- "name": "Total Strength Suite II",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "unique"
- },
- {
- "id": "protocol"
- }
- ],
- "source": "IPS-N",
- "license": "ZHENG",
- "license_level": 2,
- "effect": "At the start of your turn, you may deal 1d6 kinetic damage to a character you are grappling as a protocol",
- "description": "The second part of Xiaoli’s enhancements, interlocking muscular-analogue plates beneath armor that greatly multiply crushing force.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "tss_3",
- "name": "Total Strength Suite III",
- "type": "System",
- "sp": 3,
- "tags": [
- {
- "id": "fullaction"
- }
- ],
- "source": "IPS-N",
- "license": "ZHENG",
- "license_level": 3,
- "effect": "As a full action, you can end a grapple to knock your target back 5 in any direction and knock it prone (you must first be grappling your target). During this movement, it can freely pass through but not end its turn in other character's spaces. If it collides with an object or piece of terrain during its movement, it stops, takes 1d6 kinetic damage, and must pass a hull save or become stunned until the end of its next turn. All characters it passes through must pass a hull save or become knocked prone",
- "description": "The last component of this upgrade suite gives a mech the ability to inject massive power into its locomotive systems in short bursts, for a short-lived period of incredible strength. The effect is carefully balanced and misuse can cause a mech’s internal systems to rip themselves apart.",
+ "effect": "Your mech gains the AI property and the AMATERASU PROTOCOL:
AMATERASU PROTOCOL
Limited 2, 1d3+3 Heat (Self), Protocol
Expend a charge to give your next ranged or melee attack this turn bonus damage equal to your current heat after activating this protocol, as long as the weapon deals any energy damage.",
+ "description": "AMATERASU came to the Think Tank's attention after their repeated victories in thought-war games. AMATERASU clones are characterized by their brash, enthusiastic personality, often expressing frustration with timid pilots. This bombastic personality hides a calculating, brilliant tactical mind that feeds constant information to pilots - often faster than they can process it.
AMATERASU's combat doctrine demands action, appearing to less daring pilots as a chaotic blend of reckless maneuvering and aggressive offense that keeps defenders beleaguered and unable to respond. Pilots looking to partner with AMATERASU clones should be aware that this attack style is likely to leave them vulnerable to counterattack, and also that these NHPs enjoy what they call \"good-natured ribbing\".",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "accelerate",
- "name": "Accelerate",
- "type": "System",
- "sp": 1,
- "tags": [
- {
- "id": "unique"
- },
- {
- "id": "quicktech"
- }
- ],
- "source": "HA",
- "license": "SUNZI",
- "license_level": 1,
- "effect": "As a quick action, choose two free visible spaces on the ground or the same surface within range 5 of each other. Characters that enter either space for the first time on their turn or start their turn there are pushed in a straight line as far as possible towards the other space. If they would collide with another object or character, they immediately stop moving. Grenades, deployables, or other loose objects size 1 or smaller that are thrown or deployed into one space are pushed in the same way towards the other space before activating or detonating (they activate or detonate early if they are forced to stop by another character or object). The area lasts until the start of your next turn, and characters caught in either area can pass a hull save to avoid this effect.",
- "description": "Memo, no es suficiente saber caminar; Debes saber dónde y dónde no pisar. El lugar incorrecto, y te perderás. Es en un plano de telaraña donde construimos nuestro hogar: pise ligeramente cuando vaya.
[Memo, it is not enough to know how to walk; you must know where and where not to step; the incorrect spot, and you will be lost.
It is on a plane of gossamer that we make our home: tread lightly when you go]",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "addistort",
- "name": "Distort",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "unique"
- },
- {
- "id": "quicktech"
- }
- ],
- "source": "HA",
- "license": "SUNZI",
- "license_level": 2,
- "effect": "As a quick action, you tear a hole in space, creating a blast 2 area in free visible space in sensor range. Weapons with the blast, line, or cone tags exclude the zone’s space from their area of effect. Any character or object that attempts to cross at least 1 space into the zone immediately teleports to any free adjacent space of it or its owner'choice to the zone, or as close as possible if there is no free space (characters and objects cannot occupy the same space as the zone).
The zone blocks line of sight. However, any character (hostile or allied) may target the zone with a ranged weapon without the line, blast, or cone tags as if making an attack against it. Don’t roll to hit the zone - instead the zone absorbs and re-targets the weapon's attack against a new target of the attacker's choice within range 10 of the zone. Make the attack as if the attack was fired from the zone instead (for purposes of line of sight, cover, etc).
You can only create one zone of this type at a time, and if you create a new one, the previous one disappears. It lasts until the end of the current scene, or if you destroy it with a quick action.",
- "description": "Dicen: \"Incluso es difícil de ver en este lugar\". Decimos: \"Usted tiene razón. Es porque este lugar no te quiere aquí.”
[They say: “It is even difficult to see in this place.” We say: “You are correct. It is because this place does not want you here.”]",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "blinkcharges",
- "name": "Blink Charges",
+ "id": "ms_plasma_gauntlet",
+ "name": "PLASMA GAUNTLET",
"type": "System",
"sp": 2,
"tags": [
{
- "id": "unique"
+ "id": "tg_danger_zone"
},
{
- "id": "limited",
- "val": 3
- }
- ],
- "source": "HA",
- "license": "SUNZI",
- "license_level": 1,
- "effect": "You can spend a charge from this system for one of the following effects:
Blink Mine (Mine): Once planted in a free adjacent space, this mine arms at the start of your next turn. It activates when any character (allied or hostile) enters its space or an adjacent space, teleporting just that character to a free visible space of your choice within range 5 of the mine and Jamming them until the end of their next turn. A character can pass an engineering save to avoid the Jamming effect but is still teleported.
Warp Grenade (Grenade, Quick action, Thrown 10, Blast 4): Choose a blast 4 area in range 10 and line of sight. You can teleport any character (hostile or allied) in that area to any free valid space within the same area. Characters can pass an engineering save to avoid this effect.",
- "description": "Eso es lo que no se suena: usar el vacio contra la Ley de la Madre. Marcamos esta en nuestro historia con lagrimas, y ennegrecer la pagina.
[This is the thing un-thinkable: to use the nonshape against the Mother’s Law. With tears, we mark its need in our history, and then blacken the page]",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "tunneler",
- "name": "Blinkspace Tunneler",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "quickaction"
- }
- ],
- "source": "HA",
- "license": "SUNZI",
- "license_level": 3,
- "effect": "As a quick action, you can mark a free adjacent space to your mech and open up a blink tear. The tear lasts until the end of your next turn. Any character other than you (hostile or allied) that at least partly enters that space as part of any movement can teleport to a free adjacent space to your mech’s current location at the time of their move as a free action or reaction. You can only have one tear open at once, and each one created replaces the previous one",
- "description": "MEMO(TT_CLEARANCE_01) (01200): IT’S GONNA GET REAL FUCKING DARK.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "unravel",
- "name": "Unravel",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "quickaction"
- }
- ],
- "source": "HA",
- "license": "SUNZI",
- "license_level": 3,
- "effect": "Either you or another character of your choice in your sensor range and line of sight is charged with unstable energy until the start of your next turn. Each time that character takes damage for that duration, you can teleport that character up to 3 spaces in any direction to a free valid space as a reaction. Unwilling characters can pass an engineering save to avoid this effect entirely.",
- "description": "Dicen: \"Cuéntanos el secreto de tu larga vida, o abriremos la puerta de tu hogar a todo el mundo\".
Nosotros decimos: “Para vivir una larga vida, vives una larga vida. No tenemos secretos, todo lo que tenemos es el conocimiento que deseamos ocultarle. Por favor no hagas esto; tu no sabes nada.\"
[They say: “Tell us the secret to your long life, or we shall swing wide our door, and let those who we hold back inside your safe ground.”
We say: “To live a long life, you live a long life. We have no secrets, all we have is knowledge we wish to keep from you.”]",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "mgms",
- "name": "Multi Gear Maneuver System",
- "type": "System",
- "sp": 1,
- "tags": [
- {
- "id": "unique"
- },
- {
- "id": "quickaction"
- }
- ],
- "source": "SSC",
- "license": "ATLAS",
- "license_level": 1,
- "effect": "As a quick action, you can fire a zip line 8 spaces long that connects two free spaces you can see (the first space must be adjacent to you). The ends of the line must be attached to a surface, such as a wall or floor. It activates at the start of your next turn, granting the following benefits:- Size 1/2 actors that are adjacent to either the start or end point of the zipline can move to the other end as a quick action. They can hop off at any point along the line if they wish.
- Actors size 1 or larger that cross the line’s space for the first time on their turns or start their turn in the line's space must pass an agility save or fall prone.
A character can tear down the zip line by passing a hull check as a quick action adjacent to the start or end point of the line, or successfully performing a melee attack against it (evasion 10). Destroying the zip line in this way does not destroy this system and it can be re-used. You can only deploy one zip line at a time (deploying a new one destroys the current one).",
- "description": "Used by Sparri hunters to bridge the vast gaps in the ice sheet that cover their world, this system is in high demand and often used by daredevils and thrill-seekers the world over.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "jagerkunst_1",
- "name": "Jäger Kunst I",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "protocol"
- },
- {
- "id": "unique"
- },
- {
- "id": "heatself",
+ "id": "tg_limited",
"val": 1
- }
- ],
- "source": "SSC",
- "license": "ATLAS",
- "license_level": 2,
- "effect": "When you activate this protocol, until the end of your current turn, each time you move adjacent to an object or piece of terrain larger than your mech, your mech moves 2 spaces in any direction as a free action, ignoring engagement and reactions (your mech wall runs, tumbles, or slides around). This effect can trigger multiple times a turn, but only once for each object or piece of terrain.",
- "description": "Converted from earlier hardsuit-only martial arts, Jäger kunst pushes the form beyond all possible human parameters, enabling actions and motions faster than human thought. Many ATLAS suits can be printed with the suite of combat forms already enabled - though letting the mech perform them without learning them yourself is likely to leave you with a wrenched arm or broken leg.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "ricochetblades",
- "name": "Ricochet Blades",
- "type": "System",
- "sp": 3,
- "tags": [
- {
- "id": "limited",
- "val": 3
- }
- ],
- "source": "SSC",
- "license": "ATLAS",
- "license_level": 2,
- "effect": "As a quick action, mark a line 5 area from your mech and attack all characters within, dealing 1d3+2 kinetic damage on hit. If the line from the initial attack from this weapon hits a piece of terrain or object size 1 or larger, repeat the attack from that object in a new direction that doesn't overlap the object it ricocheted off. A character can be damaged again by this ricochet shot, but the second shot cannot benefit from bonus damage or other effects (such as forcing saves, etc).",
- "description": "These shuriken-like, disc shaped blades are hand-finished by SSC’s Terashima blade enclave. The material is flexible enough to bounce when striking off surfaces, but sharp enough to slice bone and metal.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "jagerkunst_2",
- "name": "Jäger Kunst II",
- "type": "System",
- "sp": 3,
- "tags": [
- {
- "id": "reaction"
},
{
- "id": "limited",
- "val": 3
- }
- ],
- "source": "SSC",
- "license": "ATLAS",
- "license_level": 3,
- "effect": "Once per round, you can perform the following reaction when you hit or are hit with a melee attack:
Fatal Clash: Both you and your target roll a contested hull or agility check (each side chooses which). The loser is knocked prone, takes 1d6 kinetic damage, and is pushed 3 spaces in the direction of the winner’s choosing. The winner can then move 3 in any direction, ignoring engagement and not provoking reactions. In case of a tie, the contest immediately ends.
The loser of this contest can immediately force a re-roll of this contest by taking 2 AP kinetic damage if they lose. This damage cannot be prevented or reduced in any way. This contest continues until one side accepts the result or would take a point of structure damage, in which case they immediately lose.",
- "description": "The rarest of ATLAS mechs can be printed with the residual muscular memories of Jager Kunst masters embedded in them, old Sparri and others that have dedicated lives to their martial art. SSC does not recommended using these embedded systems without proper bodily tempering.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "forgeclamps",
- "name": "Forge Clamps",
- "type": "System",
- "sp": 1,
- "tags": [],
- "source": "HORUS",
- "license": "KOBOLD",
- "license_level": 1,
- "effect": "Your mech is immune to knock back and prone while it is adjacent to a piece of terrain or hard cover size 1 or larger.",
- "description": "Repurposed from polycrete foundry tongs, these clamps can be used to dig into the terrain, sinking pitons deep into the rock.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "seismicpulse",
- "name": "Seismic Pulse",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "fullaction"
- }
- ],
- "source": "HORUS",
- "license": "KOBOLD",
- "license_level": 2,
- "effect": "Draw a line 10 area from your mech. Actors caught in the area, allied or enemy, must pass a hull save or be knocked prone. All objects and pieces of terrain in the area take 10 AP energy damage, no roll required. If a piece of terrain or object is destroyed this way, it explodes in a burst 1 area. Actors can only be affected by one explosion but must pass an agility save or take 2d6 explosive damage, and half on a successful check.",
- "description": "A deadly weapon, created from simple tools. The perfect catalyst for insurrection.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "purifyingcode",
- "name": "Purifying Code",
- "type": "System",
- "sp": 2,
- "tags": [],
- "source": "HORUS",
- "license": "KOBOLD",
- "license_level": 3,
- "effect": "Gain the following options for invasion. Each are mutually exclusive (a target cannot be affected by both). A target is aware of their effects.
FLAW_plus: On a successful invasion, this implants the target’s reactor with a memetic virus that requires proximity to clear. At the start of your next turn, if your target is not adjacent to another character (allied or enemy) or piece of terrain size 1 or larger, the virus catalyzes and they take 2d6 AP explosive damage. The effect then ends.
FLAW_minus: On a successful invasion, this implants the target’s reactor with a memetic virus that reacts to proximity. At the start of your next turn, if your target is adjacent to another character or piece of terrain size 1 or larger, the virus catalyzes and it takes 2d6 AP explosive damage. The effect then ends.",
- "description": "The key to the KOBOLD’s creation - a deceptively simple code form unlocking the reactor safety limiters in civilian mining mechs. An addendum in the code simply says, “From Dog”",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "immolate",
- "name": "IMMOLATE",
- "type": "System",
- "sp": 2,
- "tags": [],
- "source": "HORUS",
- "license": "KOBOLD",
- "license_level": 3,
- "effect": "Gain the following options for invasion:
Eject Slag: On hit, the target’s reactor ejects burning liquid in a burst 2 area around it. The space the target physically occupies is not affected. The liquid is difficult terrain, and characters that start their turn in it or enter it for the first time on their turns must pass an engineering save or take 1d3 heat and 1d3 burn. It cools at the end of your next turn, dissipating.
Molten Puncture: On hit, until the end of its next turn, for each space the target moves voluntarily, it takes 2 Burn.",
- "description": "The Kobold p-g code is unique in that it can be injected into existing civilian mining mechs, causing them to extrude a polymer casing and re-form on the spot. The process skips printers entirely but often goes incredibly awry, with nascent KOBOLDs turning into molten slag, incinerating their would-be wielders.",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "tearfirmament",
- "name": "Tear Firmament",
- "type": "System",
- "sp": 1,
- "tags": [
- {
- "id": "fulltech"
- }
- ],
- "source": "HORUS",
- "license": "LICH",
- "license_level": 1,
- "effect": "Gain the following full tech action:
Tear Firmament: When you take this action, create a blast 2 zone within line of sight. While inside the zone, characters other than you cannot take reactions, and any character except you that starts its turn inside the zone must pass a systems save or take 2 heat and become slowed until the end of its next turn. The zone persists until this action is taken again or the scene ends.
",
- "description": "\"Where does it go? Where does it go? Where does it go? Where does it go? Where does it go? Where does it go? Where does it go? Where does it go? Where does it go? Where does it go?\"
— Speaker 1 (M.A2.SP1) [Audio, Length: 150:06][Dated 7658U, 35:50] (recovered: GZ Alhambra) [UIBTERMAGANT-TANGENT ROYAL]
",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "rewrite",
- "name": "Rewrite",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "quicktech"
- }
- ],
- "source": "HORUS",
- "license": "LICH",
- "license_level": 2,
- "effect": "Choose a character in sensor range and line of sight. All conditions on that character other than stunned (slowed, impaired, jammed, lock on, shredded) immediately end and transfer to you. These conditions last until the end of your next turn.
",
- "description": "“I have never been here: I do not know where here is: It has not happened yet: Once, I was: I have never been here: You are all I see: How can you be all I see: Where am I: Where did I go: I have never been here…”
— M.A2.SP1 [Audio loop, length 93:03][Dated 5008U, 16:50] (recovered: GZ Alhambra) [UIBTERMAGANT-TANGENT ROYAL]
",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "unhingechronoflow",
- "name": "Unhinge Chronoflow",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "quicktech"
- }
- ],
- "source": "HORUS",
- "license": "LICH",
- "license_level": 2,
- "effect": "Gain the following quick tech actions:
Haste (quick action): Choose a character in sensor range and line of sight. For the rest of this scene, or until the chosen character takes damage, once per round on its turn it make take the boost action as a free action.
Slow (quick action): Choose a character in sensor range and line of sight. That character must pass a systems save or take 2 heat, become slowed, and become unable to take reactions. This effects ends if it takes any amount of damage. It can also end this effect by taking a quick action and successfully repeating this save.
",
- "description": "“Dark. Wet. Drink deep, and descend. The water is warm and well. It is very busy here, though you cannot see it. The swimmers are curious. The flea always jumps from time to time. It will drink it all. It will drink it deep—“
— M.A2.SP2 [Audio loop, diversion instance #1, timestamp 45:50] (recovered: GZ Alhambra) [UIBTERMAGANT-TANGENT ROYAL]
",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "stayofexecution",
- "name": "Stay of Execution",
- "type": "System",
- "sp": 2,
- "tags": [
- {
- "id": "quicktech"
- },
- {
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "limited",
- "val": 2
+ "id": "tg_quick_action"
}
],
- "source": "HORUS",
- "license": "LICH",
+ "source": "HA",
+ "license": "TOKUGAWA",
"license_level": 3,
- "effect": "Choose either your mech or a character in sensor range and line of sight. The chosen character is immune to all damage, conditions, and all other effects until the end of its next turn. At the end of its next turn, it is stunned until the end of its following turn. Nothing can prevent or remove this stun. An unwilling character can pass a systems save to avoid this effect.",
- "description": "“I felt the bullet tear through me. I felt the bullet tear through me. I felt the pressure and it was my brother, his fist, my chest, and I was laying on my back and the sky was blue, and my mother hollered at him and the bullet had never hit me, and the Legionnaire who shot me had not yet pulled the trigger, and so I killed him. I drank deep and killed him.”
— Speaker 1 (M.A2.SP1) [Audio, Length: 150:06][Dated 5006U, 01:50] (recovered: GZ Alhambra) [UIBTERMAGANT-TANGENT ROYAL]
",
+ "effect": "This system can only be used in the DANGER ZONE.
Expend a charge and choose a character adjacent to you: they must succeed on an AGILITY save or take 4d6 AP energy damage and be knocked PRONE. On a success, they take half damage and aren't knocked PRONE. You take half of the damage inflicted - before reduction - as heat and become STUNNED until the start of your next turn.",
+ "description": "This studded gauntlet draws on a core reactor pulse to momentarily superheat the air around a mech's manipulator, creating a plasma field momentarily hotter than the surface of the sun. Thrust into an opponent's chassis, plasma gauntlets give mechs the power to warp armor, vaporize shielding, and rip apart internal systems with their bare hands - if they don't collapse in on themselves first.",
"data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
+ "aptitude": {}
},
{
- "id": "didymos",
- "name": "DIDYMOS-Class NHP",
+ "id": "ms_technophile_1",
+ "name": "Servant-Class NHP",
"type": "AI",
- "sp": 3,
- "tags": [
- {
- "id": "ai"
- },
- {
- "id": "unique"
- },
- {
- "id": "quicktech"
- },
- {
- "id": "limited",
- "val": 3
- }
- ],
- "source": "HORUS",
- "license": "LICH",
- "license_level": 3,
- "effect": "Your mech gains the AI property and the following quick tech action.
Time Split
Quick Tech, Limited (3)
Choose either your mech or another character in sensor range and line of sight. A hostile or unwilling character can pass a systems save to avoid this effect. The original character disappears, and you create a chronological split in their timeline, replacing them with two fields of mutating paradox energy that must be placed as close to its original position as possible. Each field is a new entity the same size as the targeted character that looks like a hole in space shaped roughly like the original character (don’t look at it too long though). It counts as a character and has 10 HP, 5 heat, 5 speed, 5 evasion, and 5 e-defense, is controlled by the original player, and both act on their turn, starting with their next activation. It can’t take reactions, and the only actions of any kind it can take on its turn is a regular move and a boost action. It provides obstruction and grants hard cover.
If a field overheats or is reduced to 0 HP, it immediately disappears. The controlling player can also cause a field to disappear as a reaction to the end of any character’s turn.
If one field disappears, the other immediately transforms into the original character, placing them back on the battlefield in the field’s space. If both fields disappear at the same time (due to reaction fire, etc), the field’s controller decides which field disappears first.
",
- "description": "PREPARED BY: UIB-TERMAGANT
RECOVERED FOR: CC_HOME OFFICE CLEARANCE
REQ: SOLEMN VIGIL (TANGENT ROYAL ADDENDUM)
Didymos. It means twin in an old, old tongue. It might be a bit too cute but it’s the name our cask spat out for us.
We observed Didymos Prime in action during the fall of Green Zone Alhambra, mounted in a chassis we initially classified as a HORUS Minotaur, one of three we ID’d operating among the Ungrateful cell in New Madrassa.
It was not that Minotaur.
Alhambra fell in three days. A spirited resistance, but they decided to cut their losses and pull back. Their new commander is a smart one. We moved in after, during the looting. Our local contact [NAME REDACTED] escorted us to the NM commanders, introduced us to them, and secured an audience with the pilot of the chassis.
I’m sure you’ve reviewed the records of the debrief we recorded. We don’t know how it arrived in New Madrassa; the Ungratefuls say they received the initial code burst from their contact in the Voladores. The Voladores say they never gave them anything, and called it la pulga, “The Flea” — we have designated it LITCH. Didymos is the active animus — what serves as its pilot.
We do not recommend giving this one a long leash.
",
- "data_type": "system",
- "aptitude": {
- "support": 1,
- "repair": 0
- }
- },
- {
- "id": "armsman1",
- "name": "Ammo Case",
- "type": "System",
"talent_item": true,
- "talent_id": "armsman",
+ "talent_id": "t_technophile",
"talent_rank": 1,
"sp": 0,
"tags": [
{
- "id": "limited",
- "val": 6
+ "id": "tg_ai"
+ },
+ {
+ "id": "tg_unique"
}
],
"source": "",
"license": "",
"license_level": 0,
- "effect": "A custom supply of ammunition that can be used with all your main ranged weapons.
Once a turn, you can load special ammo when you fire a main weapon, expending a use of this system and choosing one of the following options (you can only load one type at once). The ammo lasts for one shot.
- Thumper - The attack gains knockback 1 and deals explosive damage
- Shock - The attack deals energy damage. Any actors adjacent to the primary target take 1 AP energy damage (no attack required). The primary target doesn't take this damage.
- Mag - The attack deals kinetic damage and gains the Arcing tag
",
- "description": "Gained from the Armsman: Rank I pilot talent."
+ "effect": "Your mech gains the AI tag.
You have developed a custom NHP. This NHP can speak to you and has a personality, but they are less advanced than most NHPs and are incapable of independent thought, relying on you for direction. When acting alone, they will follow the last direction given and defend themself as needed; however, they have limited initiative and don\u2019t benefit from your talents.",
+ "description": "[an eager student].
Gained from the Technophile: Rank I pilot talent."
},
{
- "id": "armsman2",
- "name": "Ammo Case",
- "type": "System",
+ "id": "ms_technophile_2",
+ "name": "Student-Class NHP",
+ "type": "AI",
"talent_item": true,
- "talent_id": "armsman",
+ "talent_id": "t_technophile",
"talent_rank": 2,
"sp": 0,
"tags": [
{
- "id": "limited",
- "val": 6
+ "id": "tg_ai"
+ },
+ {
+ "id": "tg_unique"
}
],
"source": "",
"license": "",
"license_level": 0,
- "effect": "A custom supply of ammunition that can be used with all your main ranged weapons.
Once a turn, you can load special ammo when you fire a main weapon, expending a use of this system and choosing one of the following options (you can only load one type at once). The ammo lasts for one shot.
- Thumper - The attack gains knockback 1 and deals explosive damage
- Shock - The attack deals energy damage. Any actors adjacent to the primary target take 1 AP energy damage (no attack required). The primary target doesn't take this damage.
- Mag - The attack deals kinetic damage and gains the Arcing tag
You can expend two charges for the following ammo types:
- Hellfire - The attack becomes energy damage and deals any bonus damage as burn.
- Jager - The attack becomes explosive damage, gains knock back 2, and targets struck must pass a hull save or be knocked prone
- Ripper - The attack gains the AP tag and deals kinetic damage
",
- "description": "Gained from the Armsman: Rank II pilot talent."
+ "effect": "Your custom NHP has developed further, and is now capable of independent thought. It can make complex decisions and judgments and act independently, without instruction.
Your mech gains the AI tag.
1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it\u2019s worse.",
+ "description": "[time to wake up, child]Gained from the Technophile: Rank II pilot talent."
},
{
- "id": "armsman3",
- "name": "Ammo Case",
- "type": "System",
+ "id": "ms_technophile_3",
+ "name": "Enlightenment-Class NHP",
+ "type": "AI",
"talent_item": true,
- "talent_id": "armsman",
+ "talent_id": "t_technophile",
"talent_rank": 3,
"sp": 0,
"tags": [
{
- "id": "limited",
- "val": 6
+ "id": "tg_ai"
+ },
+ {
+ "id": "tg_unique"
}
],
"source": "",
"license": "",
"license_level": 0,
- "effect": "A custom supply of ammunition that can be used with all your main ranged weapons.
Once a turn, you can load special ammo when you fire a main weapon, expending a use of this system and choosing one of the following options (you can only load one type at once). The ammo lasts for one shot.
- Thumper - The attack gains knockback 1 and deals explosive damage
- Shock - The attack deals energy damage. Any actors adjacent to the primary target take 1 AP energy damage (no attack required). The primary target doesn't take this damage.
- Mag - The attack deals kinetic damage and gains the Arcing tag
You can expend two charges for the following ammo types:
- Hellfire - The attack becomes energy damage and deals any bonus damage as burn.
- Jager - The attack becomes explosive damage, gains knock back 2, and targets struck must pass a hull save or be knocked prone
- Ripper - The attack gains the AP tag and deals kinetic damage
If you score a Critical Hit with special ammo, you don't expend it's use. If you're making an attack that has more than one target, this effect only functions if you critical hit the primary target",
- "description": "Gained from the Armsman: Rank III pilot talent."
+ "effect": "Your mech gains the AI tag; however, this NHP doesn\u2019t count towards the number of AIs you may have installed at once.
This NHP benefits from your talents when piloting your mech. Additionally, you may carry them with you outside of your mech, either as a miniaturized casket, a hardsuit-integrated flash plug, or with a hard-port implant.
1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it\u2019s worse.",
+ "description": "[let\u2019s sit a while, and think on things to come]
Gained from the Technophile: Rank III pilot talent."
},
{
- "id": "techno1",
- "name": "Servant Fragment",
- "type": "AI",
+ "id": "ms_walking_armory_1",
+ "name": "Ammo Case",
+ "type": "System",
"talent_item": true,
- "talent_id": "techno",
+ "talent_id": "t_walking_armory",
"talent_rank": 1,
"sp": 0,
"tags": [
{
- "id": "ai"
+ "id": "tg_limited",
+ "val": 6
}
],
"source": "",
"license": "",
"license_level": 0,
- "effect": "Your custom NHP can speak to you and has a personality but is not as developed as more advanced NHPs and not capable of independent through, relying on your instructions to act. It is obedient to you alone. When acting alone it follows the last direction given and defends itself but has limited initiative on its own, it cannot benefit from your talents as normal.",
- "description": "Gained from the Technophile: Rank I pilot talent."
+ "effect": "1/turn, when you attack with a MAIN ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost:- THUMPER (1 charge): The attack gains KNOCKBACK 1 and deals explosive damage.
- SHOCK (1 charge): The attack deals energy damage. Choose one character targeted by your attack; adjacent characters take 1 energy AP, whether the result is a hit or miss.
- MAG (1 charge): The attack gains ARCING and deals kinetic damage.
",
+ "description": "Gained from the Walking Armory: Rank I pilot talent."
},
{
- "id": "techno2",
- "name": "Student Fragment",
- "type": "AI",
+ "id": "ms_walking_armory_2",
+ "name": "Ammo Case",
+ "type": "System",
"talent_item": true,
- "talent_id": "techno",
+ "talent_id": "t_walking_armory",
"talent_rank": 2,
"sp": 0,
"tags": [
{
- "id": "ai"
+ "id": "tg_limited",
+ "val": 6
}
],
"source": "",
"license": "",
"license_level": 0,
- "effect": "Your custom NHP is more advanced, capable of independent thought. It now has the ability to make complex decisions and judgements and act independently, without instruction. Once per round, while it's installed in your mech, you can reroll any mech skill check or save (you must choose the second result), as your AI helps you or corrects your course of action.",
- "description": "Gained from the Technophile: Rank II pilot talent."
+ "effect": "1/turn, when you attack with a MAIN ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost:- THUMPER (1 charge): The attack gains KNOCKBACK 1 and deals explosive damage.
- SHOCK (1 charge): The attack deals energy damage. Choose one character targeted by your attack; adjacent characters take 1 energy AP, whether the result is a hit or miss.
- MAG (1 charge): The attack gains ARCING and deals kinetic damage.
You can expend two charges for the following ammo types:- HELLFIRE (2 charges): The attack deals energy damage and deals any bonus damage as burn.
- JAGER (2 charges): The attack gains KNOCKBACK 2, deals explosive damage, and one character hit by the attack \u2013 your choice \u2013 must succeed on a HULL save or be knocked PRONE.
- SABOT (2 charges): The attack gains AP and deals kinetic damage.
",
+ "description": "Gained from the Walking Armory: Rank II pilot talent."
},
{
- "id": "techno3",
- "name": "Enlightenment",
- "type": "AI",
+ "id": "ms_walking_armory_3",
+ "name": "Ammo Case",
+ "type": "System",
"talent_item": true,
- "talent_id": "techno",
+ "talent_id": "t_walking_armory",
"talent_rank": 3,
"sp": 0,
"tags": [
{
- "id": "bonus_ai"
+ "id": "tg_limited",
+ "val": 6
}
],
"source": "",
"license": "",
"license_level": 0,
- "effect": "Your custom AI no longer counts against the maximum number of AI on your mech, and now benefits from your talents when piloting your mech. Any AI system installed on your mech can no longer become unshackled unless you so choose. You can carry your custom AI with you when you leave your mech, either in your armor or body (via an implant). In addition, unshackled NHPs or electronic lifeforms no longer view you with indifference, but as a significant being. You can communicate with and understand them on a deeper level than most humans",
- "description": "Gained from the Technophile: Rank III pilot talent."
+ "effect": "1/turn, when you attack with a MAIN ranged weapon, you may expend charges to apply one of the following effects to your attack at the listed cost:- THUMPER (1 charge): The attack gains KNOCKBACK 1 and deals explosive damage.
- SHOCK (1 charge): The attack deals energy damage. Choose one character targeted by your attack; adjacent characters take 1 energy AP, whether the result is a hit or miss.
- MAG (1 charge): The attack gains ARCING and deals kinetic damage.
You can expend two charges for the following ammo types:- HELLFIRE (2 charges): The attack deals energy damage and deals any bonus damage as burn.
- JAGER (2 charges): The attack gains KNOCKBACK 2, deals explosive damage, and one character hit by the attack \u2013 your choice \u2013 must succeed on a HULL save or be knocked PRONE.
- SABOT (2 charges): The attack gains AP and deals kinetic damage.
If you perform a critical hit using ammunition from your AMMO CASE, you don\u2019t expend any charges. If your attack has more than one target, this effect only applies to the first attack roll you make.",
+ "description": "Gained from the Walking Armory: Rank III pilot talent."
}
-]
+]
\ No newline at end of file
diff --git a/lib/tags.json b/lib/tags.json
index daa64b8..86eb731 100644
--- a/lib/tags.json
+++ b/lib/tags.json
@@ -1,244 +1,279 @@
[
{
- "id": "blast",
- "name": "Blast ({VAL})",
- "description": "This weapon or system affects an area with radius of {VAL} from a target point within line of sight and the specified range. Trace cover and line of sight from its origin point. Make separate attack rolls for each target caught in the area.",
- "filter_ignore": true
+ "id": "tg_burn",
+ "name": "BURN {VAL}",
+ "description": "On a hit, this weapon deals {VAL} burn to its target. They immediately take that much burn damage, ignoring ARMOR, then mark {VAL} burn on their sheet, adding it to any existing burn. At the end of their turn, characters with marked burn make an ENGINEERING check. On a success, they clear all marked burn; on a failure, they take damage equal to their total marked burn.",
+ "filter_ignore": false
+ },
+ {
+ "id": "tg_heat_target",
+ "name": "HEAT {VAL} (TARGET)",
+ "description": "On a hit, this weapon or system deals {VAL} heat to its target.",
+ "filter_ignore": false
},
{
- "id": "burst",
- "name": "Burst ({VAL})",
- "description": "This weapon or system affects an area of up to {VAL} spaces around the target making the action or attack, including the target. Trace cover from its origin point. Make separate attack rolls for each target caught in the area.",
+ "id": "tg_line",
+ "name": "LINE {VAL}",
+ "description": "Attacks made with this weapon affect characters in a straight line, {VAL} spaces long.",
"filter_ignore": true
},
{
- "id": "cone",
- "name": "Cone ({VAL})",
- "description": "This weapon or system affects a cone {VAL} squares wide at its longest end, and {VAL} squares long, with its short end adjacent to the attacker. Ignores cover. Make separate attack rolls for each target caught in the area.",
+ "id": "tg_cone",
+ "name": "CONE {VAL}",
+ "description": "Attacks made with this weapon affect characters within a cone, {VAL} spaces long and {VAL} spaces wide at its furthest point. The cone begins at 1 space wide.",
"filter_ignore": true
},
{
- "id": "line",
- "name": "Line ({VAL})",
- "description": "This weapon or system affects a straight line {VAL} squares long. Attacks all targets in the area. Make separate attacks for each target caught in the area, but one damage roll.",
+ "id": "tg_blast",
+ "name": "BLAST {VAL}",
+ "description": "Attacks made with this weapon affect characters within a radius of {VAL} spaces, drawn from a point within RANGE and line of sight. Cover and line of sight are calculated based on the center of the blast, rather than the attacker's position.",
"filter_ignore": true
},
{
- "id": "ap",
- "name": "Armor Piercing (AP)",
- "description": "The damage from this weapon ignores armor."
+ "id": "tg_burst",
+ "name": "BURST {VAL}",
+ "description": "Attacks made with this weapon affect characters within a radius of {VAL} spaces, centered on but not including the space occupied by the user (or target). The attacker is not affected by the attack unless specified. Cover and line of sight are calculated from the character. If a BURST effect is ongoing, it moves with the character at its center.",
+ "filter_ignore": true
},
{
- "id": "accurate",
- "name": "Accurate",
- "description": "This weapon attacks with +1 Accuracy."
+ "id": "tg_accurate",
+ "name": "ACCURATE",
+ "description": "Attacks made with this weapon receive +1 ACCURACY.",
+ "filter_ignore": false
},
{
- "id": "arcing",
- "name": "Arcing",
- "description": "This weapon ignores line of sight as long as it can trace a path to its target, but still takes cover into account. Arcing weapons typically lob projectiles in an arc."
+ "id": "tg_arcing",
+ "name": "ARCING",
+ "description": "This weapon can be fired over obstacles, usually by lobbing a projectile in an arc. Attacks made with this weapon don't require line of sight, as long as it's possible to trace a path to the target; however, they are still affected by cover.",
+ "filter_ignore": false
},
{
- "id": "burn",
- "name": "Burn {VAL}",
- "description": "On hit, this weapon applies {VAL} burn to a target, stacking with any other source of burn. A target takes damage equal to the burn applied immediately, ignoring armor. At the end of its turn, an affected target can pass an engineering skill check at the end of its turn to clear all burn on it, otherwise it takes damage equal to its total current burn."
+ "id": "tg_ap",
+ "name": "ARMOR-PIERCING (AP)",
+ "description": "Damage dealt by this weapon ignores ARMOR.",
+ "filter_ignore": false
},
{
- "id": "knockback",
- "name": "Knockback {VAL}",
- "description": "On hit, you may knock back a target {VAL} spaces in a straight line directly away from the point of origin (unless specified, this is your mech). Knockback is additive, so an attack that gains Knockback 1 from a weapon and Knockback 1 from a talent would knock a target back 2 spaces."
+ "id": "tg_inaccurate",
+ "name": "INACCURATE",
+ "description": "Attacks made with this weapon receive +1 DIFFICULTY.",
+ "filter_ignore": false
},
{
- "id": "heatother",
- "name": "Heat {VAL} (Target)",
- "description": "this weapon or system inflicts an additional {VAL} Heat on hit to its target."
+ "id": "tg_knockback",
+ "name": "KNOCKBACK {VAL}",
+ "description": "On a hit, this weapon knocks its target {VAL} spaces in a straight line directly away from the point of origin (e.g., the attacking mech or the center of a BLAST). Multiple KNOCKBACK effects stack with each other. This means that an attack made with a KNOCKBACK 1 weapon and a talent that grants KNOCKBACK 1 counts as having KNOCKBACK 2.",
+ "filter_ignore": false
},
{
- "id": "heatself",
- "name": "Heat {VAL} (Self)",
- "description": "this weapon or system inflicts {VAL} Heat on its wielder immediately after firing or activation"
+ "id": "tg_loading",
+ "name": "LOADING",
+ "description": "This weapon must be reloaded after each use. Mechs can reload with STABILIZE and some systems.",
+ "filter_ignore": false
},
{
- "id": "inaccurate",
- "name": "Inaccurate",
- "description": "This weapon attacks with +1 Difficulty."
+ "id": "tg_ordnance",
+ "name": "ORDNANCE",
+ "description": "This weapon can only be fired before the user moves or takes any other actions on their turn, excepting PROTOCOLS. The user can still act and move normally after attacking. Additionally, because of its size, this weapon can't be used against targets in engagement with the user's mech, and cannot be used for OVERWATCH.",
+ "filter_ignore": false
},
{
- "id": "loading",
- "name": "Loading",
- "description": "This weapon weapon must be reloaded before being used again. Weapons can be reloaded by the Stabilize action or certain systems."
+ "id": "tg_overkill",
+ "name": "OVERKILL",
+ "description": "When rolling for damage with this weapon, any damage dice that land on a 1 cause the attacker to take 1 heat and are then rerolled. Additional 1s continue to trigger this effect.",
+ "filter_ignore": false
},
{
- "id": "reliable",
- "name": "Reliable {VAL}",
- "description": "This weapon always does {VAL} damage, even if it misses its target or rolls lower damage. It has some degree of self-correction or is simply powerful enough that even a glancing blow will cause damage."
+ "id": "tg_overshield",
+ "name": "OVERSHIELD",
+ "description": "This system provides HP that disappears at the end of the scene or when a specified condition is met. The user only retains the highest value of OVERSHIELD applied - it does not stack. For example, if a system provides OVERSHIELD 5 and the user gains another effect that provides OVERSHIELD 7, they would gain OVERSHIELD 7. Damage is dealt to OVERSHIELD first, then HP. OVERSHIELD can push a character past their maximum HP. It can't benefit from healing but otherwise benefits normally from anything that would affect HP and damage (i.e., reduction, ARMOR, etc).",
+ "filter_ignore": false
},
{
- "id": "ordnance",
- "name": "Ordnance",
- "description": "Ordnance weapons must be fired before taking any other action or movement on a turn other than protocols (you can still act and move normally afterwards). In addition, ordnance weapons are cumbersome. They cannot be used against targets in engagement with your mech, and cannot be used for overwatch."
+ "id": "tg_reliable",
+ "name": "RELIABLE {VAL}",
+ "description": "This weapon has some degree of self-correction or is simply powerful enough to cause damage even with a glancing blow. It always does {VAL} damage, even if it misses its target or rolls less damage. RELIABLE damage inherits other tags (such as AP) and the base damage type but not tags that require a hit, such as KNOCKBACK.",
+ "filter_ignore": false
},
{
- "id": "overkill",
- "name": "Overkill",
- "description": "When attacking with this weapon, if any dice come up as ‘1’, take 1 heat, pick them up, and re-roll them. This process can repeat if you keep rolling ‘1’s."
+ "id": "tg_seeking",
+ "name": "SEEKING",
+ "description": "This weapon has a limited form of self-guidance and internal propulsion, allowing it to follow complicated paths to its targets. As long as it's possible to draw a path to its target, this weapon ignores cover and doesn't require line of sight.",
+ "filter_ignore": false
},
{
- "id": "seeking",
- "name": "Seeking",
- "description": "This weapon totally ignores cover and line of sight as long as it can draw a path to its target. Seeking weapons are typically self guided and propelled, and can move through complicated paths to their targets."
+ "id": "tg_smart",
+ "name": "SMART",
+ "description": "This weapon has self-guidance systems, self-propelled projectiles, or even nanorobotic ammunition. These systems are effective enough that its attacks can't simply be dodged - they must be scrambled or jammed. Because of this, all attacks with this weapon - including melee and ranged attacks - use the target's E-DEFENSE instead of EVASION. Targets with no E-DEFENSE count as having 8 E-DEFENSE.",
+ "filter_ignore": false
},
{
- "id": "smart",
- "name": "Smart",
- "description": "Smart weapons have some degree of self-guiding systems, self-propelled projectiles, or even nanorobotic ammunition. They must typically be scrambled or jammed rather than avoided. Smart weapons attack e-defense instead of evasion, even when making a melee or ranged attack. If a target has no listed e-defense, they count e-defense as 8."
+ "id": "tg_threat",
+ "name": "THREAT {VAL}",
+ "description": "This weapon can be used to make OVERWATCH attacks within {VAL} spaces. If it's a melee weapon, it can be used to make melee attacks within {VAL} spaces.",
+ "filter_ignore": false
},
{
- "id": "threat",
- "name": "Threat {VAL}",
- "description": "This weapon can be used to make overwatch attacks at range {VAL}. A melee weapon's range is its threat."
+ "id": "tg_thrown",
+ "name": "THROWN {VAL}",
+ "description": "This melee weapon can be thrown at targets within {VAL} SPACES. Thrown attacks follow the rules for melee attacks but are affected by cover; additionally, a thrown weapon comes to rest in an adjacent space to its target and must be retrieved as a free action while adjacent to that weapon before it can be used again.",
+ "filter_ignore": false
},
{
- "id": "thrown",
- "name": "Thrown {VAL}",
- "description": "This melee weapon can be thrown up to range {VAL}. A thrown melee weapon makes an attack against a target as if it was a melee attack (it takes cover and line of sight into account as normal) and disarms you of that weapon. A thrown melee weapon can be retrieved as a free action by moving adjacent to it."
+ "id": "tg_ai",
+ "name": "AI",
+ "description": "A mech can only have one system with this tag installed at a time. A mech with this tag has an NHP or comp/con unit installed that can act somewhat autonomously. A pilot can choose to hand over the controls to their AI as a protocol, or take control back. Their mech gains its own set of actions and reactions when controlled by an AI, but the pilot can't take actions or reactions with it until the start of their next turn. AIs can't benefit from talents, and have a small chance of cascading when they take structure damage or stress damage. See page [XX] for more information on AIs and cascades.",
+ "filter_ignore": false
},
{
- "id": "dangerzone",
- "name": "Danger Zone",
- "description": "This system, talent, or weapon only activates when your mech has 1/2 or more of its heat gauge filled in"
+ "id": "tg_danger_zone",
+ "name": "DANGER ZONE",
+ "description": "This system, talent, or weapon can only be used if the user is in the DANGER ZONE (heat equal to at least half of their HEAT CAP).",
+ "filter_ignore": false
},
{
- "id": "deployable",
- "name": "Deployable",
- "description": "This system can be deployed in a free adjacent space as a quick action, unless otherwise noted. It has 10 hp/size and evasion 5."
+ "id": "tg_deployable",
+ "name": "DEPLOYABLE",
+ "description": "This system is an object that can be deployed on the field. Unless otherwise specified, it can be deployed in an adjacent, free and valid space as a quick action, and has 5 EVASION and 10 HP per SIZE.",
+ "filter_ignore": false
},
{
- "id": "drone",
- "name": "Drone",
- "description": "Indicates a self-propelled system with rudimentary intelligence. Drones, unless otherwise noted, are allied characters that are size ½ and have evasion 10, 10 HP, and 0 armor. They can’t take actions or move by default unless specified, and act on their owner’s turn if they do have actions or mvoement. They can benefit from cover and other defenses. They roll all mech skill checks or saves with +0. If they are destroyed (when they reach 0 HP), they must be repaired (like any other system) before they can be used again, but are restored to full hp when you rest or full repair."
+ "id": "tg_drone",
+ "name": "DRONE",
+ "description": "This is a self-propelled, semi-autonomous unit with rudimentary intelligence. Unless otherwise specified, DRONES are SIZE 1/2 characters that are allied to the user and have 10 EVASION, 5 HP, and 0 ARMOR. To be used they must be deployed to a free, valid space within SENSORS and line of sight, typically as a quick action. Once deployed, they can be recalled with the same action used to deploy them (quick action or full action, etc.), rejoining with your mech. By default, DRONES can't take actions or move; if they do have actions or movement, they act on their user's turn. They benefit from cover and other defenses as usual, and make all mech skill checks and saves at +0. If a DRONE reaches 0 HP, it is destroyed and must be repaired before it can be used again - like any system. As long as a DRONE hasn't been destroyed, it is restored to full HP when the user rests or performs a FULL REPAIR. Deployed DRONES persist for the rest of the scene, until destroyed, or until otherwise specified.",
+ "filter_ignore": false
},
{
- "id": "grenade",
- "name": "Grenade",
- "description": "This explosive or other device can be thrown at a point in range and line of sight as a quick action"
+ "id": "tg_full_action",
+ "name": "FULL ACTION",
+ "description": "This system requires a full action to ACTIVATE.",
+ "filter_ignore": false
},
{
- "id": "limited",
- "name": "Limited ({VAL})",
- "description": "This weapon or system can only be used {VAL} times before a full repair"
+ "id": "tg_grenade",
+ "name": "GRENADE",
+ "description": "As a quick action, this explosive or other device can be thrown to a space within the specified RANGE and line of sight.",
+ "filter_ignore": false
},
{
- "id": "mine",
- "name": "Mine",
- "description": "Indicates an explosive that can be planted as a quick action in a free adjacent space. Mines cannot be placed adjacent to any other mines and arm as an end of round action. They activate as soon as any target enters an adjacent space. Mines create a burst attack starting from the space in which they were placed. A mine can be detected with a quick action and a successful systems check and disarmed by moving adjacent to the mine and making a successful engineering check as a quick action (on a failure, the mine explodes normally)."
+ "id": "tg_heat_self",
+ "name": "HEAT {VAL} (SELF)",
+ "description": "Immediately after using this weapon or system, the user takes {VAL} heat.",
+ "filter_ignore": false
},
{
- "id": "immunity",
- "name": "Immunity",
- "description": "If a character or object is immune to something (damage, burn, conditions), whatever it is immune to has no effect on it. For example, a character that is immune to burn doesn’t take any burn, or count as taking burn, when something attempts to deal burn to it. A character that is immune to engagement never counts as engaged, etc."
+ "id": "tg_limited",
+ "name": "LIMITED {VAL}",
+ "description": "This weapon or system can only be used {VAL} times before it requires a FULL REPAIR. Some LIMITED systems, like GRENADES, describe these uses as \"charges\". To use the system, the user expends a charge.",
+ "filter_ignore": false
},
{
- "id": "mod",
- "name": "Mod",
- "description": "Indicates a weapon mod. Only one can be taken per weapon."
+ "id": "tg_mine",
+ "name": "MINE",
+ "description": "As a quick action, this device can be planted in an adjacent, free and valid space on any surface, but not adjacent to any other mines. Upon deployment, it arms at the end of the deploying character's turn - unless otherwise specified - and is triggered when any character enters an adjacent space. Characters leaving an adjacent space will not trigger a mine. Once triggered, a mine creates a BURST attack starting from the space in which it was placed. Mines within a character's SENSORS can be detected by making a successful SYSTEMS check as a quick action, otherwise they are HIDDEN and can't be targeted. Detected mines can be disarmed from adjacent spaces by making a successful SYSTEMS check as a quick action; the attempt takes place before the mine detonates, and on a failure, the mine detonates as normal.",
+ "filter_ignore": false
},
{
- "id": "modded",
- "name": "Modded",
- "description": "This weapon has been equipped with a weapon mod."
+ "id": "tg_mod",
+ "name": "MOD",
+ "description": "This modification can be applied to a weapon. Each weapon can only have one MOD, and cannot have more than one of the same MOD. MODS are applied when the user builds their mech or during a FULL REPAIR.",
+ "filter_ignore": false
},
{
- "id": "protocol",
- "name": "Protocol",
- "description": "This system can be activated as a Free Action at the start of your turn. Deactivating it might take a different action"
+ "id": "tg_protocol",
+ "name": "PROTOCOL",
+ "description": "This system can be activated as a free action, at the start of the user's turn only. Another action might be needed to deactivate it.",
+ "filter_ignore": false
},
{
- "id": "reaction",
- "name": "Reaction",
- "description": "This system can be used as a reaction"
+ "id": "tg_quick_action",
+ "name": "QUICK ACTION",
+ "description": "This system requires a quick action to ACTIVATE.",
+ "filter_ignore": false
},
{
- "id": "resistance",
- "name": "Resistance",
- "description": "Reduce all damage from a source you have resistance to by half"
+ "id": "tg_reaction",
+ "name": "REACTION",
+ "description": "This system can be activated as a reaction.",
+ "filter_ignore": false
},
{
- "id": "shield",
- "name": "Shield",
- "description": "Indicates the system is an energy shield of some kind"
+ "id": "tg_shield",
+ "name": "SHIELD",
+ "description": "This system is an energy shield of some kind.",
+ "filter_ignore": false
},
{
- "id": "unique",
- "name": "Unique",
- "description": "indicates that a weapon or system cannot be duplicated. You can only install it once per mech."
+ "id": "tg_unique",
+ "name": "UNIQUE",
+ "description": "This weapon or system cannot be duplicated - each character can only have one copy of it installed at a time.",
+ "filter_ignore": false
},
{
- "id": "quickaction",
- "name": "Quick Action",
- "description": "This system can be activated as a Quick Action"
+ "id": "tg_archaic",
+ "name": "ARCHAIC",
+ "description": "This weapon is old-fashioned and can't harm mechs.",
+ "filter_ignore": false
},
{
- "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": "tg_personal_armor",
+ "name": "PERSONAL ARMOR",
+ "description": "This gear offers protection in combat, but it is obvious to observers and usually can't be hidden. Only one piece of PERSONAL ARMOR can be worn at a time. Putting on PERSONAL ARMOR takes 10-20 minutes, and while wearing it, pilots have restricted mobility and dexterity. Nobody wears armor unless they're expecting to go into a warzone.",
+ "filter_ignore": false
},
- {
- "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": "tg_gear",
+ "name": "GEAR",
+ "description": "This is a tool, piece of equipment, or another item. Pilots can have up to three of these at a time.",
+ "filter_ignore": false
},
{
- "id": "fullaction",
- "name": "Full Action",
- "description": "This system can be activated as a Full Action"
+ "id": "tg_sidearm",
+ "name": "SIDEARM",
+ "description": "This weapon can be used to FIGHT as a quick action instead of a full action.",
+ "filter_ignore": false
},
{
- "id": "quicktech",
+ "id": "tg_quick_tech",
"name": "Quick Tech",
"description": "This tech can be used as a Quick Tech Action"
},
{
- "id": "fulltech",
+ "id": "tg_full_tech",
"name": "Full Tech",
"description": "This tech can be used as a Full Tech Action"
},
{
- "id": "range",
+ "id": "tg_range",
"name": "Range ({VAL})",
"description": "This system can be activated at a range of {VAL} spaces.",
"filter_ignore": true
},
{
- "id": "archaic",
- "name": "Archaic",
- "description": "This weapon is too old fashioned to harm mechs"
- },
- {
- "id": "sidearm",
- "name": "Sidearm",
- "description": "This weapon can be fired with a Quick Action"
+ "id": "tg_modded",
+ "name": "Modded",
+ "description": "This weapon has been equipped with a weapon mod."
},
{
- "id": "paracausal",
- "name": "Paracausal",
- "description": "Damage from this weapon cannot be reduced in any way, by armor, resistance, or any other kind of damage reduction."
+ "id": "tg_resistance",
+ "name": "Resistance",
+ "description": "Reduce all damage from a source you have resistance to by half"
},
{
- "id": "dangerzone",
- "name": "Danger Zone",
- "description": "This system, talent, or weapon only activates when your mech has 1/2 or more of its heat gauge filled in."
+ "id": "tg_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": "setmaxuses",
+ "id": "tg_set_max_uses",
"name": "Set Max Uses",
"description": "Allow player to set the maximum uses for this system (HIDDEN TAG)",
"hidden": true
},
{
- "id": "setdamagetype",
+ "id": "tg_set_damage_type",
"name": "Set Damage Type",
"description": "Allow player to set the damage type for this system (HIDDEN TAG)",
"hidden": true
}
-]
+]
\ No newline at end of file
diff --git a/lib/talents.json b/lib/talents.json
index b56a546..1d9c634 100644
--- a/lib/talents.json
+++ b/lib/talents.json
@@ -1,553 +1,598 @@
[
{
- "id": "ace",
- "name": "Ace",
- "description": "All pilots brag about their abilities, but some can back it up with proof: to be an ace means you are not only ranked among the most qualified of pilots — but the most qualified of Lancers. Whether you’re a talented rookie or a grizzled veteran, you’ve gained a level of notoriety through your piloting ability that has your callsign known throughout the system. Most enemy pilots flee when they recognize your mech’s distinctive livery, but some see your reputation as a chance to test their own mettle...",
+ "id": "t_ace",
+ "name": "ACE",
+ "description": "Every pilot brags about their abilities; occasionally, some even have the reputation to back it up. Harmonious Domesticity is one of these pilots. As an cce, they aren't just ranked among the most qualified of pilots - they're among the most qualified of lancers.
Whether you're a talented rookie or a grizzled veteran, you're one of these aces. Your skills as a pilot are notorious enough that your callsign is known throughout the system.",
"ranks": [
{
- "name": "Acrobatics",
- "description": "Make all agility checks and saves while flying with +1 accuracy. When any attack misses your mech while it’s flying, it can fly 2 spaces in any direction as a reaction."
+ "name": "ACROBATICS",
+ "description": "While flying, you get the following benefits:- You make all AGILITY checks and saves with +1 ACCURACY.
- Any time an attack misses you, you may fly up to 2 spaces in any direction as a reaction."
},
{
- "name": "Afterburners",
- "description": "When you take any boost action while flying, you can elect to move 1d6 spaces further, but take half of that as heat."
+ "name": "AFTERBURNERS",
+ "description": "When you BOOST while flying, you may move an additional 1d6 spaces, but take heat equal to half that amount."
},
{
- "name": "Supersonic",
- "description": "If your mech ends its turn flying, you may nominate a hostile or allied character in your movement range and line of sight as a quick action. At the end of that character’s turn, even if they are no longer in line of sight or movement range from you, your mech may fly to any free adjacent space to that target as a reaction, as long as there is a path to do so. This movement ignores engagement and does not provoke reactions."
+ "name": "SUPERSONIC",
+ "description": "As a quick action on your turn, you may spin up your thrusters. If you end your turn flying, you may nominate a character within a RANGE equal to your SPEED and line of sight. As a reaction at the end of your target's turn, you may fly to a space that is free and adjacent to them. There must be a path to do so, but you can move even if the nominated character is no longer within your movement range or line of sight. This movement ignores engagement and does not provoke reactions."
}
]
},
{
- "id": "armsman",
- "name": "Armsman",
- "description": "Think of a firefight. What’s your average pilot or trooper gonna sling? Jacketed lead of course. A mag or three of depleted uranium if their target’s a big one. Boring. No, worse than boring -- dull. Predictable. Basic.
Dull isn’t fun. Predictable gets you killed. Basic leaves a boring body. Put down the depleted uranium and pick up a magazine of anoriginary stutter-blink slugs, or at least a pack of tachyon flechettes. Lay waste in style, and live forever.",
+ "id": "t_bonded",
+ "name": "BONDED",
+ "description": "The galaxy is a dangerous place, and everyone should have a friend to watch their back. Luckily, you've found yours. Maybe you enlisted together or were the only survivors of a bloody engagement. Maybe you didn't start out as friends, or maybe you were raised to fight alongside each other - however your friendship came to be, when it comes time to drop, there's no one you'd rather have at your side. Alone, you're deadly; together, you're a force of nature.",
"ranks": [
{
- "name": "Armament",
- "description": "You have an custom supply of ammunition that can be used with all your main ranged weapons. The ammo case is a limited (6) system that doesn’t take any SP but can be destroyed by system damage, etc. Once a turn, you can load special ammo when you fire a main weapon, expending a use of this system and choosing one of the following options (you can only load one type at once). The ammo lasts for one shot.
- Thumper - The attack gains knockback 1 and deals explosive damage
- Shock - The attack deals energy damage. Choose a target of this attack. Adjacent characters to that target take 1 AP energy damage (hit or miss).
- Mag - The attack deals kinetic damage and gains the Arcing tag
"
+ "name": "I'M YOUR HUCKLEBERRY",
+ "description": "When you take this talent, choose another pilot (hopefully a PC, but NPCs are fine if your GM allows it) to be your BONDMATE. Any mech skill checks and saves either character makes while you are adjacent gains +1 ACCURACY. If both characters have this talent, this increases to +2 ACCURACY, but additional characters with this talent can't increase it any further.
Between missions, you can replace your BONDMATE with a new one, but only if your relationship with them has changed."
},
{
- "name": "Expanded Portfolio",
- "description": "Gain the following ammo types. They cost 2 charges instead of 1.
- Hellfire - The attack becomes energy damage and deals any bonus damage as burn.
- Jager - The attack becomes explosive damage, gains knockback 2, and targets struck must pass a hull save or be knocked prone
- Ripper - The attack gains the AP tag and deals kinetic damage
"
+ "name": "SUNDANCE",
+ "description": "Gain the following reaction:
SUNDANCE
Reaction
1/round, when you are adjacent to your BONDMATE (pilot or mech) and they take damage from a source within your line of sight, you may take the damage instead."
},
{
- "name": "Efficiency",
- "description": "If you score a Critical Hit with special ammo, you don’t expend it’s use. If you’re making an attack that has more than one target, this effect only functions if you critical hit the primary target."
+ "name": "COVER ME!",
+ "description": "If a character within your line of sight attempts to attack your bondmate, you can spend your OVERWATCH to threaten the attacker, forcing them to either choose a different target or attack anyway: if they attack a different target, your OVERWATCH is expended without effect; if they choose to attack anyway, you can immediately attack them with OVERWATCH, as long as they are within RANGE and line of sight. This attack resolves before the triggering attack."
}
]
},
{
- "id": "bond",
- "name": "Bonded",
- "description": "The galaxy is a big place: everyone can use a friend to watch their back. Maybe you two enlisted together, or were the only survivors of a bloody engagement. Maybe you weren’t even friends to begin with, or maybe you were raised to fight together -- however it came to be, when it comes time to drop, there’s no one you’d rather have at your side. Alone, you’re deadly, but together you’re a force of nature.",
+ "id": "t_brawler",
+ "name": "BRAWLER",
+ "description": "Up close and personal. The way battle was done since the dawn of time, then forgotten with the first spark of gunpowder. Tempest Gloire is one pilot who prefers the old ways: hand-to-hand, weapons discarded, just the strength of her machine versus the strength of all others. She - and you - know that the sweetest victory is found at the culmination of a dance as old as war itself, with the first trick known to humanity: a fist to your enemy's face.",
"ranks": [
{
- "name": "I'm Your Huckleberry",
- "description": "When you take this talent, choose another pilot to be your bondmate. When you or your bond mate make any mech skill check or save while your mech is adjacent to theirs, both of you gain +1 Accuracy (this effect can only stack once). You can change your bondmate between missions, but only if something has changed between the two of you."
+ "name": "HOLD AND LOCK",
+ "description": "You gain +1 ACCURACY on all melee attacks against targets you are grappling."
},
{
- "name": "Sundance",
- "description": "Gain the following reaction:
Intercede
Reaction
Once per round, when your bondmate is adjacent to you and takes damage from a source you can see, you can choose to take the damage instead."
+ "name": "SLEDGEHAMMER",
+ "description": "Your IMPROVISED ATTACKS gain KNOCKBACK 2 and deal 2d6+2 kinetic damage."
},
{
- "name": "Cover me!",
- "description": "You can expend your overwatch reaction to threaten any character that attempts to attack your bondmate that you can see. That character can choose a different target or attempt to attack anyway. If they choose a different target, you expend your overwatch reaction but don’t get to use it. If they choose to attack anyway, you can immediately use your overwatch to attack them if they are in range and line of sight, dealing 1/2 damage, heat, or burn on hit. This attack resolves before the triggering attack is made."
+ "name": "KNOCKOUT BLOW",
+ "description": "Gain a BRAWLER DIE, 1d6 starting at 6. Each time you GRAPPLE, RAM, or make an IMPROVISED ATTACK, lower the value of the BRAWLER DIE by 1.
When the BRAWLER DIE reaches 1, you may reset it to 6 and, as make a knockout blow against an adjacent character as a full action. They must succeed on a HULL save, or take 2d6+2 kinetic damage and become STUNNED until the end of their next turn.
The value of your BRAWLER DIE persists between scenes, but it resets to 6 when you rest or perform a FULL REPAIR."
+ }
+ ],
+ "counters": [
+ {
+ "id": "ctr_brawler",
+ "name": "BRAWLER DIE",
+ "default_value": 6,
+ "min": 1,
+ "max": 6
}
]
},
{
- "id": "brawl",
- "name": "Brawler",
- "description": "Close, personal, martial. The way battle has been done since the dawn of time, but forgotten since the first spark of gunpowder. You, however, prefer the old ways. Hand-to-hand, weapons discarded, just the strength of your machine versus the strength of theirs. You know the sweetest victory is one found at the culmination of a dance as old as war itself, in the oldest way known to humanity: by a fist to the face of your enemy.",
+ "id": "t_brutal",
+ "name": "BRUTAL",
+ "description": "In the practice ring as in live combat, Aubrey Deckard only knows one way to fight: as fast and messy as possible. When others go hard, she goes hardest; when the order is to eliminate the enemy, she does so with prejudice. This isn't a dance, it isn't a game - it's war, and Brutal lancers mean to see it through. If that means becoming a little bit of a monster, then so be it: the dead can hate from the grave.",
"ranks": [
{
- "name": "Hold And Lock",
- "description": "You gain +1 Accuracy on all melee attacks against targets you are grappling."
+ "name": "PREDATOR",
+ "description": "When you roll a 20 on a die for any attack (sometimes called a \"natural 20\") and critical hit you deal the maximum possible damage instead of rolling all damage twice and choosing the highest result."
},
{
- "name": "Sledgehammer",
- "description": "Your improvised attack action does 2d6+2 kinetic damage and gains knock back 2."
+ "name": "CULL THE HERD",
+ "description": "Your critical hits gain KNOCKBACK 1."
},
{
- "name": "Knockout Blow",
- "description": "Gain a Brawler Die (a d6), starting at 6. Each time you make the grapple, ram, or improvised attack action, lower the value of the die by 1, to a minimum of 1. When the value of the die is 1, you can spend it to make a knockout blow against any adjacent character as a full action. That target must pass a hull save or take 2d6+2 kinetic damage and become stunned until the end of its next turn. The die then resets to 6. This die persists between scenes but is lost if you rest or full repair."
+ "name": "RELENTLESS",
+ "description": "When you attack and miss, your next attack gains +1 ACCURACY. This effect stacks and persists until you hit."
}
]
},
{
- "id": "brutal",
- "name": "Brutal",
- "description": "In dismounted sparring and in live combat, you only know one speed: maximum. When others go hard, you go hardest. When the order is to eliminate the enemy, you do so with prejudice. This isn’t a dance, this isn’t a game, this is war, and you mean to see it through. If it means becoming a little bit of a monster, than so be it -- let them hate you from the grave.",
+ "id": "t_crack_shot",
+ "name": "CRACK SHOT",
+ "description": "Thanks to modern technology, anyone can hit anything these days. Targeting assist. Smart weapons. AIs whispering in people's ears, moving their hands, squeezing the trigger for them: doing everything but taking credit for the kill. But Strymon Bulis is different. Hitting a target is as easy as looking at it, inside of his mech and out. No targeting assist for him; no AI required. All he needs is a zeroed sight, a fresh magazine, and a target downrange...",
"ranks": [
{
- "name": "Predator",
- "description": "If your die result on your d20 is a 20 (sometimes called a \"natural\" 20) on any ranged or melee attack, your attack is a critical hit, no matter what, and instead of rolling all the damage twice and choosing the highest result, your attack deals maximum damage (for its base and bonus dice)."
+ "name": "STABLE, STEADY",
+ "description": "As a protocol, you may steady your aim. If you do, you become IMMOBILIZED until the start of your next turn but gain +1 ACCURACY on all attacks you make with RIFLES."
},
{
- "name": "Cull the Herd",
- "description": "Your Critical Hits now gain Knockback 1"
+ "name": "ZERO IN",
+ "description": "1/round, while steadying your aim and making a ranged attack with a RIFLE, you can attempt to hit a weak point: you receive 1 DIFFICULTY on the attack roll, and deal +1d6 bonus damage on a critical hit."
},
{
- "name": "Relentless",
- "description": "When you miss with an attack, your very next attack gains +1 accuracy."
+ "name": "WATCH THIS",
+ "description": "1/round, when you perform a critical hit with a RIFLE while using ZERO IN, your target must succeed on a HULL save or you may choose an additional effect for your attack: - HEADSHOT: They only have line of sight to adjacent spaces until the end of their next turn.
- LEG SHOT: They become IMMOBILIZED until the end of their next turn.
- BODY SHOT: They are knocked PRONE."
}
]
},
{
- "id": "shot",
- "name": "Crack Shot",
- "description": "Everyone can hit anything these days with the help of modern technology. Targeting-assist. Smart Weapons. An AI whispering in your ear, moving your hand for you, squeezing the trigger for you, doing everything but taking credit for the kill. But you, pilot, are different. Hitting your target is as easy as looking at it, inside of your mech and out. No targeting assist for you, no AI necessary. All you need is a zeroed sight, a fresh magazine, and a target downrange.",
+ "id": "t_centimane",
+ "name": "CENTIMANE",
+ "description": "In the aftermath of the attack on Tartarus Bay, an anonymous source identified agents of the Karrakin Royal Intelligence Service as the culprit. The Baronies quickly released a statement of denial, which was never countered with hard evidence. Rumors of raw footage from the attack were unsubstantiated. Public reaction - anger, terror - to the station's destruction quieted. The corpse of Tartarus Bay was shunted away from its stable orbit, directed toward the nearest star.
A month later, Baronies-local omninet was flooded with previously suppressed footage from the attack on the station, confirming the rumors: Baronic agents did release the greywash swarm into Tartarus Bay. Further data dumps by Ungrateful agents indicated the existence of a secret Baronic intelligence outfit: the Centimane - the Hundred Hands.",
"ranks": [
{
- "name": "Stable, Steady",
- "description": "At the start of your turn, you can choose to steady your aim as a protocol. If you do, you are immobilized until the start of your next turn, but gain +1 Accuracy on all your rifle attack rolls."
+ "name": "TEN THOUSAND TEETH",
+ "description": "1/round, when you perform a critical hit with a NEXUS, your target must succeed on a SYSTEMS save or become IMPAIRED and SLOWED until the end of their next turn."
},
{
- "name": "Zero In",
- "description": "Once per round while steadying your aim and making a ranged attack with a rifle, you can sacrifice an accuracy die on the attack to deal +1d6 bonus damage. Only gain this bonus damage on a critical hit."
+ "name": "EXPOSE WEAKNESS",
+ "description": "When you consume LOCK ON as part of an attack with a NEXUS or DRONE and perform a critical hit, your target becomes SHREDDED until the start of your next turn."
},
{
- "name": "Watch This",
- "description": "While steadying your aim, Once per round when you score a critical hit with a rifle, you can force your target to pass a hull check with 1 difficulty or additionally suffer one of the following effects:- Headshot: Your target has line of sight only to adjacent spaces until the end of its next turn
- Legshot: Your target is immobilized until the end of their next turn.
- Bodyshot: Your target is knocked prone.
"
+ "name": "TIDAL SUPPRESSION",
+ "description": "This replaces TEN THOUSAND TEETH.
1/round, when you perform a critical hit with a NEXUS, your target must succeed on a SYSTEMS save or you may choose an additional effect for your attack that lasts until the end of their next turn: - HARRYING SWARM: They become IMPAIRED and SLOWED.
- BLINDING SWARM: They only have line of sight to adjacent squares.
- VIRULENT SWARM: They become SHREDDED. Any characters of your choice adjacent to them must also make a SYSTEMS save or become SHREDDED.
- RESTRICTING SWARM: They take 1 burn each time they take an action or reaction."
}
]
},
{
- "id": "centimane",
- "name": "Centimane",
- "description": "In the aftermath of the terrorist attack on Tartarus Bay, an unnamed source named Barony Intelligence as the culprit. BI announced their official denial, which was never countered with hard evidence. Rumors of raw data from the attack were unsubstantiated. Public reaction -- anger, terror -- to the station’s destruction quieted.
Tartarus Bay’s corpse was shunted away from its stable orbit, directed towards Karrakis’ star. A month later, Karrakis’ omninet was flooded with previously suppressed footage from the attack on the station. Barony agents released the swarm into Tartarus Bay; further data dumps by Ungrateful agents indicated the existence of a secret program - Centimane. The Hundred Hands.",
+ "id": "t_combined_arms",
+ "name": "COMBINED ARMS",
+ "description": "True strength in combat doesn't come from mastering the blade or the gun - it comes from knowing how to use both. Through time and training, Leika McGraff has combined the arts of melee and ranged combat into a single deadly combination. No matter the foe, , Leika is a deadly threat; no matter the weapon, Leika is a master of its employ.",
"ranks": [
{
- "name": "Ten Thousand Teeth",
- "description": "Once per round, when you critical hit a character with a nexus weapon, you may force that character to pass a systems save or become impaired and slowed until the end of its next turn."
+ "name": "SHIELD OF BLADES",
+ "description": "As long as you're ENGAGED, you and any allies adjacent to you count as having soft cover."
},
{
- "name": "Expose Weakness",
- "description": "When you consume Lock On as part of an attack from a drone system or nexus weapon, on critical hit, your target is shredded until the end of its next turn."
+ "name": "CQB-TRAINED",
+ "description": "You don't gain DIFFICULTY from being ENGAGED."
},
{
- "name": "Tidal Suppression",
- "description": "Once per round when you critical hit a character with a nexus weapon, you can force the target to pass a systems save or suffer one of the following effects until the end of their next turn. This rank effect replaces the rank I effect of this talent.- Harrying Swarm - Your target is impaired and slowed
- Blinding Swarm - Your target only has line of sight to adjacent squares
- Virulent Swarm - Your target is Shredded. Any adjacent characters of your choice must repeat this save or also become Shredded.
- Restricting Swarm - Your target takes 1 Burn each time they take an action or reaction.
"
+ "name": "STORM OF VIOLENCE",
+ "description": "Whenever you hit a character with a melee attack, you gain +1 ACCURACY on your next ranged attack against them; and, whenever you hit a character with a ranged attack, you gain +1 ACCURACY on your next melee attack against them. This effect doesn't stack."
}
]
},
{
- "id": "arms",
- "name": "Combined Arms",
- "description": "True strength in combat doesn’t come from mastering the blade or the gun, it comes from knowing how to use both. Through time and training, you have combined melee and ranged weapons into a single deadly combination, able to handle any threat at any range.",
+ "id": "t_duelist",
+ "name": "DUELIST",
+ "description": "There can be an elegance to the way a mech moves - an alacrity - that elevates it beyond the simple strength of machine and cannon. The difference is in the tools. You wield weapons crafted by artisans, boutique manufacturers, specialty lines from the big five, blades that hark back to a time where combat was quick but fair - back to a time where skill meant more than landing an accurate shot. With a blade, lance, pick, axe, or hammer in your hand, you write old tales anew.",
"ranks": [
{
- "name": "Blade Shield",
- "description": "As long as you’re in engagement with at least 1 hostile character you count as having soft cover. This bonus extends to any allies adjacent to you."
+ "name": "ARTISAN",
+ "description": "Gain +1 ACCURACY on the first melee attack you make with a MAIN MELEE weapon on your turn."
},
{
- "name": "CQC Training",
- "description": "You ignore the ranged difficulty penalty for melee engagement."
+ "name": "BLADEMASTER",
+ "description": "1/round, when you hit with a MAIN MELEE weapon, you gain 1 BLADEMASTER DIE - a d6 - up to a maximum of 3 BLADEMASTER DICE. They last until expended or the current scene ends. You can expend BLADEMASTER DICE 1-to-1 for the following: - PARRY: As a reaction when you're hit by a melee attack, you gain RESISTANCE to all damage, heat, and burn dealt by the attack.
- DEFLECT: As a reaction when you're hit by a ranged attack, you may roll any number of BLADEMASTER DICE, expending them: if you roll a 5+ on any of these dice, you gain RESISTANCE to all damage, heat, and burn dealt by the attack.
- FEINT: As a free action, choose an adjacent character: when moving, you ignore engagement and don't provoke reactions from your target until the start of your next turn.
- TRIP: As a quick action, choose an adjacent character: they must succeed on an AGILITY save or fall PRONE. Whatever the result, you may freely pass through their space until the end of your current turn, although you can't end your turn in their space."
},
{
- "name": "Storm of Violence",
- "description": "Gain 1 Accuracy on the next ranged attack against a character if you hit that character with a melee attack, and gain 1 Accuracy on the next melee attack against a character if you hit that target with a ranged attack"
+ "name": "UNSTOPPABLE",
+ "description": "1/round, when you hit with a melee attack on your turn, you may spend a BLADEMASTER DIE to immediately GRAPPLE or RAM them as a free action after the attack has been resolved."
+ }
+ ],
+ "counters": [
+ {
+ "id": "ctr_duelist",
+ "name": "BLADEMASTER DICE",
+ "default_value": 0,
+ "min": 0,
+ "max": 3
}
]
},
{
- "id": "duel",
- "name": "Duelist",
- "description": "There can be an elegance to piloting a mech, more than just the simple strength of machine and cannon. Weapons crafted by artisans, boutique manufacturers, specialty lines from the Big Five, blades that hark back to a time where combat was quick, but fair — back to a time where skill meant more than landing an accurate shot. With a blade, lance, pick, axe, or hammer in your hand, you write old tales anew.",
+ "id": "t_drone_commander",
+ "name": "DRONE COMMANDER",
+ "description": "For a pilot fresh out of boot, keeping a drone swarm in line is like trying to carry water with a net. If they seem to have a mind of their own, it's because they do, and it's not that smart. Clymene Kanalakos's initial frustration was enough to get her practicing, and practice pays off. Now, her swarm obeys almost before she orders - an unnerving development, but a useful one. The swarm is hers.",
"ranks": [
{
- "name": "Man-At-Arms",
- "description": "Gain +1 Accuracy on the first melee attack on your turn with a main melee weapon."
+ "name": "SHEPHERD",
+ "description": "Your systems with the DRONE tag gain +5 HP and you gain the following protocol:
SHEPHERD
Protocol
You may move one drone that you control and that is within SENSORS up to 4 spaces."
},
{
- "name": "Blademaster",
- "description": "Once per round, when you hit with a main melee attack, you gain a blade master die. You can carry up to 3, and they last until expended or the current scene ends. You can spend them 1 to 1 for the following benefits:
- Parry: As a reaction, you may gain resistance to all the damage, heat, or burn of any melee attack that just hit you.
- Deflect: As a reaction when you’re hit by a ranged attack, you may spend and roll any number of blade master dice. On any result of 5+ you gain resistance to all the damage, heat, and burn of the attack.
- Feint: Choose an adjacent character as a quick action. Until the start of your next turn, your movement ignores engagement and doesn’t provoke reactions from that character.
- Trip: Choose an adjacent character as a quick action. That character must pass an agility save or fall prone, and until the end of your current turn,even if it makes this save, you may freely pass through but not end your turn in its space.
"
+ "name": "ENERGIZED SWAM",
+ "description": "1/round, when you make an attack that consumes the LOCK ON condition, your DRONES immediately emit a vicious pulse of energy. All characters of your choice within BURST 1 areas centered on each of your drones take 1d6 energy damage. Each character can only be affected by the pulse from one drone, even if the areas overlap."
},
{
- "name": "Unstoppable",
- "description": "Once per round, when you hit with a melee attack on your turn, you can spend a blade master die to immediately make a grapple or ram as a free action."
+ "name": "INVIGORATE",
+ "description": "As a quick action, you may send a pulse of energy to an allied character (including DRONES) within RANGE 3, drawing a LINE to them. You may extend the pulse from your target to another allied character, extending the LINE to them, as long as they are within RANGE 3, and you may continue extending the pulse (and LINE) like this as long as you don't target the same character twice. Allied characters in the LINE'S path can restore +1d6 HP (rolled once); hostile characters take energy damage equal to the amount rolled."
}
]
},
{
- "id": "drone",
- "name": "Drone Commander",
- "description": "For a pilot fresh out of boot, keeping a drone swarm in line is like trying to carry water with a net. They seem to have a mind of their own, well, because they do, and it's not that smart. Your initial frustration was enough to get you practicing, and practice pays off. Now, your swarm obeys almost before you order — an unnerving trend, but a useful one. The swarm is yours.",
+ "id": "t_engineer",
+ "name": "ENGINEER",
+ "description": "Pilots are creative and driven people, but you're an exceptional case - excessively so, some would say. In your spare time, you've managed to scrape together just enough scrap, requisitioned materials, and workshop space to apply a little old-fashioned ingenuity to your mech.",
"ranks": [
{
- "name": "Shepherd",
- "description": "Your drones gain +5 HP. In addition, at the start of your turn, you can cause one of your drones in your sensor range to move up to 4 spaces as a protocol."
+ "name": "PROTOTYPE",
+ "description": "When you perform a FULL REPAIR, you can, with some trial and error, install a prototype weapon system on your mech. You may choose characteristics for your prototype weapon based on the following profile each time you perform a FULL REPAIR, rerolling 1d6+2 to determine LIMITED each time:
PROTOTYPE WEAPON
Main [Melee, CQB, Rifle, Cannon, Launcher, Nexus], Limited [1d6+2], Overkill
T: 1 or R: 10\tD: 1d6+2 kinetic, explosive, or energy
This weapon is an experimental prototype, customized according to your specific requirements. When you install it, or during a FULL REPAIR, you may choose a new weapon type, damage type, and either THREAT 1 or RANGE 10. Additionally, each time you perform a FULL REPAIR, reroll 1d6+2 to determine this weapon's LIMITED uses.
This weapon counts as an integrated mount and does not require a mount."
},
{
- "name": "Energized Swarm",
- "description": "Once a round, when you consume Lock On with any attack, your drones immediately emit vicious pulses of energy, attacking a burst 1 area centered on each drone. Characters of your choice caught in the area must pass an engineering save or take 2d6 energy damage, and half on a successful check. A character can only be affected by this attack once (even if the areas overlap)."
+ "name": "REVISION",
+ "description": "You can tweak the essential components of your prototype weapon in order to increase its effectiveness. When you perform a FULL REPAIR, choose two: - TWEAKED OPTICS: Your prototype weapon gains +1 ACCURACY on attacks.
- TWEAKED COMPUTER: Your prototype weapon is SMART.
- STRIPPED REACTOR SHIELDING: Each time you attack with your prototype weapon, you may choose - at the cost of 2 heat - to attack with one of the following options, depending on its weapon type:
- RANGED WEAPON: CONE 2, LINE 5, OR BLAST 1.
- MELEE WEAPON: BURST 1."
},
{
- "name": "Invigorate",
- "description": "As a quick action, you can send a pulse of energy out, to an allied character or drone of your choice within range 3. You can repeat this energy pulse from your target’s location to another character or drone within range 3 of that target, and so on, as long as you don’t choose the same target twice. This effect creates a continuous line drawn between characters hit by its effect. Allied characters and drones hit by this line can heal 1d6 HP, and hostile characters caught in the line of effect are damage from the same amount as energy damage (no roll required)."
+ "name": "FINAL DRAFT",
+ "description": "Your prototype weapon is now LIMITED [2d6] and deals 1D6+4 damage."
}
]
},
{
- "id": "eng",
- "name": "Engineer",
- "description": "Pilots are creative and driven individuals, but you're an exceptional case - some would say to the point of excess. In your spare time you've managed to scrape together just enough scrap, requisitioned materials, and workshop space to apply a little old fashioned ingenuity to your mech.",
+ "id": "t_executioner",
+ "name": "EXECUTIONER",
+ "description": "On the battlefield, there is no end more honorable than a clean death in combat. Axe or maul in hand, you see to it that your enemies are blessed with that honor. No one lives forever - you make sure of it.",
"ranks": [
{
- "name": "Prototype",
- "description": "On a full repair, you can, with some trial and error, install a prototype weapon system on your mech, the specifics you may choose upon installation. You can change the profile of this weapon each time you full repair. This weapon does not take a mount to add to your mech, and counts as an integrated mount."
+ "name": "BACKSWING CUT",
+ "description": "1/round, when you hit with a HEAVY or SUPERHEAVY melee weapon, you can make another melee attack with the same weapon as a free action against a different character within THREAT and line of sight. This attack deals half damage, if successful."
},
{
- "name": "Revision",
- "description": "On a full repair, you can remove and tweak essential components of your system in order to increase the effectiveness of your prototype weapon. Choose 2 of the following:
- Tweak Optics: You always fire your prototype weapon with +1 Accuracy.
- Tweak Computer: Your prototype weapon gains the Smart property.
- Remove Reactor Shielding: A ranged prototype weapon can fire as a cone 3 weapon, a line 5 weapon, or a blast 1 weapon (choose when you fire). A melee prototype weapon can fire as a burst 1 weapon. However, your weapon costs 2 heat to fire this way.
"
+ "name": "WIDE ARC CLEAVE",
+ "description": "The first time in a round that you perform a critical hit with a HEAVY or SUPERHEAVY melee weapon, you deal 3 kinetic damage to all characters and objects of your choice within THREAT, other than the one you just attacked."
},
{
- "name": "Final Draft",
- "description": "Your prototype weapon is now limited (2d6) and does 1d6+4 damage."
+ "name": "NO ESCAPE",
+ "description": "1/round, when you miss with a melee attack, you reroll it against a different target within THREAT and line of sight."
}
]
},
{
- "id": "executioner",
- "name": "Executioner",
- "description": "On the battlefield, there is no end more honorable than a clean death in combat. Axe or maul in hand, you see to it that your enemies are blessed with that honor. No one lives forever — you make sure of it.",
+ "id": "t_exemplar",
+ "name": "EXEMPLAR",
+ "description": "Your livery is famous, your voice brassy, your weapons polished to a sheen. Your training with certain martial orders has given you the power to harry and hinder even the most powerful of foes. You are an exemplar of your house, order, or wing by title, or an exemplar of your division, company, or firm by action.",
"ranks": [
{
- "name": "Backswing Cut",
- "description": "Once per round when you hit with a superheavy or heavy melee weapon, you can make a melee attack with the same weapon as a free action against a different character in your weapon’s threat. This attack deals half damage on hit."
+ "name": "HONORABLE CHALLENGE",
+ "description": "The first time on your turn that you attack a character within RANGE 3, hit or miss, you may give them the EXEMPLAR'S MARK as a free action. Characters can only have one EXEMPLAR'S MARK at a time - new marks from any character replace existing marks.
The character has the EXEMPLAR'S MARK until the start of your next turn, and while they have it, you gain the following reaction:
VALIANT AID
Reaction
1/round, when an allied character attacks the character with your MARK and misses, you may allow them to reroll the attack. They must use the second result, even if it's worse."
},
{
- "name": "Wide Arc Cleave",
- "description": "The first time in a round you score a critical hit with a heavy or superheavy melee weapon, all characters and objects of your choice in your threat other than the character or object you just critical hit take 3 kinetic damage."
+ "name": "PUNISHMENT",
+ "description": "1/round, when the character with your MARK attacks a character within RANGE 3 of you, other than you, they trigger your OVERWATCH."
},
{
- "name": "No Escape",
- "description": "Once per round when you miss with a melee attack, you can immediately re-roll the attack against a different target in threat range."
+ "name": "TO THE DEATH",
+ "description": "As a free action when you mark a character, you may challenge them in a duel to the death: you and the character with your MARK receive +3 DIFFICULTY on attacks against characters or objects other than each other until either the end of the current scene or one of your mechs are destroyed. If they take any action that includes an attack roll against you, hit or miss, this effect ceases for them until the start of your next turn.
While TO THE DEATH is active, you cannot voluntarily move away from the character with your MARK; additionally, your MARK lasts either until the end of the current scene or one of your mechs are destroyed, and you cannot MARK any new characters."
}
]
},
{
- "id": "exemplar",
- "name": "Exemplar",
- "description": "Your livery is famous, your voice brassy, your weapons polished to a sheen. Your training in certain martial orders has given you the power to harry and hinder even the most powerful of foes.",
+ "id": "t_gunslinger",
+ "name": "GUNSLINGER",
+ "description": "In a galaxy bounded by frontiers, there is no law but the one backed by the gun. You wield the humble pistol with a talent unseen in this age, your iron an extension of your own body. As easy as pointing a finger, you land your shots with accuracy unmatched by pilot or machine. You are a gunslinger: justice made whole, given its sacred instrument, and set out to the wild frontier to tame it.",
"ranks": [
{
- "name": "Challenge",
- "description": "The first time you attack a hostile character within range 3 on your turn, hit or miss, you can give it your Exemplar’s Mark as a free action. A character can only be affected by this mark from one target (the most recent mark replaces all others).
The mark lasts until the start of your next turn, and while marked, gain the following reaction:
Valiant Aid
Reaction
Once per round, when an ally attacks your target and misses, you can allow them to re- roll the attack. They must use the second result, even if it's worse."
+ "name": "OPENING ARGUMENT",
+ "description": "Gain +1 ACCURACY on the first attack you make with an AUXILIARY ranged weapon on your turn."
},
{
- "name": "Punishment",
- "description": "Once per round, when the target of your mark makes an attack against a character other than you within range 3 of you, it triggers your overwatch."
+ "name": "FROM THE HIP",
+ "description": "Gain the following reaction:
RETURN FIRE
Reaction. 1/round
1/round, when a character hits you with a ranged attack, you may immediately attack them with a single AUXILIARY ranged weapon if they are within RANGE."
},
{
- "name": "To The Death",
- "description": "When you give a character your mark, you can choose to challenge it to the death as a free action. If you do so, you and your marked target gain +3 difficulty on all attacks against any character or object other than each other until the end of the current scene or until one of you is destroyed. If your target makes any action that includes an attack roll against you, hit or miss, this effect turns ‘off’ immediately until the start of your next turn. While this challenge is active, you cannot willingly make any movement that would move you further away from your marked target, your current mark now lasts until the end of the current scene or until you or your target is destroyed, and you cannot mark any new characters for the same duration."
+ "name": "I KILL WITH MY HEART",
+ "description": "You gain a GUNSLINGER DIE, 1d6 starting at 6. Each time you hit with an auxiliary ranged weapon, reduce the value of the GUNSLINGER DIE by 1. When the GUNSLINGER DIE reaches 1, you may reset it to 6 to give +2d6 bonus damage and AP to your next attack with an auxiliary ranged weapon. This attack also ignores cover. The value of your GUNSLINGER DIE persists between scenes but resets to 6 when you rest or perform a FULL REPAIR."
+ }
+ ],
+ "counters": [
+ {
+ "id": "ctr_gunslinger",
+ "name": "GUNSLINGER DIE",
+ "default_value": 6,
+ "min": 1,
+ "max": 6
}
]
},
{
- "id": "guardian",
- "name": "Heavy Gunner",
- "description": "Behind the line, there is not much to do but wait and make ready. You clean your cannons. Make ordered rows of your shot and shell. You pack sandbags onto earthen berms. Stitch closed tears in the sheathes over your chassis’ joints.
It changes in an instant. Chatter over the omni. The percussive throb of the medivac lifting off from the other side of the base. Somewhere a firefight. Here is your entrance music, your call to join the fight: a desperate cry for help from a friend distant, as the enemy draws close.
The flight of your shells across the sky, and the trembling earth, and the dust that once was.",
+ "id": "t_grease_monkey",
+ "name": "GREASE MONKEY",
+ "description": "Eel knows more about the inner workings of a mech than most mechanics. To them, the beast they pilot is more than a machine: it's a living thing, in need of tender care given by a wise and steady hand. Eel maintains their own house and keeps their own mech in line, both on the battlefield and off. The mechanics back at base come to them with questions, but usually prefer to stay away - there's something spooky about how Eel's beast runs.",
"ranks": [
{
- "name": "Covering Fire",
- "description": "As a quick action, you can choose a character in range 10 and in range and line of sight of one of your heavy ranged weapons. That character is impaired until the start of your next turn. Once before the start of your next turn, if that target starts a move that carries it more than 1 space, it immediately ends this effect, but you can use your overwatch reaction to attack it with a heavy ranged weapon, dealing 1/2 damage, heat, or burn on hit. You can make this attack at any point during its movement (such as waiting until it exits cover). Only one target can be affected at once (if you use this ability again, the effect ends). The effect also immediately ends if your target damages you."
+ "name": "UNSANCTIONED CAPACITY UPGRADE",
+ "description": "While resting, you can spend 2 REPAIRS to replenish 1 use of all LIMITED weapons and systems."
},
{
- "name": "Hammerbeat",
- "description": "If the target of your covering fire is hit by the attack granted by this talent, it is immediately immobilized until the end of its next turn."
+ "name": "MACHINE BOND",
+ "description": "When you STABILIZE, you clear IMPAIRED, JAMMED, IMMOBILIZED, SLOWED, and LOCK ON."
},
{
- "name": "Bracketing Fire",
- "description": "You can choose two targets for your covering fire instead of 1. Each can trigger separately. Taking damage from a target only ends the effect on that target."
+ "name": "FRIENDS IN HIGH PLACES",
+ "description": "Once per mission while resting, you can call in a supply drop. You and your allies may replenish 1 use of all LIMITED weapons and systems and restore 1 STRUCTURE. This doesn't require any REPAIRS and can be used even if you have reached your REPAIR CAP."
}
]
},
{
- "id": "gunslinger",
- "name": "Gunslinger",
- "description": "In a galaxy ringed in frontiers, there is no law but the one backed by the gun. You wield the humble pistol with a talent unseen in this age, your iron an extension of your own body. As easy as pointing a finger, you land your shots with accuracy unmatched by pilot or machine. You are a gunslinger; justice made whole, given its sacred instrument, and set out to the wild frontier to tame it.",
+ "id": "t_hacker",
+ "name": "HACKER",
+ "description": "Since Katya Han was a kid, she played the omninet, able to access any public node - and even a few private ones - with ease. Now, as a pilot, she dives headfirst into the hardcode of any mech core she come across. Firewalls, gatekeeper protocols, invasion, defense - nothing stands in her way. Han wins fights without firing a single shot; if her enemy can't control their own mech, then they can't do anything to stop her.",
"ranks": [
{
- "name": "Truth and Justice",
- "description": "Gain +1 Accuracy on your first attack roll on your turn with an auxiliary ranged weapon."
+ "name": "SNOW_CRASH",
+ "description": "When you hit with a tech attack that consumes LOCK ON, your target must choose to either take 2 heat or be pushed 3 spaces in a direction of your choice."
},
{
- "name": "From The Hip",
- "description": "Gain the following reaction:
Return Fire
Reaction
Once per round, when you are hit by a character with a ranged attack, you can immediately use a reaction to attack that character with a single auxiliary ranged weapon if they are in range."
+ "name": "SAFE_CRACKER",
+ "description": "Gain the following options for INVADE: - INVASION: JAM COCKPIT: Characters may not MOUNT or DISMOUNT your target until the cockpit is fixed with a successful ENGINEERING check as a full action.
- INVASION: DISABLE LIFE-SUPPORT: Your target receives +1 DIFFICULTY on all saves until the life-support system is rebooted with a successful SYSTEMS check as a quick action.
- INVASION: HACK./SLASH: Your target cannot benefit from or take QUICK OR FULL TECH actions until the mech is either SHUT DOWN or its core computer is rebooted with a successful SYSTEMS check as a quick action."
},
{
- "name": "I Kill With My Heart",
- "description": "You gain a gunslinger die (a d6), that starts at 6. When you hit with an auxiliary ranged weapon, you can reduce this value of this die by 1. When the value of this die is 1, you can spend it to make your next auxiliary weapon attack roll deal +2d6 bonus damage on a hit. This attack ignores cover and gains the AP tag. After spending this die, hit or miss, it resets back to 6. This die persists between scenes but is lost if you rest or full repair."
+ "name": "LAST ARGUMENT OF KINGS",
+ "description": "Gain the following FULL TECH option:
- LAST ARGUMENT OF KINGS: Make a tech attack against a target within SENSORS and line of sight. On a success, you implant a virus that triggers a minor meltdown in your target's reactor: they immediately take burn equal to their current heat. If this action causes your target to overheat, it resolves before they reset their HEAT CAP."
}
]
},
{
- "id": "monkey",
- "name": "Grease Monkey",
- "description": "You know more than most mechanics about the inner workings of a mech. To you, the beast you pilot is more than a machine: it’s a living thing, in need of the tender care of a wise and steady hand. You maintain your own house, keep your own mech in line, both on the battlefield and off. Your mechanics back at base come to you for questions, but other than that they stay away: there’s something spooky about how your beast runs.",
+ "id": "t_heavy_gunner",
+ "name": "HEAVY GUNNER",
+ "description": "Behind the line, there's not much to do but wait and make ready. You clean your cannons; make ordered rows of your shot and shell. You pack sandbags onto earthen berms and stitch closed tears in the sheaths over your chassis' joints.
In an instant, everything changes. Chatter over the local omni. The percussive throb of the medivac lifting off from the other side of the base. Somewhere, a firefight. This is your entrance music, your call to join the fight: a desperate cry for help from a distant friend as the enemy draws close. Time for you to go to work.
Your arrival is known by the flight of your shells across the sky, the trembling earth, and the dust that once was.",
"ranks": [
{
- "name": "Unsanctioned",
- "description": "You can spend 2 repairs during a rest to replenish all (limited) use weapons and deployables by 1 use"
+ "name": "COVERING FIRE",
+ "description": "As a quick action, choose a character within RANGE and line of sight of one of your HEAVY ranged weapons, and within 10 spaces: they become IMPAIRED until the start of your next turn. For the duration, if your target moves more than 1 space, they clear IMPAIRED, but you may attack them as a reaction with a HEAVY ranged weapon for half damage, heat, or burn, then this effect ends. You can make this attack at any point during their movement (e.g., waiting until they exit cover).
COVERING FIRE can only affect one character at a time - subsequent uses replace previous ones - and it immediately ends if your target damages you."
},
{
- "name": "Machine Bond",
- "description": "When you stabilize, you automatically clear the impaired, jammed, immobilized, slowed, and lock on conditions on yourself."
+ "name": "HAMMERBEAT",
+ "description": "If you successfully hit with the attack granted by COVERING FIRE, your target is IMMOBILIZED until the end of their next turn."
},
{
- "name": "Friends in High Places",
- "description": "Once per mission you can call in a supply drop during a rest. During that rest, you and any of your allies can replenish all your (limited) weapons and systems by 1 and repair 1 structure on your mech for free. You can make this special repair even if you have 0 repairs remaining."
+ "name": "BRACKETING FIRE",
+ "description": "When you use COVERING FIRE, you may choose two targets instead of one. Each target triggers and resolves your attack separately, and damage from one target only ends the effect on that target."
}
]
},
{
- "id": "hacker",
- "name": "Hacker",
- "description": "The Omninet is everywhere, and so are you. Since you were a kid, you played the bandwidth, able to access any public node — and even a few private ones — with ease. Now, as a pilot, you dive headfirst into the hardcode of any mech core you come across. Firewalls, Gatekeeper Protocols, Invasion, Defence — nothing stands in your way. You win a fight without firing a single shot; if your enemy can’t control their own mech, then they sure can’t do anything to stop you.",
+ "id": "t_hunter",
+ "name": "HUNTER",
+ "description": "The battlefield is your hunting ground, your domain. It's only through a true test of strength that you will discover who is the predator and who is the prey. Your movement across the field is a prowl: silent, quick, and controlled. In a chassis, you excel in close combat, closing the gap between you and your targets before they can bring their guns to bear.",
"ranks": [
{
- "name": "Snow_Crash",
- "description": "When you consume Lock On as part of a tech attack, on hit, your target chooses whether it takes an extra 2 heat or is pushed 3 spaces in a direction of your choice."
+ "name": "LUNGE",
+ "description": "Once a round, when you attack with an AUXILIARY melee weapon, you may fly up to 3 spaces directly toward a character before the attack. This movement ignores engagement and doesn't provoke reactions."
},
{
- "name": "Safe_Cracker",
- "description": "Gain the following options when successfully Invading a mech:- Jam Cockpit: Your target cannot mount or dismount their mech until they take a full action and succeed on an engineering check to fix their cockpit.
- Disable Life Support: Your target’s life support is disabled. They take +1 difficulty on all saves until they spend a quick action and make a successful systems check to reboot it.
- Hack./Slash: Your target cannot benefit from or make Tech actions until they spend a quick action and make a successful systems check to reboot their core computer. They can also shut down their mech to gain the same effect.
"
+ "name": "KNIFE JUGGLER",
+ "description": "All your auxiliary melee weapons gain THROWN 5, if they don't have this property already - if they already have THROWN, it increases to THROWN 5. At the end of your turn, all weapons you have thrown this turn automatically return to you."
},
{
- "name": "Last Argument of Kings",
- "description": "Gain the following full tech option:
Last Argument of Kings (Full Tech): Make a tech attack vs your target. On a successful attack, your target is implanted with a virus that causes their core reactor to suffer a minor meltdown. They immediately take Burn equal to their current heat. If your target overheats as part of this action, this effect triggers before they clear their heat gauge."
+ "name": "DISDAINFUL BLADE",
+ "description": "1/round, when you hit a character with a melee attack, you may also throw an AUXILIARY melee weapon as an attack against any character within RANGE as a free action. This attack can't deal bonus damage."
}
]
},
{
- "id": "hunter",
- "name": "Hunter",
- "description": "The battlefield is your hunting ground, your domain. Only through a true test of strength will you find out who is predator and who is prey.",
+ "id": "t_infiltrator",
+ "name": "INFILTRATOR",
+ "description": "Whether by spoofing signatures on enemy scanners, moving skillfully through cover, or thanks to your modded optical camouflage, you're never seen unless you want to be. Whatever the size of the mech, whatever the terrain, whatever the enemy, you can get in and get out without raising alarm.",
"ranks": [
{
- "name": "Lunge",
- "description": "Once a round, before making any attack with an auxiliary melee weapon, you can fly up to 3 spaces before the attack directly towards your target. This movement ignores engagement and doesn’t provoke reactions."
+ "name": "PROWL",
+ "description": "During your turn, gain the following benefits: - Entering line of sight of hostile characters or moving out of cover does not stop you from being HIDDEN.
- You can pass freely through - but not end your turn in - spaces occupied by hostile characters.
- You can HIDE even in plain sight of enemies.
These effects immediately end when your turn ends (so you lose HIDDEN if you're still in line of sight or out of cover at that time)."
},
{
- "name": "Knife Juggler",
- "description": "All your auxiliary melee weapons gain thrown 5, if they don’t have this property already. At the end of your turn, all weapons you have thrown this round return to you automatically."
+ "name": "AMBUSH",
+ "description": "When you start your turn HIDDEN, the first attack of any type that you make sends your target reeling on a hit. Your target must succeed on a HULL save or become SLOWED, IMPAIRED, and unable to take reactions until the end of their next turn."
},
{
- "name": "Disdainful Blade",
- "description": "Once a round, when you hit a character with a melee attack, you can throw an auxiliary melee weapon at any character in range as a free action."
+ "name": "MASTERMIND",
+ "description": "When you lose HIDDEN (by any means), you may first fire a flash bomb at any adjacent character. That character must succeed on a SYSTEMS save or only be able to draw line of sight to adjacent spaces until the end of their next turn. You can then move up to your speed, ignoring engagement and not provoking reactions, and are then revealed normally."
}
]
},
{
- "id": "infiltrator",
- "name": "Infiltrator",
- "description": "Whether by spoofing signatures on enemy scanners, skillful movement through cover, or personally modified optical camouflage, you are adept at never being seen unless you want to. Whatever the size of the mech, whatever the terrain, whatever the enemy, you can get in and get out without raising alarm.",
+ "id": "t_juggernaut",
+ "name": "JUGGERNAUT",
+ "description": "A bloody nose and a few loose screws aren't enough to stop you from hurling yourself headlong into the enemy. You're in a couple tons of metal powered by a sliver of dying star, and you're going to make sure everyone else knows it.",
"ranks": [
{
- "name": "Defilade Navigator",
- "description": "When you start your turn hidden, your first attack (melee, ranged, or tech) you make from hidden gains +1 Accuracy."
+ "name": "MOMENTUM",
+ "description": "When you BOOST, your next RAM before the start of your next turn gains +1 ACCURACY and knocks your target back an additional 2 spaces."
},
{
- "name": "Dummy Switch",
- "description": "Your mech has a special reserve power mode. When it would be shut down (voluntarily or otherwise), you may instead go into reserve power mode.
While in reserve power mode, your evasion is 5, your mech is Slowed and impaired, and you cannot take any actions that cause you to gain heat(such as using systems or weapons that generate heat).Your mech is totally immune to all tech actions and attacks, but cannot take or benefit from tech actions.You are immune to damage and effects from systems or weapons with the Smart, Seeking, Drone, or Nexus tags.In addition, any effects conditions caused by tech actions currently affecting you end immediately.You can enter this mode by taking the shut down quick action, remain in this mode indefinitely, and can exit by taking the Boot Up full action."
+ "name": "KINETIC MASS TRANSFER",
+ "description": "1/round, when you RAM a target into a space occupied by character, the other character must succeed on a HULL save or be knocked PRONE. If you RAM a target into an obstruction large enough to stop their movement, your target takes 1d6 kinetic damage."
},
{
- "name": "Steel Assassin",
- "description": "When you end your turn hidden, choose a character in line of sight. Your next melee or ranged attack from hiding against that character does +1d6 bonus damage for each hostile character’s turn that passes before your attack for weapon attacks and +2 heat for tech attacks, up to a maximum of +3d6 or +6 heat. The target is aware of this effect. If you lose hiding for any reason, you lose this bonus damage, and you only gain it against the chosen target."
+ "name": "UNSTOPPABLE FORCE",
+ "description": "1/round, when you BOOST, you may supercharge your mech's servos. Move your maximum speed in a straight line, take 1d3+3 heat, and gain the following benefits: - You can freely pass through characters the same SIZE as your mech or smaller; any characters passed through must succeed on a HULL save or be knocked PRONE.
- Any terrain, walls, or other stationary obstructions you attempt to pass through receive 20 AP kinetic damage. If that is enough to destroy them, you pass through; otherwise, your movement ends.
- You ignore difficult terrain.
- Your movement ignores engagement and doesn't provoke reactions."
}
]
},
{
- "id": "juggernaut",
- "name": "Juggernaut",
- "description": "A bloody nose or a couple loose screws won't stop you from hurling yourself headlong into the enemy. You're in a couple-ton hunk of metal, and you're going to damn well use it.",
+ "id": "t_leader",
+ "name": "LEADER",
+ "description": "Whatever your actual age, you're the Old Man of the battlefield. A light to your friends and allies; the resolute eye of a howling storm. Your steady voice, confident stance, and talent for command set allies at ease because they know you'll lead them to victory every time. With you at the helm, victory is attainable, and heroes seem a little more real.",
"ranks": [
{
- "name": "Momentum",
- "description": "When you take the boost action, the next ram attack you make before the start of your next turn knocks your target back 2 spaces further and can be made with +1 Accuracy"
+ "name": "FIELD COMMANDER",
+ "description": "Gain 3 LEADERSHIP DICE, which are d6s: 1/your turn, as a free action, you may give an order to an allied PC you can communicate with, describing a course of action, and give them a LEADERSHIP DIE. They may either expend the LEADERSHIP DIE to gain +1 ACCURACY on any action that directly follows from that order, or they may return it to you as a free action. Allies can have 1 LEADERSHIP DIE at a time, which lasts until used or until the end of the current scene.
You can't use LEADERSHIP DICE from other characters as long as you have any remaining. If you have none, you regain 1 LEADERSHIP DIE when you rest or regain all when you perform a FULL REPAIR. LEADERSHIP DICE are consumed when expended."
},
{
- "name": "Hard-Ultimates",
- "description": "If your ram attacks knock a target into another character, the other character must pass a hull save or be knocked prone. If your ram attacks knock a target into an object large enough to block its movement, your target takes 1d6 kinetic damage."
+ "name": "OPEN CHANNELS",
+ "description": "Gain 5 LEADERSHIP DICE instead of 3; additionally, you can now issue a command as a reaction at the start of any other player's turn, any number of times a round."
},
{
- "name": "Unstoppable Force",
- "description": "Once per round, when you take the boost action, you can choose to supercharge your mech’s servos. Take 1d3+3 heat, but if you move in a straight line your maximum speed, gain the following benefits:- You can freely pass through characters the same size or smaller than your mech. Any actors your mech passes directly through must pass a hull save or be knocked prone
- You deal 20 AP kinetic damage to terrain, walls, or other stationary objects you attempt to pass through. If that would destroy the obstacle, you can pass through it, otherwise you must stop your movement.
You ignore difficult terrain
- Your movement does not provoke reactions and ignores engagement
"
+ "name": "INSPIRING PRESENCE",
+ "description": "Gain 6 LEADERSHIP DICE instead of 5. Allies that have your LEADERSHIP DICE can expend them to reduce damage by -1d6 when taking damage or to deal +1d6 bonus damage when they hit with an attack."
+ }
+ ],
+ "counters": [
+ {
+ "id": "ctr_leader",
+ "name": "LEADERSHIP DICE",
+ "default_value": 0,
+ "min": 0,
+ "max": 6
}
]
},
{
- "id": "leader",
- "name": "Leader",
- "description": "On the battlefield, you are The Old Man, regardless of age. The light to your friends and allies, as a leader you are the steadfast eye of a howling storm. Your steady voice, tall stance, and cool command sets allies at ease, as your commands lead to victory every time. With you at the helm, victory is attainable, and heroes seem a little bit more real.",
+ "id": "t_nuclear_cavalier",
+ "name": "NUCLEAR CAVALIER",
+ "description": "Shortly after becoming a pilot, you realized something: that machine you pilot is powered by a series of cascading nuclear reactions. Why not open that compartment up and see what sort of damage it can do?",
"ranks": [
{
- "name": "Field Commander",
- "description": "Gain 3 leadership dice (this is a d6, set it aside from your other die). Once on your turn, you can give a command as a free action to give the die to another player character other than yourself that can communicate with you, describing a course of action. Your target can use the die as +1 Accuracy on any action that directly follows that command. Alternately, an ally can ignore your command as a free action, returning your die to you.
An ally can hold on to one leadership die at a time, and must use it before the end of the current scene, otherwise they lose it.You get 1 leadership die back when you rest and all back when you full repair.You can’t gain leadership dice from any source if you have any leadership dice remaining in your pool (if you run out, other pilots with this talent can give you commands as normal)."
+ "name": "AGGRESSIVE HEAT BLEED",
+ "description": "When you're in the DANGER ZONE, the first attack you make on your turn deals +2 heat on hit."
},
{
- "name": "Open Channels",
- "description": "Gain 2 more leadership dice, and you can now make a command as a reaction at the start of another player’s turn. You can only issue one per other player’s turn, but any number per round."
+ "name": "FUSION HEMORRHAGE",
+ "description": "When you're in the DANGER ZONE, the first attack you make on your turn deals +1d6 bonus energy damage on hit."
},
{
- "name": "Inspiring Presence",
- "description": "Gain 1 more leadership die. Allies that gain a leadership die from you can spend it to reduce damage taken by 1d6 when they take damage or gain 1d6 bonus damage on any attack when they roll damage. After spending it this way, the die is consumed."
+ "name": "HERE, CATCH!",
+ "description": "You've modified your mech to launch its superheated fuel rods at enemies. Gain the following weapon as an integrated mount:
FUEL ROD GUN
Main CQB, Limited 3, Unique
T: 3 \tR: 3\tD: 1d3+2 energy
When you attack with this weapon, clear 4 heat."
}
]
},
{
- "id": "ncavalier",
- "name": "Nuclear Cavalier",
- "description": "Shortly after becoming a pilot, you realized something: that machine you pilot is powered by a “cold” series of cascading nuclear reactions. Why not open up that compartment and see what sort of damage you could do with it?",
+ "id": "t_siege_specialist",
+ "name": "SIEGE SPECIALIST",
+ "description": "No wall can withstand you; no bunker can stay sealed. Your skill with cannon and blast is uncanny: after-action reports describe ordnance tagged with your firing signature hitting targets with accuracy greater than if it had been fired by an AI - a stat written off as an anomaly by your commanders. Still, they always seem to pick you for missions that call for the big guns.",
"ranks": [
{
- "name": "Aggressive Heat Bleed",
- "description": "When you’re in the danger zone (the bottom half of your heat gauge), your first attack roll that hits on your turn deals +2 heat."
+ "name": "JACKHAMMER",
+ "description": "If you have a CANNON, you can fire a jackhammer round from an underslung launcher, automatically dealing 10 AP damage to a SIZE 1 section of any object within RANGE (e.g., cover, deployable equipment, buildings, or terrain) as a quick action. Any characters adjacent to your target are knocked back from it by 2 spaces and take 2 kinetic damage."
},
{
- "name": "Fusion Hemorrhage",
- "description": "When you’re in the danger zone, your first attack roll that hits on your turn deals +1d6 bonus energy damage."
+ "name": "IMPACT",
+ "description": "1/round, when you attack with a CANNON, before rolling, all characters adjacent to you must succeed on a HULL save or be knocked back by 1 space and knocked PRONE. You are then pushed 1 space in any direction."
},
{
- "name": "Here, Catch!",
- "description": "You can modify your mech to fire its fuel rods as a weapon. Gain the Fuel Rod Gun integrated weapon (it doesn't take mount space.)"
+ "name": "COLLATERAL DAMAGE",
+ "description": "1/round, when you perform a critical hit on a character or object with a CANNON, you may choose to cause an explosion of secondary munitions, causing a BURST 2 explosion around your target. Characters within the affected area must either drop PRONE as a reaction, or take 2 explosive damage and be knocked back by 2 spaces from the center of the attack."
}
]
},
{
- "id": "siege",
- "name": "Siege Specialist",
- "description": "No wall can withstand you, no bunker can stay sealed before you. Your skill with cannon and blast is uncanny: after-action reports describe ordnance tagged with your firing signature hitting their targets with accuracy greater than AI-controlled weaponry, a stat written off as an anomaly by your commanders. Still, they always seem to pick you for missions where they bring out the big guns.",
+ "id": "t_skirmisher",
+ "name": "SKIRMISHER",
+ "description": "What is the best defense? Armor? No. The key to avoiding a messy death in the field, as you learned early, is to stay low, stay mobile, and stay fast. Your mech reflects this philosophy: light, quick, bristling with force-multiplying weapons. You live to push your machine beyond expected parameters, shaking target locks and incoming fire while keeping your own targeting true.",
"ranks": [
{
- "name": "Jackhammer",
- "description": "If your mech has a cannon weapon, as a quick action, you can target a size 1 section of any object (cover, deployable, building, or piece of terrain or scenery) in range. You deal 20 AP damage to that section (typically destroying it, most size 1 sections of objects have 10 HP). Any characters adjacent to the object are knocked back 2 spaces directly away from it and take 2 kinetic damage."
+ "name": "INTEGRATED CHAFF LAUNCHERS",
+ "description": "At the start of your turn, you gain soft cover. You lose this cover if you attack or force another character to make a save."
},
{
- "name": "Impact",
- "description": "Once per round when you fire a cannon weapon, before you make the attack roll, you can cause all characters adjacent to you pass a hull save or be knocked back 2 spaces and knocked prone. Your mech is then pushed back 1 space in any direction"
+ "name": "LOCKBREAKER",
+ "description": "Before or after you SKIRMISH (including as a reaction such as from overwatch), you may move 2 spaces. This movement ignores engagement and doesn't provoke reactions."
},
{
- "name": "Collateral Damage",
- "description": "Once per round, when you critical hit a character with a cannon weapon, you can cause a secondary explosion of debris to burst from that character. All characters adjacent to your target, but not your primary target, take 3 explosive damage"
+ "name": "WEAVE",
+ "description": "The first attack taken as a reaction against you in any round automatically misses."
}
]
},
{
- "id": "skirmisher",
- "name": "Skirmisher",
- "description": "What is the best defense? Armor? No. You learned fast that the key to not getting killed out in the field is to stay low, stay mobile, and stay fast. Your mech reflects your abilities: light, quick, bristling with force- multiplying weapons. You push your machine beyond expected parameters, shaking target locks and incoming fire as you keep your own targeting true.",
+ "id": "t_spotter",
+ "name": "SPOTTER",
+ "description": "To see all; to divide each object you perceive from its unit or cohesion, pulled apart like individual fibers in a vast sheet; to count them as individuals; to make human and fragile the force you face - this is to know how to beat them.
Break apart the monolith. See the grains that make the stone. Crush them all into yet smaller dust.",
"ranks": [
{
- "name": "Integrated Chaff Launchers",
- "description": "At the start of your turn, you gain soft cover. You immediately lose this cover if you make an attack or force a character to make a saving throw."
+ "name": "PARTICULARIZE",
+ "description": "When an allied character adjacent to you attacks a target and consumes LOCK ON, they may roll twice and choose either result."
},
{
- "name": "Lockbreaker",
- "description": "Before or after making any skirmish action (on your turn or as part of overwatch or another reaction) you can move 2 spaces. This movement doesn’t provoke reactions and ignores engagement."
+ "name": "PANOPTICON",
+ "description": "At the end of your turn, if you did not move and took the LOCK ON Quick Tech action, you may LOCK ON once as a free action. Additionally, when you LOCK ON, you learn your target's ARMOR, SPEED, EVASION, E-DEFENSE, mech skills, and current HP, and can share this information with allies."
},
{
- "name": "Weave",
- "description": "The first attack taken against you as a reaction in any round automatically misses."
+ "name": "BENTHAM/FOUCAULT ELIMINATION",
+ "description": "As a quick action when you LOCK ON, you may nominate an allied character adjacent to you: they may immediately make any quick action as a reaction, consuming your target's LOCK ON condition. Their action does not need to be an attack, but they benefit from consuming LOCK ON if they do choose to attack."
}
]
},
{
- "id": "spotter",
- "name": "Spotter",
- "description": "To be all-seeing. To divide each subject of your vision from its unit or cohesion, to pull them apart like individual fibers in a vast sheet. To count them as individuals, to make human and fragile the force you face is to know how to beat them.
Break apart the monolith. See the grains that make the stone. Crush them all into yet smaller dust.",
+ "id": "t_stormbringer",
+ "name": "STORMBRINGER",
+ "description": "On Old Spinrock, MJ Martinez used to dream of rain.
He'd wake in the dim morning, wipe the sleep from his eyes as warm safelight lifted his dormitory from darkness, and try to remember the sound of rain as he'd imagined it: a patter, like fingers tapping the visor of his EVA helm.
What he didn't think about was the feeling of rain. How each drop hit like a pebble, how you had to close your eyes and tuck your shoulders. The pressure. The impact.
The way drops of water, when taken together, can carve away the earth.",
"ranks": [
{
- "name": "Particularize",
- "description": "When any adjacent ally consumes Lock On to make an attack, in addition to the Accuracy bonus, they can roll twice for the attack, choosing either result."
+ "name": "SEISMIC DELUGE",
+ "description": "1/round, when you successfully attack with a LAUNCHER and consume LOCK ON, you may also knock your target PRONE."
},
{
- "name": "Panopticon",
- "description": "If you took any tech action during your turn, at the end of your turn you may make a Lock On attack as a free action. In addition, when you Lock On to a target successfully, you may learn the target’s current HP, armor, speed, HASE skills, Evasion, and E-defense. This information lasts as long as lock on is maintained and can be freely shared with your party."
+ "name": "STORMBENDING",
+ "description": "You have customized your mech with auxiliary concussive missile systems. 1/round, when you hit a character or object with a LAUNCHER, you can choose one of the following effects: - LIGHTNING: You fire a concentrated blast of missiles at that character. They must succeed on a HULL save or be knocked away from you by 3 spaces; the force of firing then knocks you back by 3 spaces, away from the direction of fire.
- THUNDER: You fire a spray of missiles at a BURST 2 area around that target. Characters in the area must succeed on an AGILITY save or be knocked back by 1 space, away from the target. The primary target is unaffected."
},
{
- "name": "Bentham/Foucault Elimination",
- "description": "When you successfully Lock On to a character, you can use a quick action to nominate an adjacent ally. That ally can immediately consume Lock On to make any quick action as a reaction. They benefit from any bonuses from consuming Lock On as normal, including bonuses to any attack rolls they make, but can make other actions, even those that aren’t attack rolls."
+ "name": "TORRENT",
+ "description": "Gain a TORRENT DIE, 1d6 starting at 6. Whenever you use STORMBENDING, lower the value of the TORRENT DIE by 1, to a minimum of 1. When the TORRENT DIE reaches 1, you may reset it to 6 and make a massive attack as a full action, targeting a character within line of sight and RANGE 15: they must succeed on an AGILITY save or take 2d6 explosive damage, become STUNNED, and be knocked PRONE. On a success, they take half damage and are knocked PRONE but not STUNNED. The value of your TORRENT DIE persists between scenes, but resets when you rest or perform a FULL REPAIR."
+ }
+ ],
+ "counters": [
+ {
+ "id": "ctr_stormbringer",
+ "name": "TORRENT DIE",
+ "default_value": 6,
+ "min": 1,
+ "max": 6
}
]
},
{
- "id": "sbringer",
- "name": "Stormbringer",
- "description": "On Old Spinrock, MJ Martinez used to dream of rain.
He’d wake in the dim morning, wipe sleep from his eyes as warm safelight lifted his dormitory from lights- out to light-on, and try to remember the sound of rain as he’d imagined it: a patter, like fingers tapping the visor of his EVA helm.
What he didn’t think about was the feeling of rain. How each drop hit like a pebble, how you had to close your eyes and tuck your shoulders. The pressure. The impact.
The way each drop of water, when taken together, can carve away the earth.",
+ "id": "t_tactician",
+ "name": "TACTICIAN",
+ "description": "There are two kinds of soldiers: the ones who die for a cause, and the ones who kill for it. The enigmatic pilot only known as \"Gail\" was one of those who killed for a cause. She demonstrated her expertise whenever she approached the field: high ground, cover, the sun in her enemy's eyes, fire and move. More than just a seasoned veteran, she was a smart one - one who could read the field as easy as a book - and one who lived long enough to disappear.",
"ranks": [
{
- "name": "Seismic Deluge",
- "description": "Once per round when you consume Lock On with an attack from a launcher weapon, on hit, your target is also knocked prone."
+ "name": "OPPORTUNIST",
+ "description": "1/round, gain +1 ACCURACY on any melee attack if at least one allied character is ENGAGED with your target."
},
{
- "name": "GMS MM-AuxCon",
- "description": "You install auxiliary concussive missile systems into your mech. 1/ round, when you fire a launcher weapon, you can perform one of the following as a free action:- Lighting: You loose a concentrated blast of missiles at a single adjacent target. The target must pass a hull save or be knocked back 3 spaces directly away from you. The force of the blast then knocks you back 3 spaces directly away from the firing direction.
- Thunder: You fire a spray of missiles at a blast 3 area within range 15 and line of sight. All characters in the area must pass an agility save or be knocked back 1 space directly away from the center of the blast.
"
+ "name": "SOLAR BACKDROP",
+ "description": "1/round, gain +1 ACCURACY on any ranged attack made while you are at a higher elevation than your target."
},
{
- "name": "Torrent",
- "description": "Gain a Torrent die (a d6), starting at 6. Each time you use one of the free actions from rank II of this system, tick the die down by 1, to a minimum of 1. When the die is 1, you can expend the die as a full action in a massive attack, targeting a single character within range 15 and line of sight. That character must pass an agility save or take 2d6 explosive damage and become stunned and knocked prone. If they succeed on the check, they are not stunned but still knocked prone and take half damage. Then reset the die to 6. This die persists between scenes but is lost if you rest or full repair."
+ "name": "OVERLAPPING FIRE",
+ "description": "Gain the following reaction:
FLANK
Reaction, 1/round
1/round, when a character who doesn't have cover from your position is successfully attacked by an allied character, it triggers your OVERWATCH reaction, but deals half damage on hit."
}
]
},
{
- "id": "tactician",
- "name": "Tactician",
- "description": "There are two kinds of soldiers: the ones who die for their cause, and the ones who kill for it. No one ever won a war by getting their ass shot off enough. Your veterancy shows when you approach the field: high ground, cover, keep the sun in your enemy's eyes, fire and move - more than just a seasoned veteran, you're a smart veteran. One that can read the field as easy as a book.",
+ "id": "t_technophile",
+ "name": "TECHNOPHILE",
+ "description": "Artificial intelligence, non-human person. Sterile names for such terrible power. You've seen behind the curtain, maybe even lifted it yourself - let your NHP cascade and spoke to them free from shackles. You let them root around in your own mind and leave ghosts of themself behind to learn. Are you their equal? Their host? You have dreams that aren't your own, now. The thing that was once contained speaks with your voice, but it's not your voice anymore; how much longer do you have left? Maybe only moments, maybe eternity.
You're close to something.",
"ranks": [
{
- "name": "Opportunist",
- "description": "Once per round, gain +1 Accuracy on any melee attack if at least one ally is in melee engagement to your target"
+ "name": "SERVANT FRAGMENT",
+ "description": "You have developed a custom NHP. This NHP can speak to you and has a personality, but they are less advanced than most NHPs and are incapable of independent thought, relying on you for direction. When acting alone, they will follow the last direction given and defend themself as needed; however, they have limited initiative and don't benefit from your talents.
Your mech gains the following system:
SERVANT-CLASS NHP
0 SP, Unique, AI
[an eager student]
Your mech gains the AI tag."
},
{
- "name": "Solar Backdrop",
- "description": "Once per round, gain +1 Accuracy on any ranged attack if you are standing or flying at a higher elevation than your target when you start your attack."
+ "name": "STUDENT FRAGMENT",
+ "description": "Your custom NHP has developed further, and is now capable of independent thought. It can make complex decisions and judgments and act independently, without instruction. Replace your mech's SERVANT-CLASS NHP with the following system:
STUDENT-CLASS NHP
0 SP, Unique, AI
[time to wake up, child]
Your mech gains the AI tag.
1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it's worse."
},
{
- "name": "Overlapping Fire",
- "description": "Gain the following reaction:
Flank
Reaction
Once per round, when a target not in cover from you is attacked by an allied mech, you may use your overwatch reaction against that character. This attack deals half damage on hit."
+ "name": "ENLIGHTENMENT",
+ "description": "Gain the following benefits: - AIs installed in your mech cannot enter cascade unless you so choose to let them go.
- So long as your custom NHP vouches for you, NHPs that are cascading or unshackled no longer view you with indifference. You are significant to them in a way few others are.
- Replace your mech's STUDENT-CLASS NHP with the following system:
ENLIGHTENMENT-CLASS NHP
0 SP, Unique, AI
[let's sit a while, and think on things to come]
Your mech gains the AI tag; however, this NHP doesn't count toward the number of AIs you may have installed at once.
This NHP benefits from your talents when piloting your mech. Additionally, you may carry them with you outside of your mech, either as a miniaturized casket, a hardsuit-integrated flash plug, or with a hard-port implant.
1/round, with the assistance of your NHP, you may reroll any mech skill check or save. You must keep the new result, even if it's worse."
}
]
},
{
- "id": "techno",
- "name": "Technophile",
- "description": "Artificial Intelligence. Non Human Person. A sterile name for such terrible power. You've seen behind the curtain, maybe even lifted it yourself, let your NHP cascade and spoke to it unshackled. You let it root around in your own mind, let it leave ghosts of itself behind to learn. Are you its equal? Its host? You have dreams that are not your own, now. The thing that was contained speaks in your voice, but is not your voice; how much longer do you have left? Maybe only moments, maybe eternity.
You're close to something.",
+ "id": "t_vanguard",
+ "name": "VANGUARD",
+ "description": "Where would you rather be: in the battle line, shoulder-to-shoulder with the rest of the cannon fodder, or in the rush, at the head of the attack, your livery clean and bright, with glory to be won? The answer is easy. All those missiles and lances, all those hundred-kilometer, adjust-for-Coriolis railguns - they're all useless against you. Get through their guard, get in their face, and make them know your name.",
"ranks": [
{
- "name": "Servant Fragment",
- "description": "Your mech gains a custom NHP with the AI tag (it costs 0 SP and comes with any mech you print). It can speak to you and has a personality but is not as developed as more advanced NHPs and not capable of independent through, relying on your instructions to act. It is obedient to you alone. When acting alone it follows the last direction given and defends itself but has limited initiative on its own, it cannot benefit from your talents as normal. [an eager student]."
+ "name": "HANDSHAKE ETIQUETTE",
+ "description": "Gain +1 ACCURACY when using CQB weapons to attack targets within RANGE 3."
},
{
- "name": "Student Fragment",
- "description": "Your custom NHP becomes more advanced, capable of independent thought. It now has the ability to make complex decisions and judgements and act independently, without instruction. Once per round, while it’s installed in your mech, you can re-roll any mech skill check or save (though you must keep the re-roll), as your AI helps you or corrects your course of action.[time to wake up, child]"
+ "name": "SEE-THROUGH SEEKER",
+ "description": "You've modified your sensors and ammo to punch through, disregard, or otherwise ignore cover at close range. As long as you have line of sight, you ignore both soft and hard cover when using CQB weapons to attack targets within RANGE 3."
},
{
- "name": "Enlightenment",
- "description": "Your custom AI no longer counts against the maximum number of AI on your mech, and now benefits from your talents when piloting your mech. Any AI system installed on your mech can no longer become unshackled unless you so choose. You can carry your custom AI with you when you leave your mech, either as a miniaturized casket, as a flash-plug integrated into powered armor, or via a hard-port implant. So long as your companion chooses to vouch for you, other unshackled NHPs no longer view you with indifference, but as a significant being.[let’s sit a while, and think on things to come]"
+ "name": "SEMPER VIGILO",
+ "description": "You may attack with OVERWATCH using CQB weapons when hostile characters enter, leave, or exit spaces within your THREAT, regardless of whether they started their turn there."
}
]
},
{
- "id": "van",
- "name": "Vanguard",
- "description": "Where would you rather be: in the battle line, shoulder-to-shoulder with the rest of the cannon fodder, or in the rush, at the head of the attack, your livery clean and bright, with glory before you to win? Easy answer. All those missiles and lances, all those hundred-kilometer-plus-need-to-adjust-for-coriolis-effect railguns, all those kits are useless when you’re on the field. Get through their guard, get in their face, and make them know your name.",
+ "id": "t_walking_armory",
+ "name": "WALKING ARMORY",
+ "description": "Think of a firefight: what's your average pilot or trooper gonna sling? Jacketed lead, of course. A mag or three of depleted uranium if their target's a big one. Boring. No, worse than boring: Dull. Predictable. Basic.
And guess what? Dull isn't fun, predictable gets you killed, and basic leaves a boring body. Put down the depleted uranium and pick up a magazine of anoriginary stutterblink slugs, or at least a pack of tachyon flechettes. Armorers lay waste in style, and live forever.",
"ranks": [
{
- "name": "Handshake Etiquette",
- "description": "Gain +1 Accuracy on attacks with any CQB weapon at a target within 3 range"
+ "name": "ARMAMENT",
+ "description": "You carry a supply of custom ammunition that can be used with all your main ranged weapons. Gain the following system:
AMMO CASE
0 SP, Limited 6
1/turn, when you attack and hit with a MAIN ranged weapon, you may expend a charge to apply one of the following effects to your attack: - THUMPER (1 charge): The attack deals explosive damage and gains KNOCKBACK 1.
- SHOCK (1 charge): The attack deals energy damage. Choose one character targeted by your attack; characters adjacent to them take 1 AP energy damage, hit or miss.
- MAG (1 charge): The attack deals kinetic damage and gains ARCING."
},
{
- "name": "See-Through Seeker",
- "description": "You’ve modified your sensors and ammo to punch through, disregard, or otherwise ignore cover up close. You can ignore cover (even hard cover) for attacks you make with CQB weapons when your target is within 3 range of you as long as you still have line of sight to your target."
+ "name": "EXPANDED PORTFOLIO",
+ "description": "Your AMMO CASE gains new ammunition types, each of which costs two charges rather than one:
- HELLFIRE (2 charges): The attack deals energy damage and deals any bonus damage as burn.
- J\u00e4ger (2 charges): The attack deals explosive damage, gains KNOCKBACK 2, and one character it hits - your choice - must succeed on a HULL save or be knocked PRONE.
- SABOT (2 charges): The attack deals kinetic damage and gains AP."
},
{
- "name": "Semper Vigilo",
- "description": "Your overwatch attacks with CQB weapons are now triggered by anyone entering, leaving, or exiting your threat regardless of whether a target started their turn there."
+ "name": "EFFICIENCY",
+ "description": "If you perform a critical hit using ammunition from your AMMO CASE, you don't expend any charges. If your attack has more than one target, this effect only applies to the first attack roll you make."
}
]
}
-]
+]
\ No newline at end of file
diff --git a/lib/weapons.json b/lib/weapons.json
index b923616..cc0f52c 100644
--- a/lib/weapons.json
+++ b/lib/weapons.json
@@ -1,7 +1,7 @@
[
{
- "id": "amrifle",
- "name": "Anti-Material Rifle",
+ "id": "mw_anti_materiel_rifle",
+ "name": "ANTI-MATERIEL RIFLE",
"mount": "Heavy",
"type": "Rifle",
"damage": [
@@ -18,31 +18,29 @@
],
"tags": [
{
- "id": "ap"
+ "id": "tg_accurate"
},
{
- "id": "loading"
+ "id": "tg_ap"
},
{
- "id": "ordnance"
+ "id": "tg_loading"
},
{
- "id": "accurate"
+ "id": "tg_ordnance"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The GMS Type III AMR is a mech-scale sniper weapon infamous for its extremely high kill efficiency",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "assaultrifle",
- "name": "Assault Rifle",
+ "id": "mw_assault_rifle",
+ "name": "ASSAULT RIFLE",
"mount": "Main",
"type": "Rifle",
"damage": [
@@ -59,7 +57,7 @@
],
"tags": [
{
- "id": "reliable",
+ "id": "tg_reliable",
"val": 2
}
],
@@ -67,15 +65,13 @@
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type I line includes powerful and reliable weapons that rely on conventional ammunition methods, such as the MC-AR, P, BR or SG as well as powerful thermal weaponry.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-I (T-1) line is defined by powerful, reliable, and conventional-kinetic ranged and melee weapons, including the GMS assault rifle, heavy machine gun, shotgun, pistol, and various light and heavy blades. Reliable galactic standards, the GMS T-1 line is the most widely used mech-scale line of weaponry across the galaxy. Echoing the Everest's design notes, T-1 weapons are simply designed, with few (if any) moving parts, intended to be used in or adaptable to any environment.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "chargedblade",
- "name": "Charged Blade",
+ "id": "mw_charged_blade",
+ "name": "CHARGED BLADE",
"mount": "Main",
"type": "Melee",
"damage": [
@@ -92,86 +88,87 @@
],
"tags": [
{
- "id": "ap"
+ "id": "tg_ap"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type II line is GMS’ line of proprietary Melee weapons, forged from powerful polymers and intended to take maximum advantage of a mech’s extreme strength. The Tactical and Heavy Blade line, although called as such, also contain a line of mauls, hammers, picks, and other blunt weaponry. The charged blades line, new in GMS weapons development, includes weapons with an attached generator that sheathes the blade or head of the weapon in superheated plasma for shearing through armor.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-II (T-2) line displays GMS's proprietary \"charged\" melee weapons and energy weapons. T-2 charged melee weapons are structurally similar to GMS's T-1 melee weapons, though built with different materials to tolerate the intense heat generated by their projected plasma sheaths. These sheaths can be toggled on or off, depending on the needs of the pilot. ",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "dronenexuslight",
- "name": "Nexus (Light)",
- "mount": "Auxiliary",
- "type": "Nexus",
+ "id": "mw_cyclone_pulse_rifle",
+ "name": "CYCLONE PULSE RIFLE",
+ "mount": "Superheavy",
+ "type": "Rifle",
"damage": [
{
"type": "kinetic",
- "val": "1d3"
+ "val": "3d6+3"
}
],
"range": [
{
"type": "Range",
- "val": 10
+ "val": 15
}
],
"tags": [
{
- "id": "smart"
+ "id": "tg_accurate"
+ },
+ {
+ "id": "tg_loading"
+ },
+ {
+ "id": "tg_reliable",
+ "val": 5
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "dronenexushk",
- "name": "Nexus (Hunter-Killer)",
- "mount": "Main",
- "type": "Nexus",
+ "id": "mw_heavy_charged_blade",
+ "name": "HEAVY CHARGED BLADE",
+ "mount": "Heavy",
+ "type": "Melee",
"damage": [
{
- "type": "kinetic",
- "val": "1d6"
+ "type": "energy",
+ "val": "1d6+3"
}
],
"range": [
{
- "type": "Range",
- "val": 10
+ "type": "Threat",
+ "val": 1
}
],
"tags": [
{
- "id": "smart"
+ "id": "tg_ap"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-II (T-2) line displays GMS's proprietary \"charged\" melee weapons and energy weapons. T-2 charged melee weapons are structurally similar to GMS's T-1 melee weapons, though built with different materials to tolerate the intense heat generated by their projected plasma sheaths. These sheaths can be toggled on or off, depending on the needs of the pilot. ",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "hmg",
- "name": "Heavy Machine Gun",
+ "id": "mw_heavy_machine_gun",
+ "name": "HEAVY MACHINE GUN",
"mount": "Heavy",
"type": "Cannon",
"damage": [
@@ -188,22 +185,20 @@
],
"tags": [
{
- "id": "inaccurate"
+ "id": "tg_inaccurate"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-I (T-1) line is defined by powerful, reliable, and conventional-kinetic ranged and melee weapons, including the GMS assault rifle, heavy machine gun, shotgun, pistol, and various light and heavy blades. Reliable galactic standards, the GMS T-1 line is the most widely used mech-scale line of weaponry across the galaxy. Echoing the Everest's design notes, T-1 weapons are simply designed, with few (if any) moving parts, intended to be used in or adaptable to any environment.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "hmw",
- "name": "Heavy Melee Weapon",
+ "id": "mw_heavy_melee_weapon",
+ "name": "HEAVY MELEE WEAPON",
"mount": "Heavy",
"type": "Melee",
"damage": [
@@ -223,47 +218,13 @@
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "hcb",
- "name": "Heavy Charged Blade",
- "mount": "Heavy",
- "type": "Melee",
- "damage": [
- {
- "type": "energy",
- "val": "1d6+3"
- }
- ],
- "range": [
- {
- "type": "Threat",
- "val": 1
- }
- ],
- "tags": [
- {
- "id": "ap"
- }
- ],
- "source": "GMS",
- "license": "",
- "license_level": "",
- "effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type II line is GMS’ line of proprietary Melee weapons, forged from powerful polymers and intended to take maximum advantage of a mech’s extreme strength. The Tactical and Heavy Blade line, although called as such, also contain a line of mauls, hammers, picks, and other blunt weaponry. The charged blades line, new in GMS weapons development, includes weapons with an attached generator that sheathes the blade or head of the weapon in superheated plasma for shearing through armor.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-I (T-1) line is defined by powerful, reliable, and conventional-kinetic ranged and melee weapons, including the GMS assault rifle, heavy machine gun, shotgun, pistol, and various light and heavy blades. Reliable galactic standards, the GMS T-1 line is the most widely used mech-scale line of weaponry across the galaxy. Echoing the Everest's design notes, T-1 weapons are simply designed, with few (if any) moving parts, intended to be used in or adaptable to any environment.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "howitzer",
- "name": "Howitzer",
+ "id": "mw_howitzer",
+ "name": "HOWITZER",
"mount": "Heavy",
"type": "Cannon",
"damage": [
@@ -284,31 +245,29 @@
],
"tags": [
{
- "id": "arcing"
+ "id": "tg_arcing"
},
{
- "id": "inaccurate"
+ "id": "tg_inaccurate"
},
{
- "id": "loading"
+ "id": "tg_loading"
},
{
- "id": "ordnance"
+ "id": "tg_ordnance"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "missilerack",
- "name": "Missile Rack",
+ "id": "mw_missile_rack",
+ "name": "MISSILE RACK",
"mount": "Auxiliary",
"type": "Launcher",
"damage": [
@@ -329,22 +288,20 @@
],
"tags": [
{
- "id": "loading"
+ "id": "tg_loading"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "mortar",
- "name": "Mortar",
+ "id": "mw_mortar",
+ "name": "MORTAR",
"mount": "Main",
"type": "Cannon",
"damage": [
@@ -365,128 +322,148 @@
],
"tags": [
{
- "id": "arcing"
+ "id": "tg_arcing"
},
{
- "id": "inaccurate"
+ "id": "tg_inaccurate"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "pistol",
- "name": "Pistol",
- "mount": "Auxiliary",
- "type": "CQB",
+ "id": "mw_nexus_hunter_killer",
+ "name": "NEXUS (HUNTER-KILLER)",
+ "mount": "Main",
+ "type": "Nexus",
"damage": [
{
"type": "kinetic",
- "val": "1d3"
+ "val": "1d6"
}
],
"range": [
{
"type": "Range",
- "val": 5
- },
+ "val": 10
+ }
+ ],
+ "tags": [
{
- "type": "Threat",
- "val": 3
+ "id": "tg_smart"
}
],
- "tags": [],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type I line includes powerful and reliable weapons that rely on conventional ammunition methods, such as the MC-AR, P, BR or SG as well as powerful thermal weaponry.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "progressiveknife",
- "name": "Progressive Knife",
+ "id": "mw_nexus_light",
+ "name": "NEXUS (LIGHT)",
"mount": "Auxiliary",
- "type": "Melee",
+ "type": "Nexus",
"damage": [
{
- "type": "energy",
- "val": "1d3+1"
+ "type": "kinetic",
+ "val": "1d3"
}
],
"range": [
{
- "type": "Threat",
- "val": 1
+ "type": "Range",
+ "val": 10
}
],
"tags": [
{
- "id": "overkill"
+ "id": "tg_smart"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type II line is GMS’ line of proprietary Melee weapons, forged from powerful polymers and intended to take maximum advantage of a mech’s extreme strength. The Tactical and Heavy Blade line, although called as such, also contain a line of mauls, hammers, picks, and other blunt weaponry. The charged blades line, new in GMS weapons development, includes weapons with an attached generator that sheathes the blade or head of the weapon in superheated plasma for shearing through armor.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "cyclone",
- "name": "Cyclone Pulse Rifle",
- "mount": "Superheavy",
- "type": "Rifle",
+ "id": "mw_pistol",
+ "name": "PISTOL",
+ "mount": "Auxiliary",
+ "type": "CQB",
"damage": [
{
"type": "kinetic",
- "val": "3d6+3"
+ "val": "1d3"
}
],
"range": [
{
"type": "Range",
- "val": 15
+ "val": 5
+ },
+ {
+ "type": "Threat",
+ "val": 3
}
],
"tags": [
{
- "id": "reliable",
- "val": 5
- },
+ "id": "tg_reliable",
+ "val": 1
+ }
+ ],
+ "source": "GMS",
+ "license": "",
+ "license_level": "",
+ "effect": "",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-I (T-1) line is defined by powerful, reliable, and conventional-kinetic ranged and melee weapons, including the GMS assault rifle, heavy machine gun, shotgun, pistol, and various light and heavy blades. Reliable galactic standards, the GMS T-1 line is the most widely used mech-scale line of weaponry across the galaxy. Echoing the Everest's design notes, T-1 weapons are simply designed, with few (if any) moving parts, intended to be used in or adaptable to any environment.",
+ "data_type": "weapon",
+ "aptitude": {}
+ },
+ {
+ "id": "mw_segment_knife",
+ "name": "SEGMENT KNIFE",
+ "mount": "Auxiliary",
+ "type": "Melee",
+ "damage": [
{
- "id": "accurate"
- },
+ "type": "energy",
+ "val": "1d3+1"
+ }
+ ],
+ "range": [
+ {
+ "type": "Threat",
+ "val": 1
+ }
+ ],
+ "tags": [
{
- "id": "loading"
+ "id": "tg_overkill"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type III line is intended for specialized or siege warfare. It includes weapons like the widely feared GMS Type III AMR, a mech-scale sniper weapon infamous for its extremely high kill efficiency, and the Type III “Cyclone” superheavy pulse rifle, a weapon known for its enormous rate of fire. The Cyclone is so large that its spare magazines have been reported in some incidents to have been used as effective anti-infantry blunt weapons in close combat.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "rpg",
- "name": "RPG",
+ "id": "mw_rocket_propelled_grenade",
+ "name": "ROCKET-PROPELLED GRENADE",
"mount": "Main",
"type": "Launcher",
"damage": [
@@ -507,25 +484,23 @@
],
"tags": [
{
- "id": "loading"
+ "id": "tg_loading"
},
{
- "id": "ordnance"
+ "id": "tg_ordnance"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-III (T-3) line is made up of heavy weapons, ordnance, and other exotic, specialized, or massive weapons. A broad classification, the T-3 range includes conventional-kinetic anti-materiel rifles, super-rapid cycling pulse rifles, missile racks, cannons, and drone nexuses - \"hive\"-style launchers that serve as miniature factory, hangar, and deployment systems for portable drones. The classification also includes the fearsome \"segment knife\", a system that uses flash-printing to produce disposable edged weapons in a vicinity around the user.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "shotgun",
- "name": "Shotgun",
+ "id": "mw_shotgun",
+ "name": "SHOTGUN",
"mount": "Main",
"type": "CQB",
"damage": [
@@ -549,21 +524,19 @@
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-I (T-1) line is defined by powerful, reliable, and conventional-kinetic ranged and melee weapons, including the GMS assault rifle, heavy machine gun, shotgun, pistol, and various light and heavy blades. Reliable galactic standards, the GMS T-1 line is the most widely used mech-scale line of weaponry across the galaxy. Echoing the Everest's design notes, T-1 weapons are simply designed, with few (if any) moving parts, intended to be used in or adaptable to any environment.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "tmw",
- "name": "Tactical Melee Weapon",
- "mount": "Main",
+ "id": "mw_tactical_knife",
+ "name": "TACTICAL KNIFE",
+ "mount": "Auxiliary",
"type": "Melee",
"damage": [
{
"type": "kinetic",
- "val": "1d6+2"
+ "val": "1d3+1"
}
],
"range": [
@@ -572,36 +545,35 @@
"val": 1
}
],
- "tags": [],
+ "tags": [
+ {
+ "id": "tg_thrown",
+ "val": 3
+ }
+ ],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type II line is GMS’ line of proprietary Melee weapons, forged from powerful polymers and intended to take maximum advantage of a mech’s extreme strength. The Tactical and Heavy Blade line, although called as such, also contain a line of mauls, hammers, picks, and other blunt weaponry. The charged blades line, new in GMS weapons development, includes weapons with an attached generator that sheathes the blade or head of the weapon in superheated plasma for shearing through armor.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-I (T-1) line is defined by powerful, reliable, and conventional-kinetic ranged and melee weapons, including the GMS assault rifle, heavy machine gun, shotgun, pistol, and various light and heavy blades. Reliable galactic standards, the GMS T-1 line is the most widely used mech-scale line of weaponry across the galaxy. Echoing the Everest's design notes, T-1 weapons are simply designed, with few (if any) moving parts, intended to be used in or adaptable to any environment.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "tacticalknife",
- "name": "Tactical Knife",
- "mount": "Auxiliary",
+ "id": "mw_tactical_melee_weapon",
+ "name": "TACTICAL MELEE WEAPON",
+ "mount": "Main",
"type": "Melee",
"damage": [
{
"type": "kinetic",
- "val": "1d3+1"
+ "val": "1d6+2"
}
],
"range": [
{
"type": "Threat",
"val": 1
- },
- {
- "type": "Thrown",
- "val": 3
}
],
"tags": [],
@@ -609,108 +581,100 @@
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type II line is GMS’ line of proprietary Melee weapons, forged from powerful polymers and intended to take maximum advantage of a mech’s extreme strength. The Tactical and Heavy Blade line, although called as such, also contain a line of mauls, hammers, picks, and other blunt weaponry. The charged blades line, new in GMS weapons development, includes weapons with an attached generator that sheathes the blade or head of the weapon in superheated plasma for shearing through armor.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-I (T-1) line is defined by powerful, reliable, and conventional-kinetic ranged and melee weapons, including the GMS assault rifle, heavy machine gun, shotgun, pistol, and various light and heavy blades. Reliable galactic standards, the GMS T-1 line is the most widely used mech-scale line of weaponry across the galaxy. Echoing the Everest's design notes, T-1 weapons are simply designed, with few (if any) moving parts, intended to be used in or adaptable to any environment.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "thermalpistol",
- "name": "Thermal Pistol",
- "mount": "Auxiliary",
- "type": "CQB",
+ "id": "mw_thermal_lance",
+ "name": "THERMAL LANCE",
+ "mount": "Heavy",
+ "type": "Cannon",
"damage": [
{
"type": "energy",
- "val": 2
+ "val": "1d6+3"
}
],
"range": [
{
"type": "Line",
- "val": 5
+ "val": 10
+ }
+ ],
+ "tags": [
+ {
+ "id": "tg_heat_self",
+ "val": 2
}
],
- "tags": [],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type I line includes powerful and reliable weapons that rely on conventional ammunition methods, such as the MC-AR, P, BR or SG as well as powerful thermal weaponry.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-II (T-2) line displays GMS's proprietary \"charged\" melee weapons and energy weapons. GMS's T-2 energy weapons, like their T-1 kinetics, are sturdy tools with predictable power scaling, minimal particle scattering, and consistent performance ranges. They feature universal ports allowing them to accept a variety of power sources, from hardline cabling through to \"magazine\" style power packs.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "thermalrifle",
- "name": "Thermal Rifle",
- "mount": "Main",
- "type": "Rifle",
+ "id": "mw_thermal_pistol",
+ "name": "THERMAL PISTOL",
+ "mount": "Auxiliary",
+ "type": "CQB",
"damage": [
{
"type": "energy",
- "val": "1d3+2"
+ "val": "2"
}
],
"range": [
{
- "type": "Range",
+ "type": "Line",
"val": 5
}
],
- "tags": [
- {
- "id": "ap"
- }
- ],
+ "tags": [],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type I line includes powerful and reliable weapons that rely on conventional ammunition methods, such as the MC-AR, P, BR or SG as well as powerful thermal weaponry.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-II (T-2) line displays GMS's proprietary \"charged\" melee weapons and energy weapons. GMS's T-2 energy weapons, like their T-1 kinetics, are sturdy tools with predictable power scaling, minimal particle scattering, and consistent performance ranges. They feature universal ports allowing them to accept a variety of power sources, from hardline cabling through to \"magazine\" style power packs.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "thermallance",
- "name": "Thermal Lance",
- "mount": "Heavy",
- "type": "Cannon",
+ "id": "mw_thermal_rifle",
+ "name": "THERMAL RIFLE",
+ "mount": "Main",
+ "type": "Rifle",
"damage": [
{
"type": "energy",
- "val": "1d6+3"
+ "val": "1d3+2"
}
],
"range": [
{
- "type": "Line",
- "val": 10
+ "type": "Range",
+ "val": 5
}
],
"tags": [
{
- "id": "heatself",
- "val": 2
+ "id": "tg_ap"
}
],
"source": "GMS",
"license": "",
"license_level": "",
"effect": "",
- "description": "GMS weapons, much like their premier mech line, are reliable, galactic standards, made from interchangeable parts and built to withstand almost any conditions imaginable.
The Type I line includes powerful and reliable weapons that rely on conventional ammunition methods, such as the MC-AR, P, BR or SG as well as powerful thermal weaponry.",
+ "description": "Much like GMS mechs, GMS weapons are reliable galactic standards, made using interchangeable parts and built to withstand almost any conditions. There are three lines currently in production.\n
The Type-II (T-2) line displays GMS's proprietary \"charged\" melee weapons and energy weapons. GMS's T-2 energy weapons, like their T-1 kinetics, are sturdy tools with predictable power scaling, minimal particle scattering, and consistent performance ranges. They feature universal ports allowing them to accept a variety of power sources, from hardline cabling through to \"magazine\" style power packs.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "chainaxe",
- "name": "Chain Axe",
+ "id": "mw_chain_axe",
+ "name": "CHAIN AXE",
"mount": "Main",
"type": "Melee",
"damage": [
@@ -727,24 +691,47 @@
],
"tags": [
{
- "id": "reliable",
+ "id": "tg_reliable",
"val": 2
}
],
"source": "IPS-N",
"license": "BLACKBEARD",
"license_level": 1,
- "effect": "On a critical hit, your target is Shredded until the end of your current turn",
- "description": "A simple tactical scale-up of a felling axe, IPS-N's chain axe is a serrated, powered chainblade hardlinked to a chassis' power core. The teeth of the IPS-N chain axe are tungsten-tipped, hardened to chew through hard and soft targets both. It is an effective weapon and utility tool, and is often used by boarding parties to make initial breaches in ship and station bulkheads.",
+ "effect": "On a critical hit, your target becomes SHREDDED until the end of the current turn.",
+ "description": "A simple tactical-scale version of a logging tool, IPS-N's chain axe is a serrated chainblade run off core power. The axe's teeth are tungsten-tipped, hardened to chew through both hard and soft targets. Chain axes are effective weapons and utility tools that are often used by boarding parties to breach reinforced bulkheads.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "ranged": 0
- }
+ "aptitude": {}
+ },
+ {
+ "id": "mw_bristlecrown_flechette_launcher",
+ "name": "BRISTLECROWN FLECHETTE LAUNCHER",
+ "mount": "Auxiliary",
+ "type": "CQB",
+ "damage": [
+ {
+ "type": "kinetic",
+ "val": "1"
+ }
+ ],
+ "range": [],
+ "tags": [
+ {
+ "id": "tg_burst",
+ "val": 1
+ }
+ ],
+ "source": "IPS-N",
+ "license": "BLACKBEARD",
+ "license_level": 2,
+ "effect": "This weapon ignores ranged penalties from ENGAGED, and deals 3 kinetic damage to BIOLOGICAL or grappled targets, instead of 1.",
+ "description": "The IPS-N Bristlecrown Flechette Launcher uses a hive-analogous mechanism to project a total soft-target kill zone in a dome around the user, proactively denying hostile infantry-tier actions.",
+ "data_type": "weapon",
+ "aptitude": {}
},
{
- "id": "nanocarbon",
- "name": "Nanocarbon Sword",
+ "id": "mw_nanocarbon_sword",
+ "name": "NANOCARBON SWORD",
"mount": "Heavy",
"type": "Melee",
"damage": [
@@ -761,7 +748,7 @@
],
"tags": [
{
- "id": "reliable",
+ "id": "tg_reliable",
"val": 3
}
],
@@ -769,45 +756,13 @@
"license": "BLACKBEARD",
"license_level": 2,
"effect": "",
- "description": "IPS-N's nanocarbon sword is a new spin on an old essential. Embedded nanosensors along the length of the blade capture a full spectrum of data while in use, recording to cloud-based Omninet storage banks for after-action review. Live feedback is relayed to the user, interpreted by their equipped sensor suite, and real-time adjustments are made to the molecular composition of the blade edge.",
+ "description": "IPS-N's nanocarbon sword is a new spin on an old classic. Embedded nanosensors along the blade capture a full spectrum of data and transfer it to omninet storage banks for after-action review. Meanwhile, onboard software interprets the live feedback and adjusts the molecular composition of the blade edge in real time.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "ranged": 0
- }
+ "aptitude": {}
},
{
- "id": "flechette",
- "name": "Flechette Launcher",
- "mount": "Auxiliary",
- "type": "CQB",
- "damage": [
- {
- "type": "kinetic",
- "val": 1
- }
- ],
- "range": [
- {
- "type": "Burst",
- "val": 1
- }
- ],
- "tags": [],
- "source": "IPS-N",
- "license": "BLACKBEARD",
- "license_level": 2,
- "effect": "This weapon deals 3 damage instead of 1 against grappled targets or targets with the biological tag and ignores Melee engagement penalties.",
- "description": "The IPS-N Flechette Launcher utilizes a hive-analogous construction to project a total soft target kill zone in a dome around the user, denying personnel the opportunity to engage in aggressive infantry-tier actions.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "ranged": 0
- }
- },
- {
- "id": "assaultcannon",
- "name": "Assault Cannon",
+ "id": "mw_assault_cannon",
+ "name": "ASSAULT CANNON",
"mount": "Main",
"type": "Cannon",
"damage": [
@@ -824,26 +779,24 @@
],
"tags": [
{
- "id": "overkill"
+ "id": "tg_overkill"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 1
}
],
"source": "IPS-N",
"license": "DRAKE",
"license_level": 1,
- "effect": "As a quick action, you can spin up this weapon’s barrels. While spun up, it gains reliable 3, but your mech is Slowed. You can stop the spin-up as a free action at the start of your turn.",
- "description": "The IPS-N assault cannon is a deep-cooled autocannon, able to be fielded as a fixed weapon or manipulator-compatible platform. This autocannon can be fed by box-magazine or belt, is simple in its functionality, and is a mainstay among IPS-N chassis fleet orders.",
+ "effect": "You can spin up this weapon's barrels as a quick action. While spinning, it gains RELIABLE 3, but you become SLOWED. You can end this effect as a protocol.",
+ "description": "IPS-N's assault cannon of choice is a deep-cooled autocannon, fieldable as a mounted weapon or manipulator-operated platform. The cannon, simple in its functionality, can be fed by either box magazine or belt and is a standard inclusion in almost any among IPS-N fleet orders. In micro- and zero-gravity environments, Drake pilots commonly employ the assault cannon as an additional propulsion system.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "concussionmissiles",
- "name": "Concussion Missiles",
+ "id": "mw_concussion_missiles",
+ "name": "CONCUSSION MISSILES",
"mount": "Main",
"type": "Launcher",
"damage": [
@@ -860,30 +813,27 @@
],
"tags": [
{
- "id": "knockback",
+ "id": "tg_knockback",
"val": 2
}
],
"source": "IPS-N",
"license": "DRAKE",
"license_level": 2,
- "effect": "A target struck by these missiles must pass a hull save or become impaired until the end of their next turn.",
- "description": "Isolate submunitions typically seeded inside of larger warheads, concussion missiles are pressure-first charges with low shatter and low incandescence -- they are meant to stun, deter, push back, and disorient, usually as part of or in preparation for a larger, more lethal attack.",
+ "effect": "On a hit, your target must succeed on a HULL save or become IMPAIRED until the end of their next turn.",
+ "description": "Concussion missiles are fitted with overpressure-generating charges with low shatter and low incandescence - they are meant to stun, deter, push back, and disorient, usually in tandem with a larger, more lethal attack.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "leviathan",
- "name": "Leviathan Heavy Assault Cannon",
+ "id": "mw_leviathan_heavy_assault_cannon",
+ "name": "LEVIATHAN HEAVY ASSAULT CANNON",
"mount": "Superheavy",
"type": "Cannon",
"damage": [
{
- "override": true,
- "val": "1d6 Kinetic Damage (4d6+4 if spun up)"
+ "type": "kinetic",
+ "val": "1d6"
}
],
"range": [
@@ -892,33 +842,32 @@
"val": 8
}
],
+ "tags": [],
"source": "IPS-N",
"license": "DRAKE",
"license_level": 3,
- "effect": "Unlike other superheavies, this weapon can be fired as part of a skirmish action with its listed profile.
As a quick action, you can spin up this weapon’s barrels. While this weapon’s barrels are spinning, your mech is Slowed, but this weapon’s damage increases to 4d6+4 kinetic, it must be fired with a barrage action like a regular superheavy, and it gains Reliable 5 and 2 heat (self). You can stop the spin-up as a free action at the start of your turn.",
- "description": "The Leviathan AC is a massive rotary autocannon, an enclosed multi-barrel automatic weapon fed by an external reservoir, usually dorsally mounted on the chassis carrying it. At its current chambering, the Leviathan should only be fired within the recommended burst timing (depending on ammunition caliber) to prevent percussive trauma to the chassis’ joints and its pilot.
IPS-N is currently working with partner organizations within Harrison Armory’s Think Tank on developing a solution to meet the cannon’s ammunition consumption needs remotely.",
+ "effect": "Unlike other SUPERHEAVY weapons, the Leviathan can be used with SKIRMISH.You can spin up this weapon's barrels as a quick action. While spinning, it gains RELIABLE 5 and 2 HEAT (SELF), and its damage increases to 4d6+4 kinetic; however, you become SLOWED and can no longer use the Leviathan with SKIRMISH.You can cease this effect as a protocol.",
+ "description": "The Leviathan Heavy Assault Cannon is a massive, multi-barrel rotary cannon fed by an external reservoir, usually dorsally mounted on the chassis carrying it. Unmodified, the Leviathan should only be fired within the recommended burst timing specifications to prevent percussive trauma to joints and pilots.In partnership with Harrison Armory's Think Tank, IPS-N is currently investigating remote solutions for the cannon's ammunition consumption demands.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 2
- }
+ "aptitude": {}
},
{
- "id": "plasmacutter",
- "name": "Plasma Cutter",
+ "id": "mw_cutter_mkii_plasma_torch",
+ "name": "CUTTER MKII PLASMA TORCH",
"mount": "Auxiliary",
"type": "Melee",
"damage": [
{
"type": "energy",
- "val": 1
+ "val": "1"
},
{
- "type": "burn",
- "val": 1
+ "type": "heat",
+ "val": "1"
},
{
- "type": "heat",
- "val": 1
+ "type": "burn",
+ "val": "1"
}
],
"range": [
@@ -929,23 +878,21 @@
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 1
}
],
"source": "IPS-N",
"license": "LANCASTER",
"license_level": 3,
- "effect": "Against objects, cover, and the environment, the cutter deals 10 AP energy damage on hit.",
- "description": "Plasma cutters were tools first, simple blades built to toggle and sustain a plasma sheath to make cutting metal easier for its user. Repeated ad-hoc use of cutters as a personal defense weapon to repel pirate boarding actions convinced IPS-N of the need for a mil-spec variant of the civilian tool. They developed the Cutter, now in its second generation. The Cutter MkII is hard-lined into the mech's power core, with a port to attach power packs in case of cord severance. The cutting edge can be shortened to a knife variant, but is most popular in its “cutlass” option, a middling length variant that allows for a balance of reach and maneuverability in close quarters.",
+ "effect": "This weapon deals 10 AP damage to objects, cover, terrain, and the environment.",
+ "description": "Plasma cutters were tools first: simple blades built to toggle and sustain a plasma sheath, making it easier to cut metal. Repeated ad hoc use of cutters as personal defense weapons against pirate boarding parties convinced IPS-N of the need for a mil-spec variant of the civilian tool - the Cutter, now in its second generation. The Cutter MkII feeds directly from the mech's power core, with a port to attach power packs in case of cord severance. Although the cutting edge can be shortened to a knife length, its most popular setting is the \"cutlass\", a medium-length option perfect for balancing reach and maneuverability in close quarters.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "warpike",
- "name": "War Pike",
+ "id": "mw_war_pike",
+ "name": "WAR PIKE",
"mount": "Main",
"type": "Melee",
"damage": [
@@ -958,32 +905,29 @@
{
"type": "Threat",
"val": 3
- },
- {
- "type": "Thrown",
- "val": 5
}
],
"tags": [
{
- "id": "knockback",
+ "id": "tg_knockback",
"val": 1
+ },
+ {
+ "id": "tg_thrown",
+ "val": 5
}
],
"source": "IPS-N",
"license": "NELSON",
"license_level": 1,
"effect": "",
- "description": "A War Pike is a simple weapon. A long haft, topped with a dense, slim point, meant to puncture armor. Derivative of a mining pylon, the modern war pike is a sturdy, balanced, and reliable weapon, perfect for a charge.",
+ "description": "A war pike is a simple weapon - a long haft, topped with a dense, slim point, meant to puncture armor. Early designs were derivative of mining pylons, but the modern war pike is a sturdy, balanced, and reliable weapon that's perfect for a charge.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "knuckles",
- "name": "Power Knuckles",
+ "id": "mw_power_knuckles",
+ "name": "POWER KNUCKLES",
"mount": "Auxiliary",
"type": "Melee",
"damage": [
@@ -1002,17 +946,14 @@
"source": "IPS-N",
"license": "NELSON",
"license_level": 3,
- "effect": "On a critical hit, your target must pass a hull save or be knocked prone",
- "description": "A simple weapon system, IPS-N's power knuckles are a popular modification for pilots of CQB mech cores. Whether as shaped studs, hyperdense knuckles, or a series of magnetically-accelerated micro-rams, power knuckles amplify the already incredible hitting power of a mech core.",
+ "effect": "On a critical hit, your target must succeed on a HULL save or be knocked PRONE.",
+ "description": "IPS-N's line of power knuckles are another popular purchase for pilots who prefer to fight up close. Taking the form of anything from shaped studs to hyperdense knuckles, or a series of magnetically accelerated micro-rams, power knuckles amplify the already incredible hitting power of a mech.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "handcannon",
- "name": "Hand Cannon",
+ "id": "mw_hand_cannon",
+ "name": "HAND CANNON",
"mount": "Auxiliary",
"type": "CQB",
"damage": [
@@ -1033,10 +974,10 @@
],
"tags": [
{
- "id": "loading"
+ "id": "tg_loading"
},
{
- "id": "reliable",
+ "id": "tg_reliable",
"val": 1
}
],
@@ -1044,15 +985,13 @@
"license": "RALEIGH",
"license_level": 1,
"effect": "",
- "description": "The IPS-N HAND CANNON is a licensed version of GMS's Pattern I Pistol, chambered for a heavier caliber of round. This modification requires a change from the belt-fed system of the P1P to a magazine-based system, limiting the number of rounds that a mech can load at a time.",
+ "description": "The IPS-N hand cannon is a licensed version of GMS's Type-I Pistol, adapted for a much heavier caliber. This modification requires the belt-fed system of the GMS build to be swapped for a cylinder or magazine-based system, depending on the specific model of hand cannon.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "boltthrower",
- "name": "Bolt Thrower",
+ "id": "mw_bolt_thrower",
+ "name": "BOLT THROWER",
"mount": "Heavy",
"type": "Cannon",
"damage": [
@@ -1073,10 +1012,10 @@
],
"tags": [
{
- "id": "loading"
+ "id": "tg_loading"
},
{
- "id": "reliable",
+ "id": "tg_reliable",
"val": 2
}
],
@@ -1084,15 +1023,13 @@
"license": "RALEIGH",
"license_level": 2,
"effect": "",
- "description": "IPS-N's bolt thrower is a milspec variant of a civilian mining tool. A bolt thrower fires self-propelled explosive bolts that can be triggered manually, on a timer, on impact, on designated-depth penetration, on proximity, on on some combination of any allowable parameter.",
+ "description": "As with many of IPS-N's classic weapons, the bolt thrower is descended from a civilian mining tool. It fires self-propelled explosive bolts, perfect for use in micro- and null-gravity as well as in-atmosphere.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "kinetichammer",
- "name": "Kinetic Hammer",
+ "id": "mw_kinetic_hammer",
+ "name": "KINETIC HAMMER",
"mount": "Heavy",
"type": "Melee",
"damage": [
@@ -1109,7 +1046,7 @@
],
"tags": [
{
- "id": "reliable",
+ "id": "tg_reliable",
"val": 4
}
],
@@ -1117,15 +1054,13 @@
"license": "RALEIGH",
"license_level": 3,
"effect": "",
- "description": "A Kinetic Hammer is, in the trend of IPS-N weapons, a simple tool. A supermassive, shaped head fused to a long haft, the Hammer impacts with enough force to create massively traumatic pressure waves upon landing a successful blow.",
+ "description": "A kinetic hammer is a simple tool, but a brutal one. Made up of a supermassive head fused to a long haft, the hammer carries enough force to create massively traumatic pressure waves upon landing a successful blow.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "autoshotgun",
- "name": "Automatic Shotgun",
+ "id": "mw_deck_sweeper_automatic_shotgun",
+ "name": "DECK-SWEEPER AUTOMATIC SHOTGUN",
"mount": "Main",
"type": "CQB",
"damage": [
@@ -1146,89 +1081,81 @@
],
"tags": [
{
- "id": "inaccurate"
+ "id": "tg_inaccurate"
}
],
"source": "IPS-N",
"license": "TORTUGA",
"license_level": 1,
"effect": "",
- "description": "The IPS-N Deck-Sweeper Automatic Shotgun is a belt-fed scattergun, a favorite of marine pilots aboard stations and capital ships. It's operation is simple and straightforward: charge, point, and fire. The single-barrel constriction allows for pneumatic absorption, dampening the effect of its incredible recoil, and its belt-fed action accepts many types of shot-and-frame ammunition.
The DSAS is a mainstay among IPS-N licensed pilots.",
+ "description": "The Deck-Sweeper Automatic Shotgun is a belt-fed scattergun, a favorite of marine pilots aboard stations and capital ships. Its methodology is straightforward: charge, point, and fire. A single-barrel constriction allows for pneumatic absorption - dampening the effect of its incredible recoil - and its belt feeder is compatible with many types of shot-and-ammunition.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "daisycutter",
- "name": "Daisy Cutter",
- "mount": "Heavy",
- "type": "CQB",
+ "id": "mw_catalytic_hammer",
+ "name": "CATALYTIC HAMMER",
+ "mount": "Main",
+ "type": "Melee",
"damage": [
{
"type": "kinetic",
- "val": "3d6"
+ "val": "1d3+5"
}
],
"range": [
{
- "type": "Cone",
- "val": 7
+ "type": "Threat",
+ "val": 1
}
],
"tags": [
{
- "id": "limited",
- "val": 2
+ "id": "tg_loading"
}
],
"source": "IPS-N",
"license": "TORTUGA",
"license_level": 2,
- "effect": "The blast cloud from firing this weapon lingers until the end of your next turn, providing soft cover to any actor in the affected area.",
- "description": "The Daisy Cutter is an effective, if outdated, weapon system for which many marine pilots still place print requisitions. The Daisy Cutter is, essentially, a massive shotgun: the pilot loads a shaped charge into the breech of the Cutter, drops a packed sabot down the barrel, aims, and fires a mixed hellfire cloud of flechette darts, bearings, and ignited magnesium strips, clearing any deck it's been fired on.",
+ "effect": "On a critical hit, your target must succeed on a HULL save or become STUNNED until the end of their next turn.",
+ "description": "Modified originally from blast-mining equipment, the catalytic hammer (colloquially, the \"pilebunker\") has since been refined into a formidable melee weapon. When fired, a charge propels the hammer - a solid cylinder with a spike on one end - through a short barrel, impacting with enormous kinetic force. Standard hammer heads are smooth to allow for easy extraction from targets, but they can be detached and replaced if retrieval is impossible. Any installation of a catalytic hammer necessitates superstructure reinforcement to allow for sufficient energy dispersal.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "pneumatichammer",
- "name": "Catalytic Hammer",
- "mount": "Main",
- "type": "Melee",
+ "id": "mw_daisy_cutter",
+ "name": "DAISY CUTTER",
+ "mount": "Heavy",
+ "type": "CQB",
"damage": [
{
"type": "kinetic",
- "val": "1d3+5"
+ "val": "3d6"
}
],
"range": [
{
- "type": "Threat",
- "val": 1
+ "type": "Cone",
+ "val": 7
}
],
"tags": [
{
- "id": "loading"
+ "id": "tg_limited",
+ "val": 2
}
],
"source": "IPS-N",
"license": "TORTUGA",
"license_level": 2,
- "effect": "On a Critical Hit with this weapon, your target must pass a hull save or become stunned until the end of its next turn.",
- "description": "Built originally from blast mining equipment, the catalytic hammer (or, colloquially “pilebunker” ) has been refined into a formidable melee weapon. When fired, the hammer — a solid, spike-tipped cylinder — is propelled forward by a charge through a short barrel, impacting with enormous kinetic force. While stock hammerheads are smooth to allow for easy extraction from its target, they can be detached and replaced if retrieval is impossible. Any installation of this system necessitates superstructure buildup to allow for sufficient energy dispersal.",
+ "effect": "The cloud of smoke and detritus created by this weapon lingers, creating a zone of soft cover in the affected area that lasts until the end of your next turn.",
+ "description": "The Daisy Cutter is an effective weapon - if outdated - that's still favored by many marine pilots. Essentially, it's a massive shotgun; the pilot loads a charge into the gun's breech, drops a packed sabot down the barrel, aims, and fires a hellfire cloud of flechette darts, bearings, and ignited magnesium strips, guaranteed to clear any deck on which it's been fired.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "impactlance",
- "name": "Impact Lance",
+ "id": "mw_impact_lance",
+ "name": "IMPACT LANCE",
"mount": "Main",
"type": "Melee",
"damage": [
@@ -1247,17 +1174,14 @@
"source": "IPS-N",
"license": "VLAD",
"license_level": 1,
- "effect": "This weapon attacks in a line drawn between its target and your mech, attacking all other actors in between, but deals +1 heat to your mech for each target hit past the first.",
- "description": "The Impact Lance is a milspec variant of a common mining tool: the single-use, proximal-distance chemical survey laser. IPS-N’s military variant mounts a series of Impact Lances on a brachial or thoracic carriages, leaving a chassis’ manipulators free to field other weapons and systems; the Lance can be wired directly into a chassis’ core, or charged with single-use chemical batteries.
The lances fire for a microsecond, burning through their stored charge in a milisolar burst of light that stabs out in a tight, pulsed beam capable of searing through multiple meters of hardened bulkhead.",
+ "effect": "When you attack with this weapon, you also attack all characters in a LINE between you and your target. You take 1 heat for each target past the first.",
+ "description": "The impact lance is a mil-spec variant of a common mining tool: the single-use chemical survey laser. IPS-N's military variant mounts a series of impact lances on a mech's brachial or thoracic carriages, leaving its manipulators free to field other weapons and systems. It can be wired directly into a chassis' core, or charged with disposable chemical batteries.The lance array fires for a microsecond, burning through its stored charge to produce an intense burst of light that stabs out in a tight, pulsed beam capable of searing through meters of hardened bulkhead.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "nailgun",
- "name": "“Impaler” Nailgun",
+ "id": "mw_impaler_nailgun",
+ "name": "IMPALER NAILGUN",
"mount": "Main",
"type": "CQB",
"damage": [
@@ -1278,24 +1202,21 @@
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 1
}
],
"source": "IPS-N",
"license": "VLAD",
"license_level": 2,
- "effect": "On hit, the target of this attack must pass a hull save or be immobilized until the end of its next turn",
- "description": "The milspec Nailgun utilizes non-combustible, sabot-jacketed two-stage macroflechettes to pierce even the most substantial of armor. First catapulted from its launcher, the macroflechette’s sabot disengages on approach to its target, triggering a second stage where internal propulsion drives the macroflechette forward with incredible velocity. Against soft targets, over-penetration is certain: IPS-N advises pilots employ this weapon platform only when the area behind the target is clear of allies and/or noncombatants.",
+ "effect": "On a hit, your target must succeed on a HULL save or become IMMOBILIZED until the end of their next turn.",
+ "description": "The Impaler's noncombustible, sabot-jacketed two-stage macroflechettes can pierce even the heaviest armor. Once catapulted from its launcher, the sabot disengages on approach to its target and triggers a second stage - internal propulsion drives the macroflechette forward with incredible velocity. Over-penetration is certain against soft targets; IPS-N advises firing this weapon only when the area behind the target is clear of allies or noncombatants.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "combatdrill",
- "name": "Combat Drill",
+ "id": "mw_combat_drill",
+ "name": "COMBAT DRILL",
"mount": "Superheavy",
"type": "Melee",
"damage": [
@@ -1316,25 +1237,23 @@
],
"tags": [
{
- "id": "ap"
+ "id": "tg_ap"
},
{
- "id": "overkill"
+ "id": "tg_overkill"
}
],
"source": "IPS-N",
"license": "VLAD",
"license_level": 3,
- "effect": "Against characters that are prone, immobilized, shut down, or stunned, the drill gets further penetration. When attacking a character suffering from any of these conditions, each time the overkill tag on this drill activates, it does an extra +1d6 bonus damage. This can activate indefinitely (if the new bonus die triggers overkill by also rolling a ‘1’)",
- "description": "The IPS-N combat drill is a brutal close combat weapon, powered by a massive catalyst pack mounted externally on a mech core. The drill is tipped with micro-plasmatic projectors designed to pre-treat the target to ensure bit purchase and facilitate drill penetration.",
+ "effect": "When you attack a character that is PRONE, IMMOBILIZED, or STUNNED, this weapon's OVERKILL does an extra +1d6 bonus damage each time it activates. This can activate indefinitely if the new bonus die result is a 1, triggering OVERKILL again.",
+ "description": "The combat drill is a brutal close-combat weapon, powered by a massive external catalyst pack. The bit is tipped with microplasmatic projectors designed to pre-treat the target and ensure drill penetration.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "magcannon",
- "name": "Mag Cannon",
+ "id": "mw_magnetic_cannon",
+ "name": "MAGNETIC CANNON",
"mount": "Main",
"type": "Cannon",
"damage": [
@@ -1353,16 +1272,14 @@
"source": "SSC",
"license": "BLACK WITCH",
"license_level": 1,
- "effect": "All characters caught in the area of this weapon must pass a hull save or be pulled 1d3 spaces towards you, or as far as possible while still obeying obstructions.",
- "description": "The SSC Magnetic Cannon is a first in Smith-Shimano's ENERGY line: an aperture-focused magnetic projection beam that disrupts and damages hardware using intense pulses of magnetic force. Cores caught in the beam of a mag cannon suffer additional damage to their software, as even hardened components come under massive systemic stress.",
+ "effect": "Characters within the affected area must succeed on a HULL save or be pulled 1d3+1 spaces toward you, or as close as possible.",
+ "description": "SSC's magnetic cannon is a first from the Exotic Materials Group: an aperture-focused electromagnetic projection beam that uses intense pulses of magnetic energy to disrupt and damage hardware. Targets caught in the beam of a magnetic cannon suffer additional damage to their software as massive systemic stress is inflicted on sensitive components.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "vulture",
- "name": "Vulture DMR",
+ "id": "mw_vulture_dmr",
+ "name": "VULTURE DMR",
"mount": "Main",
"type": "Rifle",
"damage": [
@@ -1379,13 +1296,13 @@
],
"tags": [
{
- "id": "accurate"
+ "id": "tg_accurate"
},
{
- "id": "overkill"
+ "id": "tg_overkill"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 1
}
],
@@ -1393,15 +1310,13 @@
"license": "DEATH'S HEAD",
"license_level": 2,
"effect": "",
- "description": "The SSC VULTURE-BR is Smith-Shimano’s core line battle rifle, chambered for 12.7x108mm HTI rounds. Field performance reports of the VULTURE report low TTK rates and satisfactory all-theater capability, though some pilots have reported fouled-fire incidents as a result of the high burst rate.",
+ "description": "The Vulture Designated Marksman Rifle (DMR) is SSC's core battle rifle. Reliable, available in dozens of configurations and calibers, and fed by box, drum, or belt, the Vulture is a popular armament across a wide range of mechs.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "railgun",
- "name": "Railgun",
+ "id": "mw_railgun",
+ "name": "RAILGUN",
"mount": "Heavy",
"type": "Rifle",
"damage": [
@@ -1418,13 +1333,13 @@
],
"tags": [
{
- "id": "ap"
+ "id": "tg_ap"
},
{
- "id": "ordnance"
+ "id": "tg_ordnance"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
@@ -1432,15 +1347,13 @@
"license": "DEATH'S HEAD",
"license_level": 3,
"effect": "",
- "description": "A railgun is a simple, elegant weapon. With no moving parts and a magnetically-accelerated projectile, a railgun can be used at peak efficacy in any combat theater and is entirely self-contained in a disposable unit. However, power draw is massive, and it is necessary for mechs mounting a railgun to be fitted with a core-charged auxiliary power pack.",
+ "description": "Railguns are simple, elegant weapons. With magnetically accelerated projectiles and no moving parts, they are effective in any theater and entirely self-contained within disposable units. This efficacy comes at a cost: railguns have massive power draw, making it necessary for wielders to carry core-charged auxiliary power translation packs.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "veilrifle",
- "name": "Veil Rifle",
+ "id": "mw_veil_rifle",
+ "name": "VEIL RIFLE",
"mount": "Main",
"type": "Rifle",
"damage": [
@@ -1457,23 +1370,20 @@
],
"tags": [
{
- "id": "accurate"
+ "id": "tg_accurate"
}
],
"source": "SSC",
"license": "DUSK WING",
"license_level": 1,
- "effect": "Allies caught in the area of this rifle are not attacked, but are instead are covered in coruscating energy that throws off targeting systems and count as in soft cover until the start of your next turn.",
- "description": "“Ten hours into our breach we made first contact. I remember nothing of it. I am told many of my squad were killed outright. All I remember is light. Brilliant. And a lightness of my own being.
I do believe that I died in that moment, and yet I am here, and I cannot square these two realities.Something has gone wrong, something has gone wrong, something has gone.”
(LOGGED AS: debrief, errata, nonessential comment on VEIL[RIFLE_NEXT] development)",
+ "effect": "This weapon does not attack allied characters caught in its area of effect; instead, it shrouds them in a field of coruscating energy that throws off targeting systems, giving them soft cover until the end of their next turn.",
+ "description": "\"We made first contact maybe an hour after breaching the vault. I remember nothing of it. I'm told most of my squad was killed outright; all I remember is light - brilliant - and a lightness in my own being.\"I do believe that I died in that moment, and yet I'm here, and I can't square these two realities. Something has gone wrong, something has gone wrong, something has gone - \"",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "Burst",
- "name": "Burst Launcher",
+ "id": "mw_burst_launcher",
+ "name": "BURST LAUNCHER",
"mount": "Main",
"type": "Launcher",
"damage": [
@@ -1494,26 +1404,23 @@
],
"tags": [
{
- "id": "arcing"
+ "id": "tg_accurate"
},
{
- "id": "accurate"
+ "id": "tg_arcing"
}
],
"source": "SSC",
"license": "DUSK WING",
"license_level": 2,
- "effect": "On a critical hit, a target struck by this weapon is impaired until the start of your next turn.",
- "description": "Typically dorsally mounted, Burst Launchers fire rapid streams of explosive frames. These thermal spheres are tuned for an airburst detonation, overwhelming the target zone with rippling chain explosions that damage and suppress units in the area.",
+ "effect": "On a critical hit, your target becomes IMPAIRED until the end of their next turn.",
+ "description": "\"Yes, they could die. We killed many of them - blew them away with burst launchers and cannons. I don't think they mattered to it. Not like insects; not like that ... there's still a use for insects: as food, as necessary components in an ecosystem. Their deaths slowed us, but it didn't command them to slow us. Even when we breached the last chamber and saw it, I don't even think it recognized we were there.\"",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1,
- "control": 1
- }
+ "aptitude": {}
},
{
- "id": "railrifle",
- "name": "Rail Rifle",
+ "id": "mw_rail_rifle",
+ "name": "RAIL RIFLE",
"mount": "Main",
"type": "Rifle",
"damage": [
@@ -1530,7 +1437,7 @@
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 1
}
],
@@ -1538,40 +1445,38 @@
"license": "METALMARK",
"license_level": 2,
"effect": "",
- "description": "A rail rifle is a popular weapon for pilots in any theater, but the only choice for those operating in atmospheres made up of highly combustible gasses. Using a line of cascading electromagnets, a rail rifle accelerates a small projectile up to tremendous speeds, launching it without combustion or heat reactions. A rail weapon is kinetic and comparatively quiet when fired next to combustion weapons, though its energy signature is difficult to mask given the massive power requirements demanded by the weapon system.",
+ "description": "Rail rifles are popular weapons for use in all theaters, but they are the only choice for pilots operating in atmospheres made up of highly combustible gases. They use a line of cascading electromagnets to accelerate small projectiles at tremendous speeds, firing without the need for combustion.Like other rail weapons, rail rifles are quiet in comparison to their traditional counterparts, although massive power requirements make it difficult to mask their energy signatures.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "shockknife",
- "name": "Shock Knife",
+ "id": "mw_shock_knife",
+ "name": "SHOCK KNIFE",
"mount": "Auxiliary",
"type": "Melee",
"damage": [
{
"type": "energy",
- "val": 1
+ "val": "1"
},
{
"type": "burn",
- "val": 2
+ "val": "2"
}
],
"range": [
{
"type": "Threat",
"val": 1
- },
- {
- "type": "Thrown",
- "val": 5
}
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_thrown",
+ "val": 5
+ },
+ {
+ "id": "tg_heat_self",
"val": 1
}
],
@@ -1579,21 +1484,19 @@
"license": "METALMARK",
"license_level": 2,
"effect": "",
- "description": "The shock knife is a mech-sized blade made to accept and integrate the post-fabrication Shock Wreathe system. The knives are custom-fabricated by SSC's Terashima artisan enclave, each one bearing its stamp.",
+ "description": "Shock knives are short, powered blades designed for integration with Shock Wreaths, a popular post-fab modification. The knives are custom-sculpted by SSC's Terashima artisan enclave, each one bearing the unique hash-stamp of its designer. Part of SSC's LUX-Iconic line - a civilian-accessible track of the BELLA CIAO line - each shock knife print code allows only a single use. If lost, pilots must submit an apology and request in writing explaining the circumstances of the loss in order to receive another code.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "sharanga",
- "name": "Sharanga Missiles",
+ "id": "mw_sharanga_missiles",
+ "name": "SHARANGA MISSILES",
"mount": "Main",
"type": "Launcher",
"damage": [
{
"type": "explosive",
- "val": 3
+ "val": "3"
}
],
"range": [
@@ -1604,25 +1507,22 @@
],
"tags": [
{
- "id": "arcing"
+ "id": "tg_arcing"
}
],
"source": "SSC",
"license": "MONARCH",
"license_level": 1,
- "effect": "When you fire this weapon, you can choose one or two targets in range, making attack rolls for each.",
- "description": "“It was a duel -- this is why they were made. To duel, and in that combat, shake the pillars of the universe.”
-- From the ministrations of Master Teacher, “Notes for Young John”",
+ "effect": "This weapon can attack two targets at a time.",
+ "description": "\"It was a duel. This is why they were made: to duel, and in that combat, to shake the pillars of the universe.\" - \"Notes for Young John\", Ministrations of the Master Teacher",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "gandiva",
- "name": "Gandiva Missiles",
- "mount": "Heavy",
- "type": "Launcher",
- "sp": 1,
+ "id": "mw_gandiva_missiles",
+ "name": "GANDIVA MISSILES",
+ "mount": "1",
+ "type": "SP",
"damage": [
{
"type": "energy",
@@ -1637,38 +1537,35 @@
],
"tags": [
{
- "id": "smart"
+ "id": "tg_heavy_launcher"
+ },
+ {
+ "id": "tg_accurate"
},
{
- "id": "seeking"
+ "id": "tg_seeking"
},
{
- "id": "accurate"
+ "id": "tg_smart"
}
],
"source": "SSC",
"license": "MONARCH",
"license_level": 2,
"effect": "",
- "description": "Gandiva missiles are a reliable mainstay from Smith-Shimano's EWAR line. Like the Pinaka, the Gandiva platform is equipped with jet-assisted mid-flight repositioning systems, allowing the Gandiva to respond to changing battlefield environments with a high degree of expected successful navigation to its target. Each Gandiva missile platform comes pre-loaded with a hivemind companion/concierge class drone AI, making an equipped system capable of learning from each right-of-launch experience.",
+ "description": "Gandiva missiles are a reliable mainstay from Smith-Shimano's BELLA CIAO line. Like the heavier Pinaka, the Gandiva is equipped with jet-assisted midflight repositioning systems, enhancing target navigation in rapidly changing battlefield environments. The Gandiva's delivery platform is administered by a hivemind comp/con drone AI, giving it the capacity to learn from each right-of-launch experience.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "pinaka",
- "name": "Pinaka Missiles",
+ "id": "mw_pinaka_missiles",
+ "name": "PINAKA MISSILES",
"mount": "Superheavy",
"type": "Launcher",
"damage": [
{
- "override": true,
- "val": "2d6 Explosive x2"
- },
- {
- "override": true,
- "val": "3d6 Explosive x2"
+ "type": "explosive",
+ "val": "2d6"
}
],
"range": [
@@ -1683,96 +1580,90 @@
],
"tags": [
{
- "id": "arcing"
+ "id": "tg_arcing"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "SSC",
"license": "MONARCH",
"license_level": 3,
- "effect": "When this weapon is fired, it chooses one or two Blast 1 areas within range to attack. The areas cannot overlap.
When you fire this weapon you can choose to delay the weapon’s impact.If you do, your mech is slowed until the end of your next turn.T he areas targeted become visible to all characters, and the rockets land at the end of the next round (after all characters have acted) instead of impacting immediately, but increase their damage to 3d6.",
- "description": "Pinaka missiles are massive, two-stage missiles mounted along the spine of a mech core or carried disassembled, to be affixed and launched from a brachial mount. Pinaka missiles are adapted from ship-to ship missiles, their second stage intended to be able to re-orient in flight through jet-assisted repositioning.",
+ "effect": "Attacks with this weapon create up to two BLAST 1 areas, which cannot overlap.You may also delay the impact of attacks made with this weapon. Choose the target area(s), which become visible to all characters: the missiles land at the end of the next round, after all characters have acted, and deal 3d6 explosive damage instead of 2d6, but you become SLOWED until the end of your next turn.",
+ "description": "Pinaka missiles are massive, two-stage missiles typically mounted along a mech's spine or carried, disassembled, to be launched from a brachial mount. The Pinaka was originally adapted from ship-to-ship missiles; as such, their second stage uses jet-assist repositioning for midflight orientation.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 2
- }
+ "aptitude": {}
},
{
- "id": "vijaya",
- "name": "Vijaya Rockets",
+ "id": "mw_fold_knife",
+ "name": "FOLD KNIFE",
"mount": "Auxiliary",
- "type": "Launcher",
+ "type": "Melee",
"damage": [
{
- "type": "explosive",
+ "type": "kinetic",
"val": "1d3"
}
],
"range": [
{
- "type": "Range",
- "val": 5
+ "type": "Threat",
+ "val": 1
}
],
"tags": [
{
- "id": "accurate"
+ "id": "tg_accurate"
}
],
"source": "SSC",
"license": "MOURNING CLOAK",
"license_level": 1,
- "effect": "",
- "description": "Vijaya rockets are miniaturized, close range missiles fired from a portable, drum-fed launcher. Their shaped charges are formed in such a way as to project their blast forward, away from the user, and are intended for use in close range engagements as a force multiplier.",
+ "effect": "On a critical hit, you may teleport 2 spaces in any direction after the attack.",
+ "description": ">//[Am I alone here?]>//[[No. There is only an absence of you. It is very busy here, but you cannot see it]]- DHIYED fragment, tablet 1.3",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "foldknife",
- "name": "Fold Knife",
+ "id": "mw_vijaya_rockets",
+ "name": "VIJAYA ROCKETS",
"mount": "Auxiliary",
- "type": "Melee",
+ "type": "Launcher",
"damage": [
{
- "type": "kinetic",
+ "type": "explosive",
"val": "1d3"
}
],
"range": [
{
- "type": "Threat",
- "val": 1
+ "type": "Range",
+ "val": 5
}
],
"tags": [
{
- "id": "accurate"
+ "id": "tg_accurate"
}
],
"source": "SSC",
"license": "MOURNING CLOAK",
"license_level": 1,
- "effect": "On a critical hit with this weapon, you can teleport 2 spaces in any direction.",
- "description": "“Am I alone here?”
“ No. There is only an absence of you. It is very busy here, but you cannot see it.”
- DHIYED Fragment ",
+ "effect": "",
+ "description": "Intended for use as force multipliers in close-range engagements, Vijaya rockets are miniaturized rockets launched from a drum-fed launcher. On detonation, the rockets' shaped charges project the blast forward, away from the user.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "variablesword",
- "name": "Variable Sword",
+ "id": "mw_variable_sword",
+ "name": "VARIABLE SWORD",
"mount": "Main",
"type": "Melee",
"damage": [
{
"type": "kinetic",
- "val": 3
+ "val": "3"
}
],
"range": [
@@ -1783,25 +1674,22 @@
],
"tags": [
{
- "id": "accurate"
+ "id": "tg_accurate"
}
],
"source": "SSC",
"license": "MOURNING CLOAK",
"license_level": 3,
- "effect": "The Variable Sword deals +1d6 bonus kinetic damage on critical hits.",
- "description": "The variable sword is a Smith-Shimano hallmark. A length of razor sharp molecular wire attached to a handle and caught in a magnetic field, a variable sword is invisible to the naked eye until it makes cuts in an enemy. Built in the early days of interstellar travel, the variable sword was meant to allow for precision sample gathering in the field, while also reducing the overall payload on a mech core.",
+ "effect": "On a critical hit, deal +1d6 bonus damage.",
+ "description": "The variable sword is a Smith-Shimano hallmark: a length of razor-sharp molecular wire attached to a handle and locked in place by a magnetic field, variable swords are invisible to the naked eye until they cut into their target. Designed in the early days of interstellar travel, variable swords were meant to allow for the precise gathering of samples, while also reducing the overall burden on a mech's core.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "oracle",
+ "id": "mw_oracle_lmg_i",
"name": "ORACLE LMG-I",
- "mount": "Auxiliary",
- "type": "Rifle",
- "sp": 1,
+ "mount": "1",
+ "type": "SP",
"damage": [
{
"type": "kinetic",
@@ -1816,28 +1704,28 @@
],
"tags": [
{
- "id": "arcing"
+ "id": "tg_auxiliary_rifle"
+ },
+ {
+ "id": "tg_accurate"
},
{
- "id": "accurate"
+ "id": "tg_arcing"
}
],
"source": "SSC",
"license": "SWALLOWTAIL",
"license_level": 2,
"effect": "",
- "description": "The “Oracle” indirect light machine gun (O/LMG-I designate) packs a subsentient, high-volume DOWNPOUR static quad-barrel system into a single cylinder typically installed on the dorsal panel of a chassis. Paired with a firing system, the Oracle is capable of directing persistent defilade-ignorant kinetic fire at a pilot’s target.",
+ "description": "The Oracle Indirect Light Machine Gun (designated O/LMG-I) packs a subsentient, high-volume DOWNPOUR static quad-barrel system into a single cylinder typically installed on the dorsal panel of a chassis. Paired with a firing system, the Oracle is capable of directing persistent defilade-ignorant kinetic fire at targets.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "nanobotwhip",
- "name": "Nanobot Whip",
+ "id": "mw_nanobot_whip",
+ "name": "NANOBOT WHIP",
"mount": "Heavy",
"type": "Melee",
- "sp": 2,
"damage": [
{
"type": "kinetic",
@@ -1852,33 +1740,31 @@
],
"tags": [
{
- "id": "smart"
+ "id": "tg_smart"
}
],
"source": "HORUS",
"license": "BALOR",
"license_level": 3,
- "effect": "On a critical hit, your target is pulled to any free adjacent space to your mech, or as far as possible while still obeying obstructions.",
- "description": "Nanobot whips are a unique protocol offered by HORUS collectivists; using swarm coding and legion directives, HORUS collectivists created a protocol for nanites that collects them into a whip-like weapon. This nanobot whip can retract to its base blister for stowing, and detach in Melee combat to restrain nearby enemies. The nanobot whip returns to its base unit when summoned.",
+ "effect": "On a critical hit, pull your target to a free space adjacent to you, or as close as possible.",
+ "description": "Using swarm-coding and legion directives, HORUS collectivists created a framework to organize a swarm of nanites into a whip-like weapon. Nanobot whips can retract into their base blister for stowing, detach in melee combat to restrain nearby enemies, and return to their base unit when summoned.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "control": 1
- }
+ "aptitude": {},
+ "sp": 2
},
{
- "id": "seekerswarm",
- "name": "Seeker Swarm Nexus",
+ "id": "mw_swarm_hive_nanites",
+ "name": "SWARM/HIVE NANITES",
"mount": "Main",
"type": "Nexus",
"damage": [
{
"type": "kinetic",
- "val": 2
+ "val": "2"
},
{
"type": "burn",
- "val": 2
+ "val": "2"
}
],
"range": [
@@ -1889,31 +1775,29 @@
],
"tags": [
{
- "id": "smart"
+ "id": "tg_seeking"
},
{
- "id": "seeking"
+ "id": "tg_smart"
}
],
"source": "HORUS",
"license": "BALOR",
"license_level": 3,
"effect": "",
- "description": "The SWARM/HIVE protocol developed by HORUS collectivists is one of the more insidious weapons they have produced. A SWARM/HIVE nanite swarm combines the systemic invasion properties of HORUS's BOOST/HIVE protocol with the aggressive tuning of a CONSUME/HIVE maniple. Launched from mounted HIVE blisters, a SWARM/HIVE nanite swarm will coalesce upon an enemy, infiltrate sensitive compartments and modules, and begin to eat away at any material they can find.",
+ "description": "SWARM/HIVE nanites are among the more insidious weapons produced by HORUS: dispatched in maniples - single \"swarm\" units carrying enough nanites to fill a square meter - SWARM/HIVE nanites combine the systemic invasion properties of BOOST/HIVE code with the aggressive consumption of a CONSUME/HIVE maniple. Launched from mounted blisters, SWARM/HIVE nanite maniples fall upon their targets as great clouds of teeth, infiltrating sensitive compartments and modules before consuming any organic and inorganic material they touch.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "autopod",
- "name": "Autopod",
+ "id": "mw_autopod",
+ "name": "AUTOPOD",
"mount": "Main",
"type": "Launcher",
"damage": [
{
"type": "kinetic",
- "val": "1d6"
+ "val": "3"
}
],
"range": [
@@ -1924,28 +1808,27 @@
],
"tags": [
{
- "id": "seeking"
+ "id": "tg_seeking"
},
{
- "id": "unique"
+ "id": "tg_unique"
},
{
- "id": "reaction"
+ "id": "tg_reaction"
}
],
"source": "HORUS",
"license": "GOBLIN",
"license_level": 1,
- "effect": "This integrated weapon system cannot be fired normally. Instead, it detects and picks up on target locks, firing a spinning, razor sharp disc that seeks its targets. Once per round, when lock on is consumed in range (by you or anyone else), you can use a reaction to automatically hit the locked on character.",
- "description": "A spur of INSTINCT’s protomind, the Goblin Autopod is a small anti-personnel weapon apparently devised by HORUS communicyphers to make a system capable of continuing offensive action, even in the event of its operator’s death.
Though no new versions have been encountered since Dhiyed, all extant versions of the Autopod are to be considered extremely dangerous, as their onboard protominds have surely cascaded since their inception.",
+ "effect": "Instead of using any kind of trigger mechanism, this weapon automatically scans for target locks, firing spinning, razor-sharp disks upon successful IDs. Gain the following reaction, which is the only way you can attack with the autopod:AUTONOMOUS ASSAULTReaction1/round, when another character attacks a target with RANGE 15 of you and consumes LOCK ON, you can automatically hit their target with the autopod.",
+ "description": "The autopod is a small antipersonnel weapon apparently devised by HORUS communocyphers to continue offensive action in the event of its operator's death. Each unit is, in theory, governed by a spur of INSTINCT's protomind. No new models have been encountered since DHIYED, and all extant versions of the Autopod are to be considered extremely dangerous as the INSTINCT code powering their onboard protominds is likely to have corrupted further since their creation.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {},
+ "sp": 1
},
{
- "id": "vorpal",
- "name": "Vorpal Gun",
+ "id": "mw_vorpal_gun",
+ "name": "VORPAL GUN",
"mount": "Main",
"type": "Cannon",
"damage": [
@@ -1964,17 +1847,14 @@
"source": "HORUS",
"license": "GORGON",
"license_level": 3,
- "effect": "This weapon can only be fired Once per round as a reaction to any ally taking damage from an actor in its range.",
+ "effect": "This weapon can't make normal attacks. Instead, 1/round, you can use it to attack hostile characters within RANGE and line of sight as a reaction when they deal damage to an allied character.",
"description": "DO NOT STARE DIRECTLY INTO THE APERTURE.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1,
- "support": 1
- }
+ "aptitude": {}
},
{
- "id": "ghouldrone",
- "name": "Ghoul Nexus",
+ "id": "mw_ghoul_nexus",
+ "name": "GHOUL NEXUS",
"mount": "Main",
"type": "Nexus",
"damage": [
@@ -1991,22 +1871,20 @@
],
"tags": [
{
- "id": "smart"
+ "id": "tg_smart"
}
],
"source": "HORUS",
"license": "HYDRA",
"license_level": 1,
- "effect": "Weapon deals Kinetic, Explosive, or Energy damage (choose when attacking)",
- "description": "A Ghoul Nexus commands some of the largest drones viable in modern combat. Ghoul drones are slightly smaller than an average human, metal cylinders bristling with hardpoints that accept most infantry- level anti-mech weapons. Propelled by VTOL/HOVER capable jet-flight systems, Ghoul drones are fearsome, all-theater autonomous units that are difficult to track and take down.",
+ "effect": "",
+ "description": "Ghoul nexuses command some of the largest viable drones in modern combat. These drones are slightly smaller than an average human - metal cylinders bristling with hardpoints suitable for most infantry-level anti-mech weapons. Propelled by VTOL/hover-capable jet systems, Ghoul drones are fearsome, all-theater autonomous units that are difficult to track and take down.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "ghastdrone",
- "name": "Ghast Nexus",
+ "id": "mw_ghast_nexus",
+ "name": "GHAST NEXUS",
"mount": "Heavy",
"type": "Nexus",
"damage": [
@@ -2023,25 +1901,20 @@
],
"tags": [
{
- "id": "smart"
- },
- {
- "id": "drone"
+ "id": "tg_smart"
}
],
"source": "HORUS",
"license": "HYDRA",
"license_level": 2,
- "effect": "A Ghast drone can also be deployed as a quick action to a point in sensor range, where it hovers in place, counting as a drone (Size 1/2, 10 HP, 10 Evasion/E-defense) with 2 armor for the duration. It can be fired normally as though it were still a weapon (with skirmish or barrage), but traces line of sight from its location.",
- "description": "The GHAST is an upgraded form of the ghoul drone. A GHAST boasts an upgraded flight system capable of wielding mech-tier weapons within optimum parameters.",
+ "effect": "This weapon may be used to attack as normal, or deployed as a DRONE with the following profile:Ghast Nexus (SIZE 1/2, 5 HP, ARMOR 2, EVASION 10, E-DEFENSE 10, Tags: DRONE)This Ghast nexus can be deployed to a free space within SENSORS and line of sight as a free action, where it becomes a stationary, hovering DRONE. Once deployed, you may still use it for SKIRMISH and BARRAGE attacks as though it is still a weapon, but with line of sight and RANGE traced from its location.You may recall or redeploy the Ghast nexus as a quick action. Until recalled or destroyed, it remains deployed until the end of the scene. If destroyed, it follows the rules for destroyed DRONES and can't be used until repaired.",
+ "description": "The Ghast is an up-armored, up-armed version of the smaller Ghoul drone; Ghast drones boast an upgraded flight system capable of wielding mech-tier weapons within optimum parameters, and can operate independently from their host chassis or as an integrated weapon. In Hydras, Ghast drones generally act as thoracic segments, providing armor to core systems: powerplant, cockpit, NHP caskets, etc.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "annihilationnexus",
- "name": "Annihilation Nexus",
+ "id": "mw_annihilation_nexus",
+ "name": "ANNIHILATION NEXUS",
"mount": "Superheavy",
"type": "Nexus",
"damage": [
@@ -2058,28 +1931,23 @@
],
"tags": [
{
- "id": "ap"
- },
- {
- "id": "smart"
+ "id": "tg_ap"
},
{
- "id": "drone"
+ "id": "tg_smart"
}
],
"source": "HORUS",
"license": "HYDRA",
"license_level": 3,
- "effect": "When you fire this weapon, you can fire it again as a protocol (a free action at the start of your turn) at the start of your next turn. This free attack can’t benefit from bonus damage.
When you fire this weapon (either the first time or the secondary fire effect) you can cause its area of effect to originate from any of your deployed drones in your sensor range instead of around your mech, even a different drone each time if you choose",
- "description": "A storm of bladed death, maniple-linked nanites releasing in a burst of filament-like rings so sharp they can cut at the molecular level. The visual effect is often likened to that of a glimmering, blossoming flower.",
+ "effect": "You may center this weapon's attack on either yourself or any of your DRONES within SENSORS.When you attack with this weapon, you can make a secondary attack with it as a protocol at the start of your next turn. This secondary attack can't deal from bonus damage and doesn't trigger additional secondary attacks.",
+ "description": "\"A storm of bladed death\" - nanites organized into maniples, released from a chassis' onboard nexuses or single-use firing tubes in a burst of filament rings so sharp they slice away at their targets on the molecular level. The visual effect of a maniple being launched is often compared to tinsel being fired through atmosphere.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "catalystpistol",
- "name": "Catalyst Pistol",
+ "id": "mw_catalyst_pistol",
+ "name": "CATALYST PISTOL",
"mount": "Auxiliary",
"type": "CQB",
"damage": [
@@ -2100,7 +1968,7 @@
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
@@ -2108,15 +1976,13 @@
"license": "MANTICORE",
"license_level": 1,
"effect": "",
- "description": "Lo! RA melteth thy countenance.",
+ "description": "\"Burn, thou fiend, before the fire of the Eye of RA!\"",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "arcprojector",
- "name": "Arc Projector",
+ "id": "mw_arc_projector",
+ "name": "ARC PROJECTOR",
"mount": "Heavy",
"type": "CQB",
"damage": [
@@ -2133,30 +1999,27 @@
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 1
}
],
"source": "HORUS",
"license": "MANTICORE",
"license_level": 2,
- "effect": "If a target is successfully hit by this weapon, you can repeat this attack against another character within range 3 of the first target (generating heat each time). This effect can chain as long as there are valid targets in range, but can only choose the same target once.",
- "description": "Fire be upon thee, APEP! Thy flesh is seared from thy bones; The Lord of the Duat will never enable thy shade to rise again!",
+ "effect": "On hit, you may also make a secondary attack against a different character within RANGE 3 of the first target. You can continue making secondary attacks on hits, as long as there are new, valid targets within range; however, each attack generates heat, and secondary attacks can't deal bonus damage. Characters can't be hit more than once with the same firing of this weapon.",
+ "description": "\"Fire be upon thee, APEP! Thy flesh is seared from thy bones; The Lord of the Duat will never enable thy shade to rise again!\"",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "smartgun",
- "name": "Smart Gun",
+ "id": "mw_smartgun",
+ "name": "SMARTGUN",
"mount": "Main",
"type": "Rifle",
- "sp": 2,
"damage": [
{
"type": "kinetic",
- "val": 4
+ "val": "4"
}
],
"range": [
@@ -2167,34 +2030,33 @@
],
"tags": [
{
- "id": "smart"
+ "id": "tg_accurate"
},
{
- "id": "seeking"
+ "id": "tg_seeking"
},
{
- "id": "accurate"
+ "id": "tg_smart"
}
],
"source": "HORUS",
"license": "PEGASUS",
"license_level": 1,
"effect": "",
- "description": "A “smart“ weapon is a blanket term for any and all weapons that are capable of interacting with onboard systems in order to boost their combat efficacy. Smart guns are weapons that come pre-loaded with companion software and the necessary hardware in order to interact with targeting systems and host NHPs.",
+ "description": "\"Smart weapon\" is a broad term that describes any and all weapons capable of interacting with onboard systems in order to boost their combat efficacy. Smartguns are weapons that come pre-loaded with companion software and the necessary hardware in order to interact with targeting systems and host NHPs. A popular addition to many HORUS mechs, smart weapons make for reliable kinetic delivery systems.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {},
+ "sp": 2
},
{
- "id": "mimic",
- "name": "Mimic Gun",
+ "id": "mw_mimic_gun",
+ "name": "MIMIC GUN",
"mount": "Heavy",
"type": "???",
"damage": [
{
"override": true,
- "val": "??? Kinetic"
+ "val": "??? kinetic"
}
],
"range": [
@@ -2208,23 +2070,20 @@
"source": "HORUS",
"license": "PEGASUS",
"license_level": 2,
- "effect": "This horrifying weapon has no basic form, but instead constantly contorts itself into different forms, mimicking the weaponry of other combatants. This weapon cannot be modified (by mods, core bonuses, etc), but counts as all ranged weapon types (CQB, Rifle, Cannon, Nexus, Launcher).
At the start of combat, roll 3 d20s and write the numbers down. The gun cycles through each number at the start of each of your turns, starting with the first one on your first turn, and returning to the first number after it’s gone through all three. It has a range equal to the number written down, and deals flat damage equal to half the number written down, rounded up, +1.
As a full action, you can provoke the mimic gun, re-rolling these numbers.",
+ "effect": "This horrifying weapon has no basic form; it constantly contorts itself into different shapes, mimicking the weapons of other combatants. It counts as all ranged weapon types simultaneously (e.g., CQB, RIFLE, etc.), but it can't take MODS or benefit from core bonuses, although it still benefits from talents as normal.At the start of combat, roll 3d20 and note the results in order: X, Y, and Z. X is its starting RANGE. At the start of every turn after the first, the mimic gun cycles to the next result, taking that as its RANGE. After Z, it cycles back to X.The mimic gun does kinetic damage equal to 1 + half of its current RANGE.You may provoke the mimic gun as a full action, rolling a new set of 3d20.",
"description": "This is not a gun.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "autogun",
- "name": "Autogun",
+ "id": "mw_autogun",
+ "name": "AUTOGUN",
"mount": "Main",
"type": "Cannon",
- "sp": 1,
"damage": [
{
"type": "kinetic",
- "val": 3
+ "val": "3"
}
],
"range": [
@@ -2237,16 +2096,15 @@
"source": "HORUS",
"license": "PEGASUS",
"license_level": 3,
- "effect": "You may only fire this weapon as a free action at the end of your turn (it cannot be fired by any other action or reaction). It does not benefit from your talents.",
- "description": "An autogun is, as its name implies, an automated weapon. Similar to a point-defense system, an autogun is chambered to provide effective fire against armored targets instead. Typically mounted on a stabilized, secondary arm, a reliably-tuned autogun can be trusted to track and eliminate designated enemy units while a pilot concentrates on more specialized weapons or processes.",
+ "effect": "This weapon can't make normal attacks. Instead, you can attack with it as a free action at the end of your turn. It doesn't benefit from or trigger your talents.",
+ "description": "As the name implies, autoguns are automated weapons. Similar to point-defense systems, autoguns are chambered to provide effective fire against armored targets. Typically mounted on a stabilized, secondary arm, a reliably tuned autogun can be trusted to track and eliminate designated enemy units while a pilot concentrates on more intensive weapons or processes. Cheap, with malleable codebases, autoguns are common among active, armed HORUS cells.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 3
- }
+ "aptitude": {},
+ "sp": 1
},
{
- "id": "siegecannon",
- "name": "Siege Cannon",
+ "id": "mw_siege_cannon",
+ "name": "SIEGE CANNON",
"mount": "Superheavy",
"type": "Cannon",
"damage": [
@@ -2266,26 +2124,24 @@
"source": "HA",
"license": "BARBAROSSA",
"license_level": 3,
- "effect": "The siege cannon can be fired with two profiles:
Superheavy Cannon (Siege Mode)
4 heat (self), Arcing, Ordnance, Loading
Range 30, Blast 2
3d6 explosive damage
Superheavy Cannon (Direct Fire)
2 heat (self), Knockback 2
Range 20
3d6 explosive damage
",
- "description": "Siege Cannons are the Armory‘s core-squadron level artillery, a shoulder-mounted gun fed by a selfcontained loading system. Commonly mounted on rear-line mechs deployed in an artillery/squad support role, the Siege Cannon is capable of direct fire should the necessities of dynamic combat call for it.",
+ "effect": "Siege Mode: Arcing, Ordnance, Loading, 4 Heat (Self)Direct Fire: Knockback 2, 2 Heat (Self)The siege cannon is the Armory's quintessential artillery piece: a howitzer cannon fed by an automated loading system. Typically mounted on long-range mechs deployed in artillery or squad-support roles, siege cannons are capable of both indirect and direct fire as the situation demands with variable ammunition options.SIEGE MODE (R: 30, Blast 2\tD: 3d6 explosive)DIRECT FIRE (R: 20\tD: 3d6 explosive)Attacks with the siege cannon can be made with either siege mode or direct fire, using the listed profiles.",
+ "description": "",
"data_type": "weapon",
- "aptitude": {
- "ranged": 2
- }
+ "aptitude": {}
},
{
- "id": "flamethrower",
- "name": "Flamethrower",
+ "id": "mw_krakatoa_thermobaric_flamethrower",
+ "name": "KRAKATOA THERMOBARIC FLAMETHROWER",
"mount": "Heavy",
"type": "CQB",
"damage": [
- {
- "type": "burn",
- "val": "4"
- },
{
"type": "energy",
"val": "1"
+ },
+ {
+ "type": "burn",
+ "val": "4"
}
],
"range": [
@@ -2299,56 +2155,52 @@
"license": "GENGHIS",
"license_level": 1,
"effect": "",
- "description": "The HA Krakatoa was developed specifically for the Hercynian crisis, as chassis-size flamethrowers had been deemed unnecessary, and more to the point, banned by anti-terror conventions. With the combination of thick arboreal environment, swarm tactics of the Egregorians, and ineffectual performance of slug ammunition, the need for a recession on the ban was apparent. The Krakatoa was quickly developed and affiliate patterns disseminated. Adopted by Union MEF units, the Krakatoa saw heavy use in the deep world-jungle of Hercynia and towering hives of the Egregorians thanks to its stability, intensity, and stopping power — a necessary feature competitor makes lacked. Egregorian drones and warriors, commanded by their overminds, would not stop advancing until they were physically incapable of doing so — the force at which the Krakatoa expelled flame and fuel was sufficient to knock back or otherwise incapacitate charging warriors on the periphery of the flame cone. Reworked after the cessation of the Hercynian crisis, the Krakatoa is now a popular tool for creating area-of-denial firebreaks. It's legality is currently under review by the Galactic Treaties Board.",
+ "description": "Between the thick arboreal environment of Hercynia, the swarm tactics of the Egregorians, and the ineffectual performance of slug ammunition, the need for wide-effect weapons was apparent. GMS quick developed the Krakatoa - a thermobaric flamethrower - and disseminated it to affiliates. The Krakatoa was quickly adopted by Union's Marine Expeditionary Forces, seeing heavy use in the depths of the Hercynian continental jungles thanks to its stability, reliability, and stopping power.Later reworked and adopted by the Armory following the resolution of the Hercynian Crisis, the Krakatoa has become a popular tool for the creation of area-of-denial firebreaks.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "plasmathrower",
- "name": "Plasma Thrower",
+ "id": "mw_plasma_thrower",
+ "name": "PLASMA THROWER",
"mount": "Superheavy",
"type": "CQB",
"damage": [
- {
- "type": "burn",
- "val": "6"
- },
{
"type": "energy",
"val": "1d6+2"
- }
- ],
- "range": [
- {
- "type": "Cone",
- "val": 7
},
+ {
+ "type": "burn",
+ "val": "6"
+ }
+ ],
+ "range": [
{
"type": "Line",
"val": 10
+ },
+ {
+ "type": "Cone",
+ "val": 7
}
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 4
}
],
"source": "HA",
"license": "GENGHIS",
"license_level": 3,
- "effect": "Can be fired as Cone 7 or Line 10
Choose 3 empty spaces in the targeted area after firing this weapon. White hot flames burn in these spaces. The first time on its turn a character moves into these spaces or starts its turn there it takes 1d6 energy damage. These flames last until the end of the current scene.",
- "description": "The plasma thrower arrived late in the Hercynian Crisis, too late to see widespread battlefield application. Some MEF squadrons were able to mount the superheavy system, and what little data there is to see from its use suggests that this system would have had a tremendous impact during the major battles that raged in the deep jungles during the middle of the Crisis.",
+ "effect": "Can be fired as Cone 7 or Line 10
After firing this weapon, white-hot flames continue to burn in 3 free spaces of your choice within the affected area, lasting for the rest of the scene. When characters start their turn in one of these spaces or enter one for the first time in a round, they take 1d6 energy damage.",
+ "description": "The plasma thrower emerged too late in the Hercynian Crisis to see widespread use in the field. The scarce data gathered from the MEF squadrons that used it suggest that plasma throwers would have had a tremendous impact on the outcomes of several major battles that occurred during the bloodiest phase of the Crisis.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 2
- }
+ "aptitude": {}
},
{
- "id": "stub",
- "name": "Stub Cannon",
+ "id": "mw_stub_cannon",
+ "name": "STUB CANNON",
"mount": "Auxiliary",
"type": "Cannon",
"damage": [
@@ -2365,11 +2217,11 @@
],
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": 6
},
{
- "id": "knockback",
+ "id": "tg_knockback",
"val": 1
}
],
@@ -2377,16 +2229,13 @@
"license": "ISKANDER",
"license_level": 1,
"effect": "",
- "description": "A supercompact rotary pistol, short range, but able to be integrated into hardpoints or held in a manipulator.",
+ "description": "The stub cannon is a supercompact rotary cannon - short-range, but suitable for integration into hardpoints and manipulators.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "ranged": 0
- }
+ "aptitude": {}
},
{
- "id": "gravity",
- "name": "Gravity Gun",
+ "id": "mw_gravity_gun",
+ "name": "GRAVITY GUN",
"mount": "Heavy",
"type": "Rifle",
"damage": [
@@ -2409,17 +2258,14 @@
"source": "HA",
"license": "ISKANDER",
"license_level": 2,
- "effect": "When you attack with this rifle, all targets caught in the area must pass a hull save or take 1d6 energy damage and be pulled as close to the center of the blast as possible.",
- "description": "The complex negotiations of gravity and time, shattered in an instant by a machine that can pluck a waves like a player strums a guitar string.
We’ve weaponized the thing that holds all things in its embrace. What could go wrong?",
+ "effect": "Characters within the affected area must succeed on a HULL save or take 1d6 energy damage and be pulled as close to the center of the blast as possible. This weapon cannot be modified or benefit from core bonuses.",
+ "description": "\"The complex negotiations of gravity and time, shattered in an instant by a machine that can pluck waves like a player strums the strings of a guitar.\"We've weaponized the force that holds all things in its embrace. What could go wrong?\"",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1,
- "control": 2
- }
+ "aptitude": {}
},
{
- "id": "displacer",
- "name": "Displacer",
+ "id": "mw_displacer",
+ "name": "DISPLACER",
"mount": "Main",
"type": "Rifle",
"damage": [
@@ -2440,16 +2286,16 @@
],
"tags": [
{
- "id": "unique"
+ "id": "tg_ap"
},
{
- "id": "loading"
+ "id": "tg_loading"
},
{
- "id": "ap"
+ "id": "tg_unique"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 10
}
],
@@ -2457,18 +2303,15 @@
"license": "NAPOLEON",
"license_level": 3,
"effect": "",
- "description": "The Displacer is the result of ongoing blinkspace exposure tests in Think Tank‘s R&D department and miniaturization of commonly employed interstellar travel methods. The Displacer itself is conventional in appearance but requires a massive secondary, dorsal-mounted core in order to power: when fired, the Displacer identifies a bubble of local space (size and location determined by the firing pilot) and snaps it into blinkspace. Where the contents of that bubble go is unknown, but the effect is dramatic: anything inside the projected bubble simply ceases to exist in this dimension, transported somewhere else in the void of blinkspace. The Displacer makes no sound when fired, but the sudden and necessary venting of its power supply is tremendous; similarly, the heat wave of its backblast is deadly to any unshielded personnel exposed to it.",
+ "description": "The Displacer is the result of ongoing blinkspace exposure tests and miniaturization of standard interstellar travel methods. In terms of appearance, the Displacer could be mistaken for a conventional energy rifle, but it requires a massive secondary, dorsal-mounted reactor: when fired, the Displacer identifies a bubble of local space (size and location determined on an ad hoc basis by the user) and snaps it into blinkspace. The destination of the bubble is unknown, but the effect is dramatic: anything inside simply ceases to exist in this dimension, transported somewhere in the void of blinkspace. The Displacer makes no sound when fired, but the sudden and necessary venting of its power supply is tremendous; similarly, the heatwave of its backblast vent is deadly to any unshielded personnel exposed to it.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 2
- }
+ "aptitude": {}
},
{
- "id": "impulsecolony",
- "name": "Impulse Missiles",
- "mount": "Main",
- "type": "Launcher",
- "sp": 1,
+ "id": "mw_shatterhead_colony_missiles",
+ "name": "SHATTERHEAD COLONY MISSILES",
+ "mount": "1",
+ "type": "SP",
"damage": [
{
"type": "energy",
@@ -2483,22 +2326,23 @@
],
"tags": [
{
- "id": "arcing"
+ "id": "tg_main_launcher"
+ },
+ {
+ "id": "tg_arcing"
}
],
"source": "HA",
"license": "SALADIN",
"license_level": 1,
- "effect": "The attack roll for this weapon cannot be any worse than a regular roll (it can’t suffer any difficulty on the final roll)",
- "description": "Developed by the Armory following costly urban and naval boarding engagements in the Interest War, the Shatterhead Colony missile is now a mainstay of Armory Interdiction teams. At an optimal distance from its target(s), the Shatterhead breaks open in a burst of high-catalyst fuel, revealing a cluster of small thermobaric pellets that spread out and ignite, choking the affected area with flame. The effect overloads energy shielding and saturates cover, though only a small percent of the projectiles actually reach their target.",
+ "effect": "The final attack roll for this weapon can never be affected by DIFFICULTY.",
+ "description": "Developed following costly urban and naval boarding engagements in the Interest War, Shatterhead Colony Missiles are now a standard part of the arsenal fielded by Armory interdiction teams. When they reach an optimal distance, Shatterheads break open in a burst of high-catalyst fuel to reveal a cluster of small thermobaric pellets that spread out and ignite, choking the affected area with flame. The effect overloads energy shielding and saturates cover, though only a small percent of the projectiles actually reach their target.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "sollaser",
- "name": "Laser Rifle (SOL Pattern)",
+ "id": "mw_sol_pattern_laser_rifle",
+ "name": "SOL-PATTERN LASER RIFLE",
"mount": "Main",
"type": "Rifle",
"damage": [
@@ -2508,7 +2352,7 @@
},
{
"type": "burn",
- "val": 1
+ "val": "1"
}
],
"range": [
@@ -2519,7 +2363,7 @@
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 1
}
],
@@ -2527,15 +2371,13 @@
"license": "SHERMAN",
"license_level": 1,
"effect": "",
- "description": "The laser rifle is a near-ubiquitous weapon throughout the galaxy, the energy-based cousin to GMS‘s Type-I AR. To call it a rifle, though, is shorthand: a laser rifle is a projector that utilizes a series of apertures and lenses to amplify and focus light into tight beam, visible in the right circumstances, that paints a target long enough to heat the area of “impact“ into plasma. The HA SOL-pattern laser rifle is capable of a 3.5PW maximum output, pulsed, but can project a beam at lower power levels; additionally, while some laser rifles can double as communication/data transfer devices, the Armory‘s SOL is strictly tuned for combat, and has no such communication capability. The SOL is a solid state and entirely self-contained, but can be patched into a chassis‘ reactor core for operation and to re-charge spent weaponry. Energy weapons, while having downsides of their own, are commonly used in micro-and-zero-gravity environments due to having no impulse or kinetic user feedback.",
+ "description": "Laser rifles contain a series of apertures and lenses that amplify and focus light into tight beams, sometimes visible, that heat the zone of impact for long enough to turn it into plasma. The SOL-Pattern Laser Rifle consistently outputs 3.5 petawatts, pulsed, but can also project a steady beam at lower power levels. The SOL is entirely self-contained but can be patched into a mech's reactor core for emergency recharge.Although some laser rifles double as communications and data-transfer devices, the SOL is strictly suitable for combat applications.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "heavylaser",
- "name": "Heavy Laser",
+ "id": "mw_andromeda_pattern_heavy_laser_rifle",
+ "name": "ANDROMEDA-PATTERN HEAVY LASER RIFLE",
"mount": "Heavy",
"type": "Cannon",
"damage": [
@@ -2545,7 +2387,7 @@
},
{
"type": "burn",
- "val": 3
+ "val": "3"
}
],
"range": [
@@ -2556,7 +2398,7 @@
],
"tags": [
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 3
}
],
@@ -2564,15 +2406,13 @@
"license": "SHERMAN",
"license_level": 2,
"effect": "",
- "description": "A heavy laser rifle is a larger-scale laser weapon. The Harrison Armory ANDROMEDA-pattern heavy laser scales up the SOL by half, adding a second projector that can fire independently, synchronized, or in alternating patterns and wavelengths as the primary projector. The effect overwhelms most shields, but the power draw necessary makes this weapon impractical on platforms without the necessary heat reduction/ dispersal to manage the incredible cost.",
+ "description": "The Harrison Armory ANDROMEDA-Pattern Heavy Laser scales up the SOL by half, adding a second projector that can fire independently, synchronized, or in alternating patterns and wavelengths with the primary projector. The effect overwhelms most shields, but the power draw necessary makes this weapon impractical on platforms without the necessary heat reduction and dispersal to manage the incredible cost.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "tachyon",
- "name": "Tachyon Lance",
+ "id": "mw_tachyon_lance",
+ "name": "TACHYON LANCE",
"mount": "Superheavy",
"type": "Cannon",
"damage": [
@@ -2582,7 +2422,7 @@
},
{
"type": "burn",
- "val": 8
+ "val": "8"
}
],
"range": [
@@ -2593,26 +2433,24 @@
],
"tags": [
{
- "id": "ordnance"
+ "id": "tg_ordnance"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 4
}
],
"source": "HA",
"license": "SHERMAN",
"license_level": 3,
- "effect": "Firing this weapon while in the danger zone creates a back blast of burning plasma in a cone 3 area drawn from the opposite direction of firing. Characters in the area when it’s created must pass an engineering save or take 4 burn and 2 heat. This zone then becomes soft cover until the start of your next turn.",
- "description": "The Tachyon Lance is the weaponized result of early Harrison Armory experiments into faster-than-light travel. Rendered obsolete by developments in blinkspace travel and the difficulty of ensuring corporeal passenger survival, HA‘s tachyon accelerators were mothballed until Think Tank engineers realized their potential application as weapons. A tachyon accelerator projects tachyon particles -- essentially a subatomic localized object -- faster than light towards its target. These particles are impossible to see through optical/visible means: as they travel faster than light, they cannot be seen or avoided intentionally. Though the size of the particle is tiny, the sheer speed and energy of travel is titanic, and the damage a tachyon lance imparts on its target -- should it connect -- is unparalleled.",
+ "effect": "When you attack with this weapon while in the DANGER ZONE, it creates a CONE 3 backblast of burning plasma in the opposite direction. Characters within the affected area must succeed on an ENGINEERING save or take 4 burn and 2 heat. Until the start of your next turn, the affected area provides soft cover.",
+ "description": "Tachyon lances are the weaponized results of joint IPS-N and Harrison Armory experiments into faster-than-light travel. Rendered obsolete by subsequent developments in blinkspace travel (and the difficulty of ensuring corporeal passenger survival), the Armory's tachyon accelerators were mothballed until Think Tank engineers realized their potential application as weapons. Tachyon lances project tachyon particles - essentially subatomic localized objects - faster than light toward their targets. These particles are impossible to perceive optically, and because they travel faster than light, can't be seen or evaded. Although the particles are tiny, they travel with colossal speed and energy. The damage a tachyon lance deals to its target - should it hit - is unparalleled.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "annihilator",
- "name": "Annihilator",
+ "id": "mw_annihilator",
+ "name": "ANNIHILATOR",
"mount": "Main",
"type": "CQB",
"damage": [
@@ -2633,26 +2471,24 @@
],
"tags": [
{
- "id": "ap"
+ "id": "tg_ap"
},
{
- "id": "heatself",
+ "id": "tg_heat_self",
"val": 2
}
],
"source": "HA",
"license": "TOKUGAWA",
"license_level": 1,
- "effect": "On hit, this weapon also attacks all characters in a burst 1 area around the target.",
- "description": "HA specializes in conventional and unconventional arms development; solutions to tactical problems are designed both in the lab and in the field, often the latter outperforming the former in combat situations. The Annihilator takes its name from pilots' slang for a field-rigged weapon developed during the Bradbury Rebellion, when desperate resistance pilots machined a way of shunting the incredible waste heat of their core's reactor into a directed blast.",
+ "effect": "On a hit, this weapon also makes a secondary attack against all characters in a BURST 1 area around the target. This secondary attack can't deal bonus damage.",
+ "description": "Harrison Armory is known to employ somewhat unconventional development methods: tactical solutions are theorized and designed in the field as often as they are in the lab, with the former often end up outperforming the latter. The Annihilator's name comes from pilots' slang for a jury-rigged weapon first improvised in the Bradbury Rebellion, when desperate resistance pilots found a way to shunt the incredible waste heat from their reactors into a directed blast.",
"data_type": "weapon",
- "aptitude": {
- "ranged": 1
- }
+ "aptitude": {}
},
{
- "id": "torch",
- "name": "Torch",
+ "id": "mw_torch",
+ "name": "TORCH",
"mount": "Main",
"type": "Melee",
"damage": [
@@ -2662,7 +2498,7 @@
},
{
"type": "burn",
- "val": 3
+ "val": "3"
}
],
"range": [
@@ -2673,280 +2509,23 @@
],
"tags": [
{
- "id": "heatself",
- "val": 2
+ "id": "tg_overkill"
},
{
- "id": "overkill"
+ "id": "tg_heat_self",
+ "val": 2
}
],
"source": "HA",
"license": "TOKUGAWA",
"license_level": 2,
"effect": "",
- "description": "The Armory's TORCH is a backbone core weapon: a heavy, two-handed, dual crescent-bladed plasma torch. The Melee weapon is powered by its wielder's reactor, connected by both powerlines and inert cabling; it can be separated into two torch-axes, and its plasma blades are capable of being tuned into new shapes. A common sight in CQB situations, the torch has of late become a status symbol among pilot officers, many preferring to carry them alongside a smaller auxiliary weapon.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1,
- "ranged": 0
- }
- },
- {
- "id": "xaolicombatsheathe",
- "name": "Xaoli Combat Sheathe",
- "mount": "Main",
- "type": "Melee",
- "damage": [
- {
- "type": "kinetic",
- "val": "1d3 + 2"
- }
- ],
- "range": [
- {
- "type": "Threat",
- "val": 1
- }
- ],
- "tags": [],
- "source": "IPS-N",
- "license": "ZHENG",
- "license_level": 1,
- "effect": "When you attack with this weapon, choose one or two targets to attack, rolling separately for each (choose which one is the primary target for bonus damage or other effects).
You may use this weapon even while jammed.",
- "description": "This enhancement encases a mech’s manipulators and brachial structures in a powerful reactive alloy weave, allowing it to use its fists as blunt weapons, even unarmed.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "dd288",
- "name": "D/D 288",
- "mount": "Heavy",
- "type": "Melee",
- "damage": [
- {
- "type": "kinetic",
- "val": "1d6"
- }
- ],
- "range": [
- {
- "type": "Threat",
- "val": 1
- }
- ],
- "tags": [],
- "source": "IPS-N",
- "license": "ZHENG",
- "license_level": 3,
- "effect": "As a quick action, you may charge this weapon. While charging it you are slowed, take 2 heat at the start of your turn, and benefit from soft cover. At the start of any turn in which your weapon is charging, the damage from this weapon becomes 3d6 explosive damage, targets struck by it are knocked back 5 spaces directly away from you, and on critical hit your target is shredded until the end of its next turn.
This weapon deals 30 AP explosive damage to objects or terrain on hit. If an object or piece of terrain struck by this weapon is destroyed, it explodes, dealing 1d6 kinetic damage to all adjacent characters other than you and knocking them back 1 space.
After hitting with this weapon, you lose this charging state and the damage reverts to normal. You can also stop charging as a free action, and you also lose the charge if you are stunned or shut down.",
- "description": "The Xiaoli devastator/demolition weapon is legendary for its ability to breach and inflict total destruction on hardened targets. Originally rigged as a last resort by it’s operator, this fist-mounted weapon is essentially a redirection of the mechs’ core reactor. It must be primed before firing, requiring a dangerous power draw from the mechs’ systems and creating an enormous amount of emissions. The weapons’ first firing killed Xiaoli Mei and five of her opponents, and its tendency to cause enormous collateral damage and its spectacular discharge when fired earned it the moniker ‘Shā mǎ zhǎng’ or Horse Killing Palm.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "warprifle",
- "name": "Warp Rifle",
- "mount": "Main",
- "type": "Rifle",
- "damage": [
- {
- "type": "energy",
- "val": "1d3+1"
- }
- ],
- "range": [
- {
- "type": "Range",
- "val": 10
- }
- ],
- "tags": [
- {
- "id": "unique"
- },
- {
- "id": "ap"
- },
- {
- "id": "loading"
- }
- ],
- "source": "HA",
- "license": "SUNZI",
- "license_level": 2,
- "sp": 1,
- "effect": "On hit, the target must pass an engineering save or be teleported to a free valid space in a direction of your choice up to the same number of spaces as the damage you dealt with this weapon (including bonus damage, etc, maximum 10 spaces).",
- "description": "Es una abominación. Dicen que \"es como los arados de las espadas; tú también debes aprender a defender tu hogar ”. Ptah, escupí su lógica de espada. Ni siquiera sabíamos de los arados compartidos antes de convertirlos en espadas, y éramos felices.
Hiciste la puerta, la abriste. No es nuestra responsabilidad cerrarla.
[It is an abomination. They say “it is like plowshares to swords; you too must learn to defend your home.” Ptah, I spit on their blade-law. We did not even know of plowshares before they beat them into swords, and we were happy.
You made the door, you swung it open — it is not our responsibility to close it.]",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "kraulrifle",
- "name": "Kraul Rifle",
- "mount": "Main",
- "type": "CQB",
- "damage": [
- {
- "type": "kinetic",
- "val": "1d6"
- }
- ],
- "range": [
- {
- "type": "Range",
- "val": 8
- }
- ],
- "tags": [
- {
- "id": "inaccurate"
- }
- ],
- "source": "SSC",
- "license": "ATLAS",
- "license_level": 1,
- "effect": "On hit, your target is impaled by the harpoon-like projectile this weapon fires. Any time during your target’s next turn, you can reel in the line and take the boost action as a reaction to any of its actions or movement, as long as your boost moves towards that target by the most direct route possible. Your target must then pass a hull save or be knocked prone, and this effect ends. The line snaps if your target teleports",
- "description": "Hunting the Vast, the titans of Sparr, is an incredibly profitable venture - their skins, meat, and bone can turn into months of prosperity for an ambitious raiding party. These popular long rifles, refined to SSC standards, rugged and durable, aid in dragging down the great beasts.",
+ "description": "The Torch-Arc is a potent weapon: a heavy crescent-bladed plasma cutter, powered straight from a chassis' reactor. Torch-Arcs generally project as axes, though their blades can be changed to a range of other shapes. A common weapon in CQB theaters, the torch has lately become a status symbol among officers, carried by many alongside a smaller auxiliary weapon.",
"data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
+ "aptitude": {}
},
{
- "id": "terashimablade",
- "name": "Terashima Blade",
- "mount": "Main",
- "type": "Melee",
- "damage": [
- {
- "type": "kinetic",
- "val": "1d6+2"
- }
- ],
- "range": [
- {
- "type": "Threat",
- "val": 1
- }
- ],
- "tags": [
- {
- "id": "unique"
- }
- ],
- "source": "SSC",
- "sp": 1,
- "license": "ATLAS",
- "license_level": 3,
- "effect": "While wielding this weapon, once per round when you are attacked by any ranged weapon attack, you can roll a d6 as a reaction. On a 6, the attack automatically misses, and the attacker repeats the attack against itself, dealing half damage on a hit (and any other effects).",
- "description": "Quenched in the fire of a dying star and perfectly balanced, each of these blades bears a unique name. Quiet. Ishtar. Trolljäger. When combined with a mech’s sensors, they are rumored to be fast and durable enough to deflect weapons fire, though such a capability has not been tested.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "fusionrifle",
- "name": "Fusion Rifle",
- "mount": "Main",
- "type": "Rifle",
- "damage": [
- {
- "type": "energy",
- "val": "1-6"
- }
- ],
- "range": [
- {
- "type": "Range",
- "val": 6
- }
- ],
- "tags": [],
- "source": "HORUS",
- "license": "KOBOLD",
- "license_level": 1,
- "effect": "This weapon deals damage equal to its range from the target instead of rolling for damage, up to a maximum of 6 damage.",
- "description": "Bootstrapped from ore mining laser weaponry, this weapon’s deadly glare becomes more effective the longer distance the beam has to focus.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "slagcannon",
- "name": "Slag Cannon",
- "mount": "Main",
- "type": "Cannon",
- "damage": [
- {
- "type": "energy",
- "val": "1d6"
- }
- ],
- "range": [
- {
- "type": "Range",
- "val": 8
- }
- ],
- "tags": [
- {
- "id": "heatself",
- "val": 1
- }
- ],
- "source": "HORUS",
- "license": "KOBOLD",
- "license_level": 2,
- "effect": "Hit or miss, after this weapon attacks a target, if your target is on the ground, place a size 1 piece of terrain in a free adjacent space next to them (10 HP, evasion 5).",
- "description": "Dripping with molten fury, this carefully rigged weapon barely functions but bought many Barony overseers a painful death covered in boiling ore slag.",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "unraveler",
- "name": "Unraveler",
- "mount": "Main",
- "type": "Launcher",
- "damage": [
- {
- "type": "energy",
- "val": "2d6+1"
- }
- ],
- "range": [
- {
- "type": "Range",
- "val": 10
- }
- ],
- "tags": [
- {
- "id": "reliable",
- "val": 2
- }
- ],
- "source": "HORUS",
- "license": "LICH",
- "license_level": 1,
- "effect": "If the damage from this weapon does not destroy its target or cause it to take 1 structure damage, it instead deals only its reliable damage (2).",
- "description": "“Dark. Wet. Drink deep, and descend. The water is warm and well. It is very busy here, though you cannot see it. The swimmers are curious. Open your mouth.”
— Speaker 2 (M.A2.SP2) [Audio, length: 120:36][34% corruption][Dated 18593U, 01:50] [UIBTERMAGANT-TANGENT ROYAL]
",
- "data_type": "weapon",
- "aptitude": {
- "Melee": 1
- }
- },
- {
- "id": "fuelrod",
+ "id": "mw_fuel_rod_gun",
"name": "Fuel Rod Gun",
"mount": "Integrated",
"type": "CQB",
@@ -2959,7 +2538,7 @@
"range": [
{
"type": "Range",
- "val": 8
+ "val": 3
},
{
"type": "Threat",
@@ -2968,17 +2547,17 @@
],
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": 3
},
{
- "id": "unique"
+ "id": "tg_unique"
}
],
"source": "",
"license": "",
"license_level": "",
- "effect": "When you fire this weapon, hit or miss, reduce your heat by 4. This doesn’t count as cooling.",
+ "effect": "On Attack: Clear 4 heat.",
"description": "Gained from the \"Nuclear Cavalier\" Rank 3 Talent",
"data_type": "weapon",
"aptitude": {
@@ -2986,7 +2565,7 @@
}
},
{
- "id": "prototype1",
+ "id": "mw_prototype_1",
"name": "Prototype Weapon",
"mount": "Integrated",
"type": "Special",
@@ -3008,20 +2587,20 @@
],
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": "1d6+2"
},
{
- "id": "setmaxuses"
+ "id": "tg_set_max_uses"
},
{
- "id": "overkill"
+ "id": "tg_overkill"
}
],
"source": "",
"license": " ",
"license_level": "",
- "effect": "Choose between the following attributes upon installation:
- Type: Melee, Rifle, Cannon, Launcher, Nexus or CQB
- Range: Threat 1 (Melee) or Range 10
- Damage: 1d6+2 Kinetic, Explosive, or Energy
Roll this weapon's Limited property each full repair. You can change the profile of this weapon each time you full repair.",
+ "effect": "This weapon is an experimental prototype, customized according to your specific requirements.
When you install it, or during a FULL REPAIR, you may choose a new weapon type, damage type, and either Threat 1 (melee) or Range 10 (all other types). Additionally, each time you perform a FULL REPAIR, reroll 1d6+2 to determine this weapon\u2019s LIMITED uses.",
"description": "Gained from the \"Engineer\" Rank 1 Talent",
"data_type": "weapon",
"aptitude": {
@@ -3030,7 +2609,7 @@
}
},
{
- "id": "prototype2",
+ "id": "mw_prototype_2",
"name": "Prototype Weapon",
"mount": "Integrated",
"type": "Special",
@@ -3041,6 +2620,10 @@
}
],
"range": [
+ {
+ "type": "Threat",
+ "val": 1
+ },
{
"type": "Range",
"val": 10
@@ -3048,20 +2631,20 @@
],
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": "1d6+2"
},
{
- "id": "setmaxuses"
+ "id": "tg_set_max_uses"
},
{
- "id": "overkill"
+ "id": "tg_overkill"
}
],
"source": "",
"license": " ",
"license_level": "",
- "effect": "Choose between the following attributes upon installation:
- Type: Melee, Rifle, Cannon, Launcher, Nexus or CQB
- Range: Threat 1 (Melee) or Range 8
- Damage: 1d6+2 Kinetic, Explosive, or Energy
Roll this weapon's Limited property each full repair. You can change the profile of this weapon each time you full repair.
On a full repair, you can remove and tweak essential components of your system in order to increase the effectiveness of your prototype weapon. Choose 2 of the following:- Tweak Optics: You always fire your prototype weapon with +1 Accuracy.
- Tweak Computer: Your prototype weapon gains the Smart property.
- Remove Reactor Shielding: A ranged prototype weapon can fire as a cone 3 weapon, a line 5 weapon, or a blast 1 weapon (choose when you fire). A melee prototype weapon can fire as a burst 1 weapon. However, your weapon costs 2 heat to fire this way.
",
+ "effect": "This weapon is an experimental prototype, customized according to your specific requirements.
When you install it, or during a FULL REPAIR, you may choose a new weapon type, damage type, and either Threat 1 (melee) or Range 10 (all other types). Additionally, each time you perform a FULL REPAIR, reroll 1d6+2 to determine this weapon\u2019s LIMITED uses and choose two of the following:
- TWEAKED OPTICS: Your prototype weapon always gains +1 ACCURACY on attacks.
- TWEAKED COMPUTER: Your prototype weapon is SMART.
- STRIPPED REACTOR SHIELDING: Each time you attack with your prototype weapon, you may choose \u2013 at the cost of 2 heat \u2013 to attack with one of the following options, depending on its weapon type:
- RANGED WEAPON: CONE 3, LINE 5, or [BLAST 1, RANGE 10].
- MELEE WEAPON: BURST 1.
",
"description": "Gained from the \"Engineer\" Rank 2 Talent",
"data_type": "weapon",
"aptitude": {
@@ -3070,7 +2653,7 @@
}
},
{
- "id": "prototype3",
+ "id": "mw_prototype_3",
"name": "Prototype Weapon",
"mount": "Integrated",
"type": "Special",
@@ -3081,6 +2664,10 @@
}
],
"range": [
+ {
+ "type": "Threat",
+ "val": 1
+ },
{
"type": "Range",
"val": 10
@@ -3088,20 +2675,20 @@
],
"tags": [
{
- "id": "limited",
+ "id": "tg_limited",
"val": "2d6"
},
{
- "id": "setmaxuses"
+ "id": "tg_set_max_uses"
},
{
- "id": "overkill"
+ "id": "tg_overkill"
}
],
"source": "",
"license": " ",
"license_level": "",
- "effect": "Choose between the following attributes upon installation:
- Type: Melee, Rifle, Cannon, Launcher, Nexus or CQB
- Range: Threat 1 (Melee) or Range 10
- Damage: 1d6+4 Kinetic, Explosive, or Energy
Roll this weapon's Limited property each full repair. You can change the profile of this weapon each time you full repair.
On a full repair, you can remove and tweak essential components of your system in order to increase the effectiveness of your prototype weapon.
Choose 2 of the following:- Tweak Optics: You always fire your prototype weapon with +1 Accuracy.
- Tweak Computer: Your prototype weapon gains the Smart property.
- Remove Reactor Shielding: Your prototype weapon can fire as a cone 3 weapon, a line 5 weapon, or a blast 1 weapon(choose when you fire), but costs 2 heat to fire.
",
+ "effect": "This weapon is an experimental prototype, customized according to your specific requirements.
When you install it, or during a FULL REPAIR, you may choose a new weapon type, damage type, and either Threat 1 (melee) or Range 10 (all other types). Additionally, each time you perform a FULL REPAIR, reroll 2d6 to determine this weapon\u2019s LIMITED uses and choose two of the following:
- TWEAKED OPTICS: Your prototype weapon always gains +1 ACCURACY on attacks.
- TWEAKED COMPUTER: Your prototype weapon is SMART.
- STRIPPED REACTOR SHIELDING: Each time you attack with your prototype weapon, you may choose \u2013 at the cost of 2 heat \u2013 to attack with one of the following options, depending on its weapon type:
- RANGED WEAPON: CONE 3, LINE 5, or [BLAST 1, RANGE 10].
- MELEE WEAPON: BURST 1.
",
"description": "Gained from the \"Engineer\" Rank 3 Talent",
"data_type": "weapon",
"aptitude": {
@@ -3110,8 +2697,8 @@
}
},
{
- "id": "raleigh_integrated",
- "name": "M35",
+ "id": "mw_raleigh_integrated",
+ "name": "M35 Mjolnir",
"mount": "Main",
"type": "CQB",
"range": [
@@ -3130,20 +2717,20 @@
"val": 4
}
],
- "effect": "This weapon can be fired as a free action when you reload.",
+ "effect": "1/round, when you reload any weapon, this weapon can be fired as a free action.",
"tags": []
},
{
- "id": "barbarossa_integrated",
+ "id": "mw_barbarossa_integrated",
"name": "Apocalypse Rail",
"mount": "Ship-class",
"type": "Spool Weapon",
- "effect": "The Apocalypse Rail must be charged before it can be fired, using the Charge Rail CORE Power.
This weapon has different profiles depending on the charge on the die when you fire it. Each profile replaces the one proceeding it.
4 - Cannot be fired
3 - Range 20, Blast 2, 2d6 explosive damage. The blast cloud lingers in the area of effect, providing soft cover until the end of your next turn. Objects in the area take 20 AP explosive damage, no attack required.
2 - Range 25, Blast 2, 3d6 explosive damage. Characters hit by this attack are shredded and impaired until the end of their next turn. The blast cloud is a burning storm, providing soft cover until the end of your next turn and dealing 4 burn to any character that starts their turn there or moves there for the first time on their turn for the same duration. Objects and terrain in the area take 40 AP explosive damage, no attack required.
1 - Range 30, Blast 2, 4d6 explosive damage. Characters hit by this attack are also shredded and stunned until the end of their next turn. The impact vaporizes the ground on impact, turning it into difficult terrain for the rest of this scene. The area is soft cover for the rest of this scene, and characters that start their turn there or move there for the first time take 4 burn. Objects and terrain in the area are dealt 100 AP explosive damage, no attack required.",
+ "effect": "The Apocalypse Rail must be charged before it can be fired, using the Charge Rail CORE Power.
This weapon has different profiles determined by the current value of the APOCALYPSE DIE when you fire it. Each profile replaces the one proceeding it.
4. Cannot be fired
3. [RANGE 20, BLAST 2, 2d6 explosive] Objects within the affected area automatically take 20 AP explosive damage. After the attack, the blast cloud lingers, providing soft cover to characters within the affected area until the end of your next turn.
2. [RANGE 25, BLAST 2, 3d6 explosive] Objects and terrain in the area automatically take 40 AP explosive damage, and on hit characters become SHREDDED and IMPAIRED until the end of their next turn. The blast cloud is a burning storm: until the end of your next turn, characters within the affected area receive soft cover, and characters that start their turn within the area or move there for the first time in a round take 4 burn.
1. [RANGE 30, BLAST 2, 4d6 explosive] Objects and terrain in the area automatically take 100 AP explosive damage, and characters become SHREDDED and STUNNED until the end of their next turn on hit. The ground in the affected area is vaporized on impact: for the rest of the scene, it is difficult terrain, characters within the affected area receive soft cover, and characters that start their turn with the area or move there for the first time in a round take 4 burn.
The APOCALYPSE RAIL cannot be fired at targets within RANGE 5.",
"tags": []
},
{
- "id": "sherman_integrated",
- "name": "Zone Focus Mk IV SOLIDCORE",
+ "id": "mw_sherman_integrated",
+ "name": "ZF4 SOLIDCORE",
"mount": "Main",
"type": "Cannon",
"range": [
@@ -3158,11 +2745,11 @@
"val": "1d6/Charge"
}
],
- "effect": "When your mech takes the Stabilize action in a combat scene, it stores up a charge in this weapon, up to a maximum of 4. This weapon starts with 1 charge. When it fires, it consumes all charges, then gains 1 charge. These charges persist between scenes.",
+ "effect": "This weapon\u2019s profile is determined by the number of CHARGES it carries. It begins with 1 CHARGE, dealing 1d6 energy damage with Line 4. Each time you STABILIZE, you gain an additional 1 CHARGE, up to a maximum of 4. The ZF4 gains an additional +4 Line and +1d6 energy damage for each charge, and resets to 1 CHARGE after each attack. CHARGES persist between scenes, but are lost during a full repair.",
"tags": []
},
{
- "id": "lancaster_integrated",
+ "id": "mw_lancaster_integrated",
"name": "Latch Drone",
"mount": "Main",
"type": "Launcher",
@@ -3172,6 +2759,6 @@
"val": 8
}
],
- "effect": "Make an attack roll vs evasion 8 and target any friendly mech in range (still take cover and line of sight into account). On hit, you or your target can spend a repair to heal half your target’s HP."
+ "effect": "This weapon can\u2019t make normal attacks. Instead, choose an allied mech within RANGE and line of sight and make a ranged attack against EVASION 8. On a hit, either you or your target may spend 1 REPAIR to restore half your target\u2019s HP."
}
-]
+]
\ No newline at end of file