From f9259b81136777d92d13ae2a4f17be7336c87aef Mon Sep 17 00:00:00 2001 From: Johnny Date: Mon, 6 May 2019 22:53:50 -0500 Subject: [PATCH] add long rim --- lib/actions.json | 220 +++++++++++++++++++++++----------- lib/frames.json | 191 +++++++++++++++++++++++++++++ lib/mods.json | 17 ++- lib/systems.json | 303 +++++++++++++++++++++++++++++++++++++++++++++++ lib/weapons.json | 172 +++++++++++++++++++++++++++ package.json | 2 +- 6 files changed, 831 insertions(+), 74 deletions(-) diff --git a/lib/actions.json b/lib/actions.json index b33deb7..48dae32 100644 --- a/lib/actions.json +++ b/lib/actions.json @@ -4,105 +4,181 @@ "name": "Move", "action_type": "move", "description": "Move your character up to its speed in any direction.", - "detail": "On their turn, characters can always move a number of spaces equal to their speed value. They can freely move through (but not end their turn in) the space of friendly targets, but treat hostile targets as obstructions. This is sometimes called a regular move to distinguish it from movement granted from systems or talents." + "detail": "On their turn, characters can always move a number of spaces equal to their speed value. They can freely move through (but not end their turn in) the space of friendly targets, but treat hostile targets as obstructions. This is sometimes called a regular move to distinguish it from movement granted from systems or talents." }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_overcharge", + "name": "Overcharge", + "action_type": "overcharge", + "description": "Mechs can overcharge to make an additional quick action on a turn as a free action, at the cost of heat ", + "detail": "

It is possible for skilled pilots to push their mech beyond factory specifications for a short period of time in order to gain a tactical advantage. Moments of hyperspec action won‘t tax your mech‘s systems too much, but sustained action beyond prescribed limits will take its toll.

You may Overcharge your mech only once per turn. Overcharging incurs 1 heat. The next time you overcharge before you make a full repair, this cost increases to 1d3 heat. The next time, the cost increases to 1d6 heat, and thereafter to 1d6+4 heat. Taking a full repair resets this counter.

Overcharging immediately allows you to make any quick action of your choice as a free action, even one you already made this turn.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_skirmish", + "name": "Skirmish", + "action_type": "quick", + "description": "Attack with one weapon from your mech.", + "detail": "

When you take the skirmish action, you attack with a single weapon from your mech.

You can also make an attack with another auxiliary weapon from the same mount. That weapon can’t deal bonus damage. Auxiliary weapons are light and can be used to make quick, numerous attacks

Superheavy weapons are too cumbersome to be fired with a skirmish action and must be fired as part of a barrage action.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_boost", + "name": "Boost", + "action_type": "quick", + "description": "Move your speed.", + "detail": "

When you take the boost action, you can move your speed. Boosting allows you to move again, in addition to taking a move action on the same turn. Certain talents and systems only activate on boosts (not regular movement).

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_ram", + "name": "Ram", + "action_type": "quick", + "description": "Attempt to knock down or knock back your target.", + "detail": "

Ramming is a melee attack made against an adjacent target with the aim of knocking down or back an enemy mech. If your attack is successful, your target is knocked Prone and you may also knock your target back up to 1 space directly away from you.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_grapple", + "name": "Grapple", + "action_type": "quick", + "description": "Attempt to grab on your target, potentially immobilizing it or riding it.", + "detail": "

When you Grapple, you attempt to grab hold of an enemy mech and overpower it, disarming, subduing, or damaging it so that it cannot do the same to you. In order to perform a Grapple, choose an adjacent character and make a melee attack. On hit:

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_quicktech", + "name": "Quick Tech", + "action_type": "quick", + "description": "Perform quick electronic warfare or systems-boosting activities.", + "detail": "

The Quick Tech actions cover electronic warfare, countermeasures, and other actions that can be taken by a pilot, often aided by their mech’s powerful computing and simulation cores. Many pilots choose NHP (non-human person) assistants or more conventional comp/con units to help them with these tasks. All mechs have access to the basic tech actions. Further tech actions can be enhanced by taking systems that upgrade them.

Some tech actions are attacks (often called tech attacks) and benefit from generic bonuses to attack rolls. All tech actions must choose a target within Sensor Range to be effective, and roll tech attack vs. e-defense. By default, tech attack is boosted by your mech’s systems. To use a tech action, choose a target in your sensor range (including yourself) and choose one of the following options:

Bolster
You use the formidable core processing power of your mech’s systems to boost one other target’s systems. That target can take +2 Accuracy on its next skill check or save of any kind before the end of its next turn. A mech can only benefit from bolster once at a time.

Scan
You can use your mech’s powerful internal systems to deep scan your enemies. To Scan, make a tech attack against a target in your sensor range. On a successful attack, ask your GM to reveal one of the two to you:

This information is only current when you receive it (for example, if the target loses HP again, your information won’t update).

Lock On
Make a tech attack against a target in range. On hit, the target suffers from the Lock On condition, enabling some systems and talents. Any attacker can consume Lock On on a target when they make an attack roll that target to gain +1 Accuracy on that attack against that target.

Invade
Make a tech attack against a target in range. On success, your target takes 1d3 heat and you may choose one of the following options:

Many pieces of mech gear give you additional options when you Invade other characters.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_hide", + "name": "Hide", + "action_type": "quick", + "description": "Attempt to hide.", + "detail": "

In order to perform the Hide action, you need soft or hard cover. The cover needs to be large enough to totally conceal your mech (such as a smoke cloud or building) or you won’t be able to hide. Lack of line of sight is always sufficient, and if you’re invisible, you can always attempt to hide.

Hiding is always successful. After you hide, you gain the hidden condition. A hidden target can’t be directly targeted by attacks or hostile actions, but can still be hit by attacks that target an area. NPCs cannot perfectly locate a hidden target but only know their approximate location.

Performing any attack (melee, ranged, or tech), forcing a save, taking the boost action, or taking a reaction will break hiding. You can take other actions as normal. You must end your turn in cover to keep hidden. You automatically lose hidden if you end your turn in a place where you wouldn’t benefit from cover (ie, a mech comes around a wall and can now draw unbroken line of sight to you). You immediately lose hidden if your cover is destroyed or disappears, or if you move from cover. If you’re hiding and invisible, you also lose hidden if you lose invisibility.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_search", + "name": "Search", + "action_type": "quick", + "description": "Look for a hidden target.", + "detail": "

The searching party chooses a character they suspect is hidden and makes a contested check, revealing their target on a success. The searching party needs you to be in their sensor range and makes a systems check. A hidden mech makes an agility check.

If you’re searching or hiding on foot as a pilot, you make a skill check (triggers can activate as normal, probably notice or act unseen and unheard) as part of this contested check.

Once a hidden target is detected, it immediately loses the hidden condition.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_quickactivate", + "name": "Activate", + "action_type": "quick", + "description": "Activate a system or piece of gear that uses a quick action.", + "detail": "

Some systems or pieces of gear take a quick action to use or activate. Such systems are marked with the quick action tag. You can take the activate action any number of times a turn, but can’t activate the same system more than once unless you do so as a free action

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_shutdown", + "name": "Shut Down", + "action_type": "quick", + "description": "Shut down your mech as a desperate measure, to end system attacks, regain control of AI, and cool your mech.", + "detail": "

Shutting Down your mech is a risky move, though one that is sometimes necessary to prevent potentially catastrophic systemic overload or AI unshackling.

You can shut down as a quick action. When you take the Shut Down action, your mech powers completely off and enters the Shut Down state. While Shut Down:

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_selfdestruct", + "name": "Self Destruct", + "action_type": "quick", + "description": " As a last ditch measure, set your reactor to go critical and explode.", + "detail": "

Self-destructing by overloading your reactor is a final, catastrophic play a pilot can trigger if there is no other option for them to escape, or if they deem their sacrifice necessary.

You can initiate self destruct as quick action, causing your reactor to start melting down. At the end of your next turn, or up to two turns after (you choose), your mech will explode as though it suffered a reactor meltdown, annihilating it, killing any pilot or passenger inside, and causing a burst 2 explosion for 4d6 explosive damage around it. Characters caught in the explosion can pass an agility save to halve this damage.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_eject", + "name": "Eject", + "action_type": "quick", + "description": "Quickly get out of your mech", + "detail": "

If you want to Eject to dismount your mech, you can do so as a quick action, flying 6 in a direction of your choice. However, its a one-way system meant to be used in case of emergency, and leaves your mech permanently impaired until you full repair (and the eject system can’t be used again until you take a full repair).

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_prepare", + "name": "Prepare", + "action_type": "quick", + "description": "Hold a quick action for a specified trigger.", + "detail": "

When you prepare an action, you’re holding in preparation for a specific time or trigger (a more advantageous shot, for example). You can only prepare a quick action, and it costs a quick action to prepare. This counts as that action’s exact duplicate, so you can’t, for example, skirmish and then prepare a skirmish action, or move and prepare a skirmish action with an ordnance weapon (which normally requires you fire it before doing anything else on your turn). You also can’t take any other actions (quick, full, free, etc), reactions, or regular move on your turn after preparing an action, up until the start of your next turn or when you expend that reaction.

Until the start of your next turn, you can take the prepared action as a reaction. You must set a trigger for this reaction phrased as a ‘When X, then Y’ sentence. X must be an enemy or allied reaction, action, or movement. For example: “When my ally moves adjacent to me, I want to throw a smoke grenade,” or “When an enemy moves adjacent to me, I want to ram them”

It is apparent to a casual observer when you are preparing an action (you are clearly taking aim, cycling up systems, etc). As mentioned above, you can’t take reactions while you’re holding a prepared action, but can take them normally afterwards. If you want to take a reaction and drop your prepared reaction, you can also do so. If the trigger doesn’t activate, you lose your prepared action.

" }, { - "id": "action_", - "name": "", - "action_type": "", - "description": "", - "detail": "" + "id": "action_barrage", + "name": "Barrage", + "action_type": "full", + "description": "Attack with two weapons, or attack with a single superheavy weapon.", + "detail": "

When you take the barrage action, you can attack with two weapons, or one superheavy weapon. You can choose the same target or different targets when you make these attacks

When you attack with a weapon, you can also attack with another auxiliary weapon in the same mount that hasn’t been fired as part of this action. That weapon can’t deal bonus damage.

Superheavy weapons can only be fired as part of a barrage action, as they require the full attention of your mech’s systems.

" + }, + { + "id": "action_fulltech", + "name": "Full Tech", + "action_type": "full", + "description": "Choose and perform two options from the tech list, or perform a full tech action.", + "detail": "

Choose and perform two options from the Quick Tech list (or choose from other systems that would take a quick tech action to use). You can repeat options.

Alternately, use a system or tech option that takes a Full Tech action to activate.

" + }, + { + "id": "action_improvattack", + "name": "Improvised Attack", + "action_type": "full", + "description": "Attack with a fist, rifle butt, or improvised weapon in melee.", + "detail": "

If your mech is unarmed or does not have a melee weapon, it can use an action to make an improvised attack action with a rifle butt, fist, or other improvised melee weapon against a target in melee. You may use the butt of a weapon, a slab of concrete, a length of hull plating, etc, to complete this improvised attack. How you flavor the attack is up to you!

An improvised attack costs a full action by itself to perform, and is separate to the skirmish or barrage actions above. It counts as a melee attack. An improvised attack is a melee attack that deals 1d6 kinetic damage on hit.

" + }, + { + "id": "action_stabilize", + "name": "Stabilize", + "action_type": "full", + "description": "Heal and cool down your mech, reload, or attempt to end conditions affecting it.", + "detail": "

During a heated battle or prolonged mission, it may become necessary to enact emergency protocols in order to purge your mech‘s systems of excess heat, to repair your chassis where you can, and/or buy your system time to eliminate hostile code.

To that end, a character may spend a Full Action to Stabilize and do one of the following:

And one of the following:

" + }, + { + "id": "action_disengage", + "name": "Disengage", + "action_type": "full", + "description": "Move safely, avoiding reactions and engagement.", + "detail": "When you disengage, you attempt to extricate yourself safely from a dangerous situation, make a steady and measured retreat, or your mech’s agility is such that you can slip in and out of threat ranges faster than the enemy can strike. Until the end of your current turn, your movement ignores engagement and does not provoke reactions, such as overwatch." + }, + { + "id": "action_fullactivate", + "name": "Activate", + "action_type": "full", + "description": " Activate a system or piece of gear that uses a full action", + "detail": "

Some systems or pieces of gear take a full action to use or activate. Such systems are marked with the full action tag. You can take the activate action any number of times a turn, but can’t activate the same system more than once unless you do so as a free action

" + }, + { + "id": "action_bootup", + "name": "Boot Up", + "action_type": "full", + "description": "Fire up your mech from Shut Down", + "detail": "

You can power up a shut down mech as a full action, ending the shut down condition on it. Mechs that are powered off must be powered on with a boot up action before becoming active. You must be piloting a mech to boot it up.

" + }, + { + "id": "action_mount", + "name": "Mount/Dismount", + "action_type": "full", + "description": "Get in or out of your mech.", + "detail": "

Mounting or Dismounting a mech is a turn of phrase commonly used by pilots. You don‘t “get in“ or “climb aboard“, you mount. You‘re the cavalry, after all.

It takes a full action to mount or dismount. You must be adjacent to your mech to Mount it, and when you Dismount your mech, you are placed adjacent to it. If there’s no free space, you cannot dismount your mech.

You can mount or dismount a willing allied mech or vehicle while on foot by taking this action, occupying their space and moving with them.

" + }, + { + "id": "action_skillcheck", + "name": "Skill Check", + "action_type": "full", + "description": "Perform an activity with a clear goal that would take a skill check.", + "detail": "

Undertake some activity that’s not covered by other actions but has a clear goal and would take a skill check. This is activity involved enough to take a full action, and it’s parameters and outcomes are up to GM discretion. If it’s something that can be done quickly it doesn’t take an action at all.

" + }, + { + "id": "action_brace", + "name": "Brace", + "action_type": "reaction", + "description": "Brace your mech for impact, reducing damage at the cost of your next turn’s actions.", + "detail": "

Once per round, you can choose to brace your mech’s systems in response to incoming fire. You can choose to brace against an attack after the attack hits you and you learn what the damage is.

If you choose to Brace, you gain resistance to all damage, heat, and burn from the triggering attack (it’s all halved, rounding up) and all other attacks against you are made at +1 difficulty until the end of your next turn. However, the stress of bracing means until the end of your next turn you cannot take reactions and on that turn you can only make one quick action (no regular move, no full actions, no free actions, and no overcharge).

" + }, + { + "id": "action_overwatch", + "name": "Overwatch", + "action_type": "reaction", + "description": "Attack a close-by target attempting to move.", + "detail": "

All mechs are able to perform Overwatch. Overwatch represents your mech’s ability to control and defend the space around it from enemy incursion, whether through pilot skill, reflex, or finely tuned sub-systems. By default, a mech can make 1 overwatch reaction per round.

If any enemy starts any movement (move, boost, etc) inside the threat of one of your weapons, you can immediately make a skirmish action as a reaction against that target using that weapon.

Threat is 1 by default for all weapons unless listed otherwise.

" + }, + { + "id": "action_free", + "name": "Free Action", + "action_type": "free", + "description": "Characters may perform any number of Free Actions on their turn.", + "detail": "

Free Actions are actions often granted by systems, talents, gear, or overcharge. Characters may perform any number of Free Actions on their turn, but only on their turn, and only those granted to them. The most common type of Free Action is a protocol, which can be activated or deactivated only at the start of a turn

" } - ] \ No newline at end of file diff --git a/lib/frames.json b/lib/frames.json index 1bd2847..72775e5 100644 --- a/lib/frames.json +++ b/lib/frames.json @@ -1431,5 +1431,196 @@ "melee": 2, "ranged": 2 } + }, + { + "id": "zheng", + "source": "IPS-N", + "name": "ZHENG", + "mechtype": "Unarmed Melee/Terrain Destruction", + "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": 10, + "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", + "mechtype": "Space Manipulation/Tactics", + "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", + "mechtype": "Dueling/Personal Defense", + "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": [ + "Aux/Aux", "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 + }, + "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:", + "tags": [{ + "id": "quickaction" + }] + }, + "data_type": "frame", + "aptitude": {} + }, { + "id": "kobold", + "source": "HORUS", + "name": "KOBOLD", + "mechtype": "Fabricator", + "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": {} } ] \ No newline at end of file diff --git a/lib/mods.json b/lib/mods.json index effe6b1..941adf3 100644 --- a/lib/mods.json +++ b/lib/mods.json @@ -137,5 +137,20 @@ "ranged": 1, "repair": 0 } - } + }, + { + "id": "moltenwreath", + "name": "Molten Wreath", + "sp": 2, + "applied_to": [ + "melee" + ], + "applied_string": "Melee", + "source": "IPS-N", + "license": "ZHENG", + "license_level": 2, + "effect": "Choose one melee weapon. 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.", + "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." + } ] \ No newline at end of file diff --git a/lib/systems.json b/lib/systems.json index c77ea79..b94922c 100644 --- a/lib/systems.json +++ b/lib/systems.json @@ -2637,6 +2637,309 @@ "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.", + "data_type": "system", + "aptitude": { + "support": 1, + "repair": 0 + } + }, { + "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", + "type": "System", + "sp": 2, + "tags": [{ + "id": "unique" + }, { + "id": "limited", + "val": 3 + }], + "source": "HA", + "license": "SUNZI", + "license_level": 2, + "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: 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", + "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": "armsman1", "name": "Ammo Case", diff --git a/lib/weapons.json b/lib/weapons.json index 5129987..294dd40 100644 --- a/lib/weapons.json +++ b/lib/weapons.json @@ -2428,6 +2428,178 @@ "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" + }], + "range": [{ + "type": "range", + "val": 10 + }], + "tags": [{ + "id": "unique" + }], + "source": "HA", + "license": "SUNZI", + "license_level": 3, + "effect": "On hit, the target must pass an engineering save or be teleported back 3 spaces directly away from you and slowed until the end of its next turn. If that teleport would put them inside another character’s space or a piece of terrain, the teleport fails. They must save as normal, but instead take 5 AP kinetic damage on a failed save and are not slowed.", + "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.", + "data_type": "weapon", + "aptitude": { + "melee": 1 + } + }, { + "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": "fuelrod", "name": "Fuel Rod Gun", diff --git a/package.json b/package.json index 01fd861..db730c0 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "lancer-data", - "version": "1.8.54", + "version": "1.8.55", "description": "Data for the LANCER TTRPG", "main": "index.js", "repository": {