{
	"LA.SHEET.mech.label": "Alternative Mech Sheet",
	"LA.SHEET.npc.label": "Alternative NPC Sheet",
	"LA.SHEET.pilot.label": "Alternative Pilot Sheet",
	"LA.SHEET.deployable.label": "Alternative Deployable Sheet",
	"LA.SETTINGS.debug.label": "Verbose Debugging",
	"LA.SETTINGS.debug.subLabel": "Enable verbose debugging for sheets.",
	"LA.SETTINGS.enableEffects.label": "Enable Extra Effects",
	"LA.SETTINGS.enableEffects.subLabel": "When disabled, non-functional CSS animations and effects are turned off. This may help performance for players that do not have access to hardware acceleration.",
	"LA.SETTINGS.mech.label": "Mech Sheet Settings",
	"LA.SETTINGS.mech.group.display.label": "Mech Sheet Hints",
	"LA.SETTINGS.mech.group.actionLog.label": "Mech Sheet Action Log",
	"LA.SETTINGS.mech.group.reset.label": "Mech Sheet Reset",
	"LA.SETTINGS.mech.enableEffects.label": "Enable Mech Sheet Effects",
	"LA.SETTINGS.mech.enableEffects.subLabel": "Enable the display of CSS effects such as animations and drop shadows in mech sheets.",
	"LA.SETTINGS.mech.enableTooltip.label": "Enable Mech Sheet Tooltips",
	"LA.SETTINGS.mech.enableTooltip.subLabel": "Enable display of non-essential tooltips in mech sheets.",
	"LA.SETTINGS.mech.enableHeaderLog.label": "Enable Mech Sheet Header Log",
	"LA.SETTINGS.mech.enableHeaderLog.subLabel": "Enable Typed.js & TypeIt.js display in mech sheet headers. This can help with performance if disabled.",
	"LA.SETTINGS.mech.enableSidebarActionLog.label": "Enable Mech Sheet Action Log in Sidebar",
	"LA.SETTINGS.mech.enableSidebarActionLog.subLabel": "Enable the action log to be displayed in the mech sheet's sidebar in its own tab.",
	"LA.SETTINGS.mech.enableMainActionLog.label": "Enable Mech Sheet Action Log in Status Tab",
	"LA.SETTINGS.mech.enableMainActionLog.subLabel": "Enable the action log to be displayed in the mech sheet's status tab.",
	"LA.SETTINGS.mech.sizeMainActionLog.label": "Mech Sheet Action Log Max Height",
	"LA.SETTINGS.mech.sizeMainActionLog.subLabel": "Set the maximum height of the action log in the status tab. This has no effect in the sidebar, as it always takes up the entire height there. The unit size is in root element size (rem).",
	"LA.SETTINGS.mech.saveCollapse.label": "Mech Sheet Action Log Save States",
	"LA.SETTINGS.mech.saveCollapse.subLabel": "Save the collapsed state of the action log in the mech sheet to persist through rerenders.",
	"LA.SETTINGS.mech.startCollapsed.label": "Mech Sheet Action Log Content Starts Collapsed",
	"LA.SETTINGS.mech.startCollapsed.subLabel": "Set the content of the action log in the mech sheet to start collapsed.",
	"LA.SETTINGS.mech.resetLocalData.label": "Reset Local Mech Sheet Data",
	"LA.SETTINGS.mech.resetLocalData.button": "Reset",
	"LA.SETTINGS.mech.resetLocalData.subLabel": "Reset locally saved mech sheet data such as sidebar ratios. This only affects you.",
	"LA.SETTINGS.mech.resetServerData.label": "Reset World Mech Sheet Data",
	"LA.SETTINGS.mech.resetServerData.button": "Reset",
	"LA.SETTINGS.mech.resetServerData.subLabel": "Reset all world-saved mech sheet data such as image offsets and theme overrides. This affects all players.",
	"LA.SETTINGS.npc.label": "NPC Sheet Settings",
	"LA.SETTINGS.npc.group.display.label": "NPC Sheet Hints",
	"LA.SETTINGS.npc.group.default.label": "NPC Sheet Defaults",
	"LA.SETTINGS.npc.group.actionLog.label": "NPC Sheet Action Log",
	"LA.SETTINGS.npc.group.reset.label": "NPC Sheet Reset",
	"LA.SETTINGS.npc.enableTooltip.label": "Enable NPC Sheet Tooltips",
	"LA.SETTINGS.npc.enableTooltip.subLabel": "Enable display of non-essential tooltips in NPC sheets.",
	"LA.SETTINGS.npc.sheetWidth.label": "NPC Sheet Default Width",
	"LA.SETTINGS.npc.sheetWidth.subLabel": "Set the width of the NPC sheet. The unit size is in pixels (px).",
	"LA.SETTINGS.npc.sheetHeight.label": "NPC Sheet Default Height",
	"LA.SETTINGS.npc.sheetHeight.subLabel": "Set the height of the NPC sheet. The unit size is in pixels (px).",
	"LA.SETTINGS.npc.saveCollapse.label": "NPC Sheet Action Log Save States",
	"LA.SETTINGS.npc.saveCollapse.subLabel": "Save the collapsed state of the action log in the NPC sheet to persist through rerenders.",
	"LA.SETTINGS.npc.startCollapsed.label": "NPC Sheet Action Log Content Starts Collapsed",
	"LA.SETTINGS.npc.startCollapsed.subLabel": "Set the content of the action log in the NPC sheet to start collapsed.",
	"LA.SETTINGS.npc.resetServerData.label": "Reset World NPC Sheet Data",
	"LA.SETTINGS.npc.resetServerData.button": "Reset",
	"LA.SETTINGS.npc.resetServerData.subLabel": "Reset all world-saved NPC sheet data such as image offsets and theme overrides. This affects all players.",
	"LA.SETTINGS.pilot.label": "Pilot Sheet Settings",
	"LA.SETTINGS.pilot.group.display.label": "Pilot Sheet Hints",
	"LA.SETTINGS.pilot.group.actionLog.label": "Pilot Sheet Action Log",
	"LA.SETTINGS.pilot.group.reset.label": "Pilot Sheet Reset",
	"LA.SETTINGS.pilot.group.extras.label": "Pilot Sheet Extras",
	"LA.SETTINGS.pilot.enableEffects.label": "Enable Pilot Sheet Effects",
	"LA.SETTINGS.pilot.enableEffects.subLabel": "Enable the display of CSS effects such as animations and drop shadows in pilot sheets.",
	"LA.SETTINGS.pilot.enableTooltip.label": "Enable Pilot Sheet Tooltips",
	"LA.SETTINGS.pilot.enableTooltip.subLabel": "Enable display of non-essential tooltips in pilot sheets.",
	"LA.SETTINGS.pilot.enableHeaderLog.label": "Enable Pilot Sheet Header Log",
	"LA.SETTINGS.pilot.enableHeaderLog.subLabel": "Enable Typed.js & TypeIt.js display in pilot sheet headers. This can help with performance if disabled.",
	"LA.SETTINGS.pilot.enableSidebarActionLog.label": "Enable Pilot Sheet Action Log in Sidebar",
	"LA.SETTINGS.pilot.enableSidebarActionLog.subLabel": "Enable the action log to be displayed in the pilot sheet's sidebar in its own tab.",
	"LA.SETTINGS.pilot.saveCollapse.label": "Pilot Sheet Action Log Save States",
	"LA.SETTINGS.pilot.saveCollapse.subLabel": "Save the collapsed state of the action log in the pilot sheet to persist through rerenders.",
	"LA.SETTINGS.pilot.startCollapsed.label": "Pilot Sheet Action Log Content Starts Collapsed",
	"LA.SETTINGS.pilot.startCollapsed.subLabel": "Set the content of the action log in the pilot sheet to start collapsed.",
	"LA.SETTINGS.pilot.resetLocalData.label": "Reset Local Pilot Sheet Data",
	"LA.SETTINGS.pilot.resetLocalData.button": "Reset",
	"LA.SETTINGS.pilot.resetLocalData.subLabel": "Reset locally saved pilot sheet data such as sidebar ratios. This only affects you.",
	"LA.SETTINGS.pilot.resetServerData.label": "Reset World Pilot Sheet Data",
	"LA.SETTINGS.pilot.resetServerData.button": "Reset",
	"LA.SETTINGS.pilot.resetServerData.subLabel": "Reset all world-saved pilot sheet data such as image offsets and theme overrides. This affects all players.",
	"LA.SETTINGS.pilot.enableSensors.label": "Enable Pilot Sheet Sensors",
	"LA.SETTINGS.pilot.enableSensors.subLabel": "Enable the display of the sensors stat in pilot sheets.",
	"LA.SETTINGS.pilot.enableTechAttack.label": "Enable Pilot Sheet Tech Attack",
	"LA.SETTINGS.pilot.enableTechAttack.subLabel": "Enable the display of the tech attack stat in pilot sheets.",
	"LA.SETTINGS.deployable.label": "Deployable Sheet Settings",
	"LA.SETTINGS.deployable.group.display.label": "Deployable Sheet Hints",
	"LA.SETTINGS.deployable.group.default.label": "Deployable Sheet Defaults",
	"LA.SETTINGS.deployable.group.actionLog.label": "Deployable Sheet Action Log",
	"LA.SETTINGS.deployable.group.reset.label": "Deployable Sheet Reset",
	"LA.SETTINGS.deployable.enableTooltip.label": "Enable Deployable Sheet Tooltips",
	"LA.SETTINGS.deployable.enableTooltip.subLabel": "Enable display of non-essential tooltips in deployable sheets.",
	"LA.SETTINGS.deployable.sheetWidth.label": "Deployable Sheet Default Width",
	"LA.SETTINGS.deployable.sheetWidth.subLabel": "Set the width of the deployable sheet. The unit size is in pixels (px).",
	"LA.SETTINGS.deployable.sheetHeight.label": "Deployable Sheet Default Height",
	"LA.SETTINGS.deployable.sheetHeight.subLabel": "Set the height of the deployable sheet. The unit size is in pixels (px).",
	"LA.SETTINGS.deployable.saveCollapse.label": "Deployable Sheet Action Log Save States",
	"LA.SETTINGS.deployable.saveCollapse.subLabel": "Save the collapsed state of the action log in the deployable sheet to persist through rerenders.",
	"LA.SETTINGS.deployable.startCollapsed.label": "Deployable Sheet Action Log Content Starts Collapsed",
	"LA.SETTINGS.deployable.startCollapsed.subLabel": "Set the content of the action log in the deployable sheet to start collapsed.",
	"LA.SETTINGS.deployable.resetServerData.label": "Reset World Deployable Sheet Data",
	"LA.SETTINGS.deployable.resetServerData.button": "Reset",
	"LA.SETTINGS.deployable.resetServerData.subLabel": "Reset all world-saved deployable sheet data such as image offsets and theme overrides. This affects all players.",
	"LA.placeholder": "UNKNOWN",
	"LA.namePlaceholder": "Name: UNKNOWN",
	"LA.imgPlaceholder": "Visual: UNKNOWN",
	"LA.pilotPlaceholder": "Pilot: UNKNOWN",
	"LA.confirm": "Confirm",
	"LA.cancel": "Cancel",
	"LA.setting.customize.label": "Customize",
	"LA.use.label": "USE",
	"LA.add.label": "Add",
	"LA.add.extension": "add_item",
	"LA.damage.label": "DAMAGE",
	"LA.subtract.label": "Subtract",
	"LA.delete.label": "DELETE",
	"LA.delete.tooltip": "Delete this item",
	"LA.copy.label": "COPY",
	"LA.edit.label": "EDIT",
	"LA.edit.tooltip": "Edit this item",
	"LA.edit.extension": "edit_item",
	"LA.edit.image.tooltip": "Click to change this image",
	"LA.edit.image.token.tooltip": "Click to change the token image",
	"LA.edit.image.token.error": "This token is instanced and its token image cannot be changed from this sheet<br><br>Use the 'Token' editor at the top to change this instance's token or edit the source sheet to change the image displayed on this sheet",
	"LA.edit.image.actor.tooltip": "Click to change the actor image",
	"LA.edit.image.reset.tooltip": "Click to reset this image",
	"LA.pin.pinned.label": "PINNED",
	"LA.pin.unpinned.label": "OTHER",
	"LA.pin.pinned.tooltip": "Pin this item to the top",
	"LA.pin.pinned.extension": "pin_item",
	"LA.pin.unpinned.tooltip": "Unpin this item from the top",
	"LA.pin.unpinned.extension": "unpin_item",
	"LA.advanced.tooltip": "Toggle advanced options",
	"LA.advanced.mount.label": "Mounts",
	"LA.advanced.mount.add.tooltip": "Add a mount",
	"LA.advanced.mount.remove.label": "Remove current mounts",
	"LA.advanced.mount.remove.tooltip": "Remove a mount",
	"LA.advanced.mount.edit.label": "Edit current mounts",
	"LA.advanced.mount.edit.tooltip": "Edit a mount",
	"LA.advanced.inventory.label": "Inventory",
	"LA.advanced.inventory.open.tooltip": "Open this sheet's inventory",
	"LA.advanced.imageOffset.tooltip": "Click and drag the image to adjust the offset",
	"LA.advanced.imageSize.tooltip": "Pinch or scroll the image to adjust the size",
	"LA.advanced.sidebarRatio.tooltip": "Adjust the ratio of the sidebar to the content body",
	"LA.advanced.addMacro.label": "NO MACROS SAVED",
	"LA.advanced.addMacro.subLabel": "DRAG & DROP MACROS HERE",
	"LA.advanced.addMacro.hint": "DRAG & DROP MACROS",
	"LA.advanced.addMacro.tooltip.0": "Enable advanced options to drag and drop macros onto the list",
	"LA.advanced.addMacro.tooltip.1": "Drag and drop macros here to add them to the list",
	"LA.advanced.deleteMacro.tooltip": "Remove this macro or flow from the list",
	"LA.advanced.reorderMacro.tooltip": "Click and drag to reorder this macro or flow",
	"LA.advanced.themeOverride.tooltip": "Override sheet theme",
	"LA.advanced.theme.gms.label": "General Massive Systems",
	"LA.advanced.theme.gmsDark.label": "General Massive Systems Dark",
	"LA.advanced.theme.ipsn.label": "IPS-Northstar",
	"LA.advanced.theme.ssc.label": "Smith-Shimano Corpro",
	"LA.advanced.theme.horus.label": "HORUS",
	"LA.advanced.theme.ha.label": "Harrison Armory",
	"LA.advanced.theme.msmc.label": "Mirrorsmoke Mercenary Company",
	"LA.advanced.theme.galsim.label": "Forecast/Galactic Simulation",
	"LA.advanced.theme.default.label": "Default System Theme",
	"LA.advanced.link.tooltip": "Actor and token art is linked to each other",
	"LA.advanced.link.subLabel": "Linking actor and token art together will set the current actor image to the current token image (if the token is an image format)",
	"LA.advanced.link.error": "Actor and token art is linked to each other, but the actor's image is a video type",
	"LA.advanced.unlink.tooltip": "Actor and token art is unlinked from each other",
	"LA.collapseAll.tooltip": "Collapse or expand this header and all its subheaders",
	"LA.collapseAll.extension": "toggle_all",
	"LA.name.label": "NAME",
	"LA.chat.tooltip": "Send a card representing this item to the chat",
	"LA.chat.extension": "to_chat",
	"LA.activate.label": "ACTIVATE",
	"LA.activate.tooltip": "The amount of activations this character has per round",
	"LA.trigger.label": "TRIGGER",
	"LA.description.label": "DESCRIPTION",
	"LA.detail.label": "DETAILS",
	"LA.rank.label": "RANK",
	"LA.profile.tooltip": "Set the current weapon profile",
	"LA.limited.label": "USES",
	"LA.limited.tooltip": "Consume a limited use of this weapon/system",
	"LA.loaded.label": "LOADED",
	"LA.loaded.tooltip": "The loaded state of this weapon/system",
	"LA.counter.tooltip": "Increment/decrement the counter",
	"LA.armor.label": "ARMOR",
	"LA.armor.short": "ARMR",
	"LA.armor.tooltip": "Armor reduces all incoming damage to HP from a single source by an amount equal to its rating, unless stated otherwise (such as Burn and AP)<br><br>Armor can reduce damage to 0, has a limit of 4, and resolves after the Exposed status and before Resistance",
	"LA.edefense.short": "E-DEF",
	"LA.edefense.tooltip": "E-Defense determines the threshold needed to hit a target with a Tech Attack and other electronically guided systems (such as Seeking)",
	"LA.evasion.short": "EVSN",
	"LA.evasion.tooltip": "Evasion determines the threshold needed to hit a target with a ranged or melee attack",
	"LA.tattack.short": "T-ATK",
	"LA.tattack.tooltip": "Tech Attack is used in place of Grit when making a Tech Attack or conducting electronic warfare",
	"LA.tattack.append.tooltip.npc": "When NPCs take the Invade quick-tech option, they use their System attribute versus the target's E-Defense",
	"LA.sensor.short": "SNSR",
	"LA.sensor.tooltip": "Sensors is the maximum distance from the edge of a character's space that they can detect enemies, make tech attacks, and use electronic systems<br><br>They are aware of all other characters within their sensor range so long as those characters are not hiding, even if there is no direct line-of-sight",
	"LA.save.short": "SAVE",
	"LA.save.tooltip": "Save Target determines the threshold needed to resist an effect being caused by this character when it forces another character to make a save",
	"LA.hitpoint.short": "HP",
	"LA.hitpoint.tooltip": "Hit Points are the amount of damage the current Structure threshold can resist before being destroyed<br><br>Any excess damage carries over to the next Structure threshold",
	"LA.overshield.short": "SHLD",
	"LA.overshield.tooltip": "Overshields provide Hit Points that disappears at the end of the scene or as determined by the source. A character can only have a single instance of Overshield, retaining the highest value<br><br>When damage is received, Overshield is reduced before HP when it is active and resolves the same way as HP",
	"LA.structure.label": "STRUCT",
	"LA.structure.tooltip": "Structure is the amount of damage a character can take before being destroyed. When their HP is reduced to 0, they take Structure damage and roll the Structure Damage Table",
	"LA.heat.label": "HEAT",
	"LA.heat.tooltip": "Heat is the amount of thermal strain the current Stress threshold can resist before overheating. Heat ignores Armor but can be resisted<br><br>Any excess heat carries over to the next Stress threshold. Biological characters take energy damage in place of heat",
	"LA.stress.label": "STRESS",
	"LA.stress.tooltip": "Stress is the amount of heat a character can take before their internals undergo meltdown. When a character exceeds their heat capacity, they roll the Overheating Table",
	"LA.burn.label": "BURN",
	"LA.burn.short": "BURN",
	"LA.burn.tooltip": "Burn is a special damage that ignores armor but can be resisted<br><br>Characters that receive Burn damage must take the amount received and add it to their current Burn value. At the end of their turn characters roll an Engineering check to clear the accumulated Burn, or take the accumulated Burn as damage",
	"LA.scan.label": "SCAN",
	"LA.info.label": "INFO",
	"LA.expand.label": "EXPAND",
	"LA.collapse.label": "COLLAPSE",
	"LA.search.label": "SEARCH",
	"LA.grit.label": "grit",
	"LA.grit.short": "GRIT",
	"LA.grit.tooltip": "Make a Grit roll",
	"LA.hull.label": "hull",
	"LA.hull.short": "HULL",
	"LA.hull.tooltip": "Make a Hull check",
	"LA.agility.label": "agility",
	"LA.agility.short": "AGI",
	"LA.agility.tooltip": "Make an Agility check",
	"LA.systems.label": "systems",
	"LA.systems.short": "SYS",
	"LA.systems.tooltip": "Make a Systems check",
	"LA.engineering.label": "engineering",
	"LA.engineering.short": "ENG",
	"LA.engineering.tooltip": "Make an Engineering check",
	"LA.repair.short": "REPR",
	"LA.repair.tooltip": "The number of Repairs this mech has that can be used to regain HP or fix structure, mounts, and systems",
	"LA.overcharge.short": "OVRCHRG",
	"LA.overcharge.tooltip": "The current stage of overcharge this character will roll when taking the Overcharge action",
	"LA.overcharge.increase.tooltip": "Increase the overcharge stage",
	"LA.overcharge.decrease.tooltip": "Decrease the overcharge stage",
	"LA.speed.label": "speed",
	"LA.speed.short": "SPEED",
	"LA.speed.tooltip": "The amount of space this character can cover on a standard move or when they Boost<br><br>Movement can be split between actions, but actions taken must fully resolve before continuing to move. Continuing to move after resolving an action is considered starting movement again",
	"LA.size.label": "size",
	"LA.size.short": "SIZE",
	"LA.size.tooltip": "The effective size of this character including their area of control<br><br>Characters can move through spaces occupied by obstructions a smaller size than them, allied characters are never obstructions, and mechs are not obstructed by organics of their same size. No character can end movement in a space occupied by a character or object unless specified",
	"LA.loading.label": "LOADING",
	"LA.weapons.label": "WEAPONS",
	"LA.tab.status.label": "STATUS",
	"LA.tab.status.effects.label": "ACTIVE EFFECTS",
	"LA.tab.status.effects.none.label": "NO EFFECTS TO DISPLAY",
	"LA.tab.status.effects.none.subLabel": "ALL SYSTEMS NOMINAL",
	"LA.tab.status.integrity.label": "INTEGRITY",
	"LA.tab.status.structure.label": "STRUCTURE",
	"LA.tab.status.reactor.label": "REACTOR",
	"LA.tab.status.actionLog.label": "ACTION LOG",
	"LA.tab.loadout.label": "LOADOUT",
	"LA.tab.custom.label": "CUSTOM",
	"LA.tab.custom.subLabel": "CUSTOM ACTOR FLAGS",
	"LA.tab.custom.add.tooltip": "Add custom actor flag",
	"LA.tab.custom.add.extension": "add",
	"LA.tab.custom.sort.tooltip": "Toggle sorting custom actor flags",
	"LA.tab.custom.sort.extension": "toggle_sort",
	"LA.tab.custom.delete.tooltip": "Delete custom actor flag",
	"LA.tab.custom.delete.extension": "delete",
	"LA.tab.custom.flag.name.label": "Value Name",
	"LA.tab.custom.flag.contentType.label": "Content Type",
	"LA.tab.custom.flag.contentType.value.label": "Value",
	"LA.tab.custom.flag.contentType.fraction.label": "Fraction",
	"LA.tab.custom.flag.content.label": "Content Value",
	"LA.tab.custom.flag.content.value.label": "value",
	"LA.tab.custom.flag.content.max.label": "max",
	"LA.tab.custom.flag.content.min.label": "min",
	"LA.tab.custom.flag.assist.label": "Generated References",
	"LA.tab.custom.flag.ref.label": "Flag Path (read-only)",
	"LA.tab.custom.flag.ref.tooltip": "Flag path used to reference this value in Foundry functions (e.g. `getProperty`)",
	"LA.tab.custom.flag.enricher.label": "Enricher (read-only)",
	"LA.tab.custom.flag.enricher.tooltip": "Enricher text for pasting into journals/items/chat",
	"LA.tab.custom.flag.sidebarToggle.label": "Show in Sidebar",
	"LA.tab.custom.flag.sidebarToggle.npc.label": "Show in Status Tab",
	"LA.tab.custom.flag.sidebarToggle.deployable.label": "Show in Details Tab",
	"LA.tab.custom.flag.color.label": "Color",
	"LA.tab.custom.flag.icon.label": "Icon",
	"LA.tab.custom.flag.tooltip.label": "Tooltip",
	"LA.tab.custom.empty.label": "NO CUSTOM VALUES SHOWN",
	"LA.tab.custom.empty.tooltip.0": "Enable advanced options and add a custom actor flag to add to this list",
	"LA.tab.custom.empty.tooltip.1": "Enable '{0}' option of a custom actor flag to add to this list",
	"LA.tab.statistics.label": "STATISTICS",
	"LA.tab.activity.label": "LOG",
	"LA.tab.mechs.label": "MECHS",
	"LA.tab.abilities.label": "ABILITIES",
	"LA.tab.bonds.label": "BONDS",
	"LA.tab.equipment.label": "EQUIPMENT",
	"LA.tab.clocks.label": "CLOCKS",
	"LA.tab.dossier.label": "DOSSIER",
	"LA.tab.detail.label": "DETAILS",
	"LA.flow.tooltip": "Run the assigned macro or flow",
	"LA.flow.effect.tooltip": "Send the effect to chat",
	"LA.flow.stabilize.label": "STABILIZE",
	"LA.flow.stabilize.tooltip": "Clear all heat and Exposed or consume a Repair to fully restore current HP<br><br>Additionally choose between: clearing an externally inflicted condition from self or an adjacent ally, clearing burn from self, or reloading all Loading weapons",
	"LA.flow.overcharge.label": "OVERCHARGE",
	"LA.flow.overcharge.tooltip": "Make an extra quick action for the cost of {0} heat",
	"LA.flow.overchargeReset.label": "RESET",
	"LA.flow.overchargeReset.tooltip": "Reset overcharge stage",
	"LA.flow.structureDamage.label": "SEAL BREACH",
	"LA.flow.structureDamage.tooltip": "Roll the structure damage table",
	"LA.flow.reactorStress.label": "FLUSH COOLANT",
	"LA.flow.reactorStress.tooltip": "Roll the reactor stress table",
	"LA.flow.extinguish.label": "EXTINGUISH",
	"LA.flow.extinguish.tooltip": "Pass an engineering check to extinguish the burn otherwise receive the accumulated number as armor ignoring damage",
	"LA.flow.fullRepair.label": "FULL REPAIR",
	"LA.flow.fullRepair.tooltip": "Repair all structure and stress damage",
	"LA.flow.repair.label": "REPAIR",
	"LA.flow.repair.tooltip": "Repair some structure, stress, or HP",
	"LA.flow.rollAttack.label": "ATTACK",
	"LA.flow.rollAttack.extension": "roll_attack",
	"LA.flow.rollAttack.tooltip": "Roll an attack",
	"LA.flow.rollAttack.template.tooltip": "Roll an attack with the {0}",
	"LA.flow.rollDamage.label": "DAMAGE",
	"LA.flow.rollDamage.extension": "roll_damage",
	"LA.flow.rollDamage.tooltip": "Roll damage without making an attack",
	"LA.flow.rollTechAttack.label": "TECH ATTACK",
	"LA.flow.rollTechAttack.tooltip": "Roll a tech-attack targeting E-Defense",
	"LA.flow.skillOther.label": "OTHER SKILL",
	"LA.flow.skillOther.tooltip": "Roll a skill check without a bonus",
	"LA.mech.name.tooltip": "Edit the name of this mech",
	"LA.mech.noPilot.label": "WARNING: INACTIVE MECH",
	"LA.mech.mount.preview.tooltip": "Weapons currently occupying this mount",
	"LA.mech.mount.main.label": "MAIN MOUNT",
	"LA.mech.mount.mainAux.label": "MAIN/AUX MOUNT",
	"LA.mech.mount.aux.label": "AUXILIARY MOUNT",
	"LA.mech.mount.auxAux.label": "AUX/AUX MOUNT",
	"LA.mech.mount.flex.label": "FLEX MOUNT",
	"LA.mech.mount.heavy.label": "HEAVY MOUNT",
	"LA.mech.mount.superheavy.label": "SUPERHEAVY MOUNT",
	"LA.mech.mount.integrated.label": "INTEGRATED MOUNT",
	"LA.mech.mount.unknown.label": "UNKNOWN MOUNT",
	"LA.mech.mount.locked.label": "MOUNT LOCKED",
	"LA.mech.mount.locked.subLabel": "SUPERHEAVY BRACING",
	"LA.mech.mount.empty.label": "EMPTY MOUNT",
	"LA.mech.slot.main.label": "MAIN SLOT",
	"LA.mech.slot.aux.label": "AUXILIARY SLOT",
	"LA.mech.slot.flex.label": "FLEX SLOT",
	"LA.mech.slot.heavy.label": "HEAVY SLOT",
	"LA.mech.slot.superheavy.label": "SUPERHEAVY SLOT",
	"LA.mech.slot.integrated.label": "INTEGRATED SLOT",
	"LA.mech.slot.destroyed.label": "DESTROYED",
	"LA.mech.mod.empty.label": "EMPTY MOD SLOT",
	"LA.mech.mod.empty.subLabel": "MOD NOT DETECTED",
	"LA.mech.mod.range.label": "ADDED RANGE",
	"LA.mech.mod.damage.label": "ADDED DAMAGE",
	"LA.mech.mod.tags.label": "ADDED TAGS",
	"LA.mech.mod.effect.label": "ADDED EFFECT",
	"LA.mech.mod.effect.tooltip": "Use the added effect",
	"LA.mech.system.label": "SYSTEMS",
	"LA.mech.system.empty.label": "NO SYSTEM",
	"LA.mech.system.empty.subLabel": "SYSTEMS NOT DETECTED",
	"LA.mech.system.undermounted.label": "VACANT SYSTEMS",
	"LA.mech.system.undermounted.subLabel": "SYSTEM CAPACITY REMAINING: {0}",
	"LA.mech.system.effect.label": "EFFECT",
	"LA.mech.system.destroyed.label": "DESTROYED",
	"LA.mech.system.deployable.label": "DEPLOYABLE",
	"LA.mech.system.deployable.activate.label": "ACTIVATE",
	"LA.mech.system.deployable.activate.tooltip": "Activate the deployable system",
	"LA.mech.system.deployable.deactivate.label": "DEACTIVATE",
	"LA.mech.system.deployable.deactivate.tooltip": "Deactivate the deployable system",
	"LA.mech.system.deployable.recall.label": "RECALL",
	"LA.mech.system.deployable.recall.tooltip": "Recall the deployable system",
	"LA.mech.system.deployable.redeploy.label": "REDEPLOY",
	"LA.mech.system.deployable.redeploy.tooltip": "Redeploy the deployable system",
	"LA.mech.system.deployable.tooltip": "Drag and drop the deployable icon to the map to place a copy or click to open the sheet",
	"LA.mech.system.drone.label": "DRONE",
	"LA.mech.system.mod.label": "MODULE",
	"LA.mech.system.system.label": "SYSTEM",
	"LA.mech.system.tech.label": "TECH",
	"LA.mech.system.points.total.tooltip": "The amount of used/available system points on this frame",
	"LA.mech.system.points.tooltip": "The amount of system points this costs",
	"LA.mech.frame.empty.label": "NO FRAME",
	"LA.mech.frame.empty.subLabel": "FRAME NOT DETECTED",
	"LA.mech.frame.trait.label": "FRAME TRAIT",
	"LA.mech.core.available.tooltip": "Toggle core power availability",
	"LA.mech.core.passive.label": "CORE PASSIVE",
	"LA.mech.log.version": "S/N: FDRY.{0}; KERNEL: L4I\\IC3R-{1}; OS: ANY-G v{2}",
	"LA.mech.log.cc.welcome": "> Welcome back, Lancer. How may I assist?",
	"LA.mech.log.ai.welcome": "",
	"LA.effect.attack.label": "ON ATTACK",
	"LA.effect.hit.label": "ON HIT",
	"LA.effect.crit.label": "ON CRITICAL",
	"LA.action.full.label": "FULL ACTION",
	"LA.action.full.tooltip": "Full actions can be used to make an improvised attack, skill check, barrage, full tech, disengage, stabilize, boot up, mount/dismount, or activate an appropriate system",
	"LA.action.quick.label": "QUICK ACTION",
	"LA.action.quick.tooltip": "Quick actions can be used to boost, skirmish, grapple, ram, quick tech, hide, search, eject, prepare, shut down, self-destruct, or activate an appropriate system",
	"LA.action.reaction.label": "REACTION",
	"LA.action.reaction.tooltip": "Reactions can be made outside of the turn order as a response to a trigger and a character can only take one reaction per turn, up to any amount per round",
	"LA.action.free.label": "FREE ACTION",
	"LA.action.free.tooltip": "Free actions can be used at any time during a turn and can be used to take an action more than once per turn",
	"LA.action.protocol.label": "PROTOCOL",
	"LA.action.protocol.tooltip": "Protocols are free actions that must be activated at the beginning of the turn",
	"LA.action.invade.label": "INVADE",
	"LA.action.invade.tooltip": "Invasions are tech attacks against a character within sensors and line-of-sight that inflict 2 Heat and the effects of an invasion option available to this character. Allied and willing targets are automatically invaded, do not take heat, and are not considered attacked",
	"LA.action.quickTech.label": "QUICK TECH",
	"LA.action.quickTech.tooltip": "Quick techs can be used to bolster, scan, lock on, or invade with Fragment Signal or another invasion option",
	"LA.action.fullTech.label": "FULL TECH",
	"LA.action.fullTech.tooltip": "Full techs can be used to make two quick techs or activate another system that require a full tech to activate",
	"LA.action.overcharge.label": "OVERCHARGE",
	"LA.action.move.label": "MOVE",
	"LA.action.endofturn.label": "END OF TURN",
	"LA.action.startofturn.label": "START OF TURN",
	"LA.npc.tier.tooltip": "The current tier of this character",
	"LA.npc.tier.set.tooltip": "Set the current tier of this character",
	"LA.npc.accuracy.label": "INNATE ACCURACY",
	"LA.npc.accuracy.tooltip": "The innate Accuracy bonus of this weapon",
	"LA.npc.attackBonus.label": "ADDED ATTACK BONUS",
	"LA.npc.attackBonus.tooltip": "The flat bonus added to attack rolls with this weapon",
	"LA.npc.notes.label": "NOTES",
	"LA.npc.notes.tooltip": "Display the notes for this sheet",
	"LA.npc.notes.edit.tooltip": "Edit the notes for this sheet",
	"LA.npc.traits.label": "TRAITS",
	"LA.npc.reactions.label": "REACTIONS",
	"LA.npc.techAttacks.label": "TECH ATTACKS",
	"LA.npc.utilities.label": "COMBAT UTILITIES",
	"LA.npc.macros.label": "SCRIPTS / MACROS",
	"LA.npc.charged.label": "CHARGED",
	"LA.npc.recharge.label": "RECHARGE FEATURES",
	"LA.npc.recharge.tooltip": "Make a roll to recharge all features that meet or exceed their recharge threshold at the start of the turn",
	"LA.npc.empty.label": "NO CLASS",
	"LA.npc.empty.subLabel": "NO CLASS DETECTED",
	"LA.pilot.open.tooltip": "Open the pilot sheet",
	"LA.pilot.talent.label": "PILOT TALENTS",
	"LA.pilot.trait.label": "TALENT TRAIT",
	"LA.pilot.coreBonus.label": "CORE BONUSES",
	"LA.pilot.label": "PILOT",
	"LA.pilot.alias.label": "ALIAS",
	"LA.pilot.alias.tooltip": "Edit the name/legal alias of this pilot",
	"LA.pilot.callsign.label": "CALLSIGN",
	"LA.pilot.callsign.tooltip": "Edit the callsign of this pilot",
	"LA.pilot.background.label": "BACKGROUND",
	"LA.pilot.background.tooltip": "Edit the background of this pilot",
	"LA.pilot.fluff.1": "Improper use of this IDENT record and/or its constituent data by the record holder or any other persons is punishable under the DoJ/HR A-645-c. This record is the property of the Union Administrative Office and the information herein must be transmitted on request under NDL-C-DISCORDANT-BREATH encryption protocols. This RM-4 record must be updated every five (5) Cradle Standard Years of objective time to retain GMS licensing rights. Far-field operatives that anticipate deployments lasting longer than five Cradle Standard Years that have not been issued a man-portable Omninet Hook should apply for the RM-11-B IDENT Supplemental (b) Extension. Contact your local Union Adminstrative Officer for any other matters regarding this record.\tV-CDL//M-265-114-831 (A)",
	"LA.pilot.fluff.2": "BIOMETRIC SIGNATURE VERIFIED",
	"LA.pilot.isOwner.label": "FULLY AUTHORIZED",
	"LA.pilot.isLimited.label": "READ-ONLY",
	"LA.pilot.hitpoint.tooltip": "Hit Points are the amount of damage the a pilot can take before they must roll a 1d6 to determine the consequences of their injuries<br><br>On a 6, the pilot returns to 1 HP and on a 1 they immediately die. On 2-5 the pilot gains the Down and Out as well as the Stunned status and remain at 0 HP, with any additional damage liable to kill the pilot. If the pilot is in a mech, the mech gains the Stunned status and their Evasion is reduced to 5",
	"LA.pilot.stress.tooltip": "Stress is the amount of physical and mental strain on a pilot. When a pilot exceeds their stress capacity, they gain a Burden, clear all stress, and is taken out of the narrative scene<br><br>A pilot can have a maximum of 3 Burdens and a pilot that exceeds their Stress capacity while already having 3 Burdens only clear 2 Stress for themselves and inflicts 1 stress to the all other pilots. A Burden can be healed as a Downtime Action by rolling a skill check with varying efficacy and pilots can engage in healing another's Burden",
	"LA.pilot.activity.1.label": "NOMINAL",
	"LA.pilot.activity.2.label": "CONDITION SUBOPTIMAL",
	"LA.pilot.activity.3.label": "REQUIRES ATTENTION",
	"LA.pilot.activity.4.label": "REQUIRES IMMEDIATE ATTENTION",
	"LA.pilot.activity.5.label": "CONDITION CRITICAL",
	"LA.pilot.activity.6.label": "SUBJECTIVITY SUITE UNRESPONSIVE",
	"LA.pilot.skillTrigger.label": "SKILL TRIGGER",
	"LA.pilot.hardsuit.health.tooltip": "The amount of Health this hardsuit adds",
	"LA.pilot.hardsuit.evasion.tooltip": "The amount of Evasion this hardsuit has",
	"LA.pilot.hardsuit.edefense.tooltip": "The amount of E-Defense this hardsuit has",
	"LA.pilot.hardsuit.speed.tooltip": "The amount of Speed this hardsuit has",
	"LA.pilot.hardsuit.armor.tooltip": "The amount of Armor this hardsuit has",
	"LA.pilot.hardsuit.empty.label": "NO HARDSUIT EQUIPPED",
	"LA.pilot.hardsuit.empty.subLabel": "HARDSUIT NOT DETECTED",
	"LA.pilot.gear.label": "GEAR",
	"LA.pilot.gear.empty.label": "NO GEAR EQUIPPED",
	"LA.pilot.gear.empty.subLabel": "GEAR NOT DETECTED",
	"LA.pilot.weapon.empty.label": "NO WEAPON EQUIPPED",
	"LA.pilot.weapon.empty.subLabel": "WEAPON NOT DETECTED",
	"LA.pilot.reserve.label": "RESERVES",
	"LA.pilot.reserve.empty.label": "NO RESERVES",
	"LA.pilot.reserve.empty.subLabel": "RESERVES NOT DETECTED",
	"LA.pilot.skill.label": "SKILL TRIGGERS",
	"LA.pilot.skill.empty.label": "NO SKILL TRIGGERS",
	"LA.pilot.skill.empty.subLabel": "PROFICIENT SKILLS NOT DETECTED",
	"LA.pilot.license.label": "LICENSES",
	"LA.pilot.license.empty.label": "NO LICENSES",
	"LA.pilot.license.empty.subLabel": "LICENSE NOT DETECTED",
	"LA.pilot.bond.clock.label": "CLOCKS",
	"LA.pilot.bond.clock.add.tooltip": "Add a generic clock",
	"LA.pilot.bond.clock.empty.label": "NO CLOCKS",
	"LA.pilot.bond.clock.empty.subLabel": "CLOCKS NOT DETECTED",
	"LA.pilot.bond.burden.label": "BURDENS",
	"LA.pilot.bond.burden.add.tooltip": "Add a bond burden",
	"LA.pilot.bond.burden.empty.label": "NO BOND BURDENS",
	"LA.pilot.bond.burden.empty.subLabel": "ANOMALOUS WAVEFORMS NOT DETECTED",
	"LA.pilot.bond.power.label": "POWERS",
	"LA.pilot.bond.power.subLabel": "BOND POWER",
	"LA.pilot.bond.power.veteran.label": "VETERAN",
	"LA.pilot.bond.power.master.label": "MASTER",
	"LA.pilot.bond.power.refresh.tooltip": "Refresh all bond powers",
	"LA.pilot.bond.power.empty.label": "NO BOND POWERS",
	"LA.pilot.bond.power.empty.subLabel": "ANOMALOUS WAVEFORMS NOT DETECTED",
	"LA.pilot.bond.other.label": "XP gained from an other character",
	"LA.pilot.bond.tally.label": "TALLY XP",
	"LA.pilot.bond.tally.tooltip": "Sum the XP of all completed sources",
	"LA.pilot.bond.xp.tooltip": "Switch to experience tracker",
	"LA.pilot.bond.qa.tooltip": "Switch to questionnaire",
	"LA.pilot.bond.swap.tooltip": "Switch bond display mode",
	"LA.pilot.bond.changeImage.tooltip": "Change the image of this character's bond card",
	"LA.pilot.level.label": "Level",
	"LA.pilot.level.up.tooltip": "Level up this pilot",
	"LA.pilot.level.down.tooltip": "Level down this pilot",
	"LA.pilot.hull.up.tooltip": "Increase the Hull skill of this pilot",
	"LA.pilot.hull.down.tooltip": "Decrease the Hull skill of this pilot",
	"LA.pilot.agility.up.tooltip": "Increase the Agility skill of this pilot",
	"LA.pilot.agility.down.tooltip": "Decrease the Agility skill of this pilot",
	"LA.pilot.systems.up.tooltip": "Increase the Systems skill of this pilot",
	"LA.pilot.systems.down.tooltip": "Decrease the Systems skill of this pilot",
	"LA.pilot.engineering.up.tooltip": "Increase the Engineering skill of this pilot",
	"LA.pilot.engineering.down.tooltip": "Decrease the Engineering skill of this pilot",
	"LA.pilot.history.label": "HISTORY",
	"LA.pilot.history.gms": "UIB DOSSIER FILE",
	"LA.pilot.history.msmc": "MSMC DATA RECORD",
	"LA.pilot.history.horus": "<ERR:N?A>",
	"LA.pilot.history.ssc": "VIP DATA ENTRY",
	"LA.pilot.history.ipsn": "EMPLOYABILITY REPORT",
	"LA.pilot.history.ha": "THINK TANK DATA OUTPUT",
	"LA.pilot.notes.label": "NOTES",
	"LA.pilot.sync.label": "SYNCHRONIZE COMP/CON",
	"LA.pilot.sync.download.label": "DOWNLOAD",
	"LA.pilot.sync.download.subLabel": "Enter your COMP/CON Share Code",
	"LA.pilot.sync.download.tooltip": "Download your COMP/CON data from the cloud",
	"LA.pilot.sync.import.label": "IMPORT JSON",
	"LA.pilot.sync.date.label": "LAST SYNCED",
	"LA.pilot.mechStorage.select.tooltip": "Select a mech to inspect",
	"LA.pilot.mechStorage.empty.label": "NO MECHS",
	"LA.pilot.mechStorage.empty.subLabel": "MECHS NOT DETECTED",
	"LA.pilot.mechStorage.activate.tooltip": "Set the selected mech as the active mech",
	"LA.pilot.mechStorage.deactivate.tooltip": "Set the selected mech as inactive",
	"LA.pilot.mechStorage.open.tooltip": "Open the mech sheet",
	"LA.pilot.mechstorage.inactive.label": "INACTIVE",
	"LA.pilot.mechstorage.active.label": "ACTIVE",
	"LA.deployable.hitpointMax.short": "M.HP",
	"LA.deployable.hitpointMax.tooltip": "Maximum Hit Points are the maximum amount of damage that an object such as terrain, cover, buildings, and deployable items can take before being destroyed<br><br>An object typically has 10 HP per Size, unless stated otherwise",
	"LA.deployable.heatMax.short": "M.HEA",
	"LA.deployable.heatMax.tooltip": "Optional Maximum Heat for this object",
	"LA.deployable.actions.label": "ACTIONS",
	"LA.deployable.effects.label": "EFFECTS",
	"LA.deployable.deployment.label": "DEPLOYMENT"
}