var __defProp = Object.defineProperty;
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import { k as getDefaultExportFromCjs } from "./lancer-a96e7e01.mjs";
import require$$0 from "./lcp_manifest-c88bbaae.mjs";
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const require$$1 = [
  {
    id: "mf_kidd",
    source: "IPS-N",
    name: "Kidd",
    mechtype: [
      "Support"
    ],
    y_pos: 25,
    license_level: 2,
    description: "<p>A sidegraded cousin of IPS-N&rsquo;s Lancaster support frame, the Kidd was produced under a joint development contract by IPS-N&rsquo;s Titan&ndash;Enceladus Field Project and Northstar Branch Robotics. The original pattern for the frame was bought off a mining commune that had rigged their support drones in a slapdash but ingenious neural mesh that both hardened them against tech intrusion and increased their operational efficiency many times over. Urban legend was that the original builder of the rig had used his drone team to bury caches of black-market Volador tech in several wandering asteroids, and out of extreme paranoia made his systems almost impossible to crack. To this day Northstar Branch Robotics tries valiantly to squash down persistent rumors that clues to the location of the caches are hidden in the Kidd&rsquo;s code base.</p> <p>Designed to provide an aggressive, all-theater support solution to rugged field teams in hostile environments, the Kidd mounts a trio of powerful systems to ensure a broad operational envelope. The Jolly Roger semiautonomous personal orbital platform, bundled with every genuine-license Kidd platform establishes theater control in any open or near-surface environment. A squadron of bundled subalterns (along with an onboard maintenance suite) guarantees friendly support in any environment and provides a broad suite of tactical possibility. Finally, Titan&ndash;Enceladus&rsquo;s SMOKESTACK heat sink pylon represents the cutting edge of IPS-N&rsquo;s thermodynamic axiomatics, allowing users to offset surplus heat via the creation of a pinhole-window into an omega state of absolute zero.</p> <p>The Kidd is a popular chassis in Evergreen where it is employed as a subaltern command platform for civilian and engineering purposes. Its familiar bulk can also regularly be seen accompanying traders on their way to do business with the Gray Towns.</p>",
    mounts: [
      "Main"
    ],
    stats: {
      size: 1,
      stress: 4,
      structure: 4,
      armor: 2,
      hp: 6,
      evasion: 6,
      edef: 12,
      heatcap: 4,
      repcap: 5,
      sensor_range: 8,
      tech_attack: 1,
      save: 11,
      speed: 6,
      sp: 10
    },
    traits: [
      {
        name: "Rapid Deployment",
        description: "On its first turn in any combat scene, the Kidd can deploy or activate any one system with the drone or deployable tag as a free action.",
        synergies: [
          {
            locations: [
              "deployable",
              "drone"
            ],
            detail: "On its first turn in any combat, the Kidd can deploy or activate any one system with the DRONE or DEPLOYABLE tag as a free action."
          }
        ]
      },
      {
        name: "Reroute Power",
        description: "As a quick action 1/round, the Kidd can destroy one of its DEPLOYABLES or DRONES that was not deployed or created in the same round to either grant 1d6+1 OVERSHIELD to an allied character or deal 1d6+1 AP Energy Damage to a hostile character. The target, allied or hostile, must be adjacent to whatever is destroyed. Systems without LIMITED that are destroyed this way must be repaired before they can be used again.",
        actions: [
          {
            name: "Reroute Power",
            activation: "Quick",
            frequency: "1/round",
            detail: "Destroy one of your deployables or drones to either grant 1d6+1 OVERSHIELD to an allied character or deal 1d6+1 AP Energy Damage to a hostile character. The target, allied or hostile, must be adjacent to whatever is destroyed. Systems without LIMITED that are destroyed this way must be repaired before they can be used again."
          }
        ]
      },
      {
        name: "Recycle",
        description: "At the end of any scene in which the Kidd used REROUTE POWER, it restores 1 charge to a LIMITED system of its choice with the DRONE or DEPLOYABLE tag.",
        synergies: [
          {
            locations: [
              "deployable",
              "drone"
            ],
            detail: "At the end of any scene in which the Kidd used REROUTE POWER, it restores 1 charge to a LIMITED system of its choice with the DRONE or DEPLOYABLE tag."
          }
        ]
      }
    ],
    core_system: {
      name: "The Jolly Roger",
      description: "",
      active_name: "Skull and Bones",
      active_effect: "For the rest of the scene, Plunder and Swindle become Blast 2 and Shiver Timbers affects all characters in a Line 10 path.",
      activation: "Protocol",
      use: "Encounter",
      passive_name: "Jolly Roger",
      passive_effect: "<p>At the start of every combat scene, your Kidd automatically connects to its paired Jolly Roger orbital satellite weapon. The efficacy of the Jolly Roger depends on maintaining a high level of calibration with the Kidd, which is tracked with a JOLLY ROGER DIE - 1d6, starting at 1.</p> <p>The die ticks up by 1 whenever you:</p> <ul> <li>deploy a DRONE or DEPLOYABLE</li> <li>take a tech action that targets at least one allied character.</li> </ul> <p>Each option can only increase the value of the of the JOLLY ROGER DIE once per round independently; however, the die also ticks up by 1 any time a hostile character takes a tech action against an allied character within your SENSORS, with no limit.</p> <p>1/round, you can activate the Jolly Roger as a quick action, resetting the JOLLY ROGER DIE to 1. Choose one of the following effects, based on the value of the die:</p> <p><b class='accent--text'>3+</b> <b>Plunder</b>: SCAN every hostile character in a Blast 1 area and give them LOCK ON.</p> <p><b class='accent--text'>5+</b> <b>Swindle</b>: Every hostile character in a Blast 1 area must succeed on a SYSTEMS save or become IMPAIRED, JAMMED, and SLOWED until the end of their next turn.</p> <p><b class='accent--text'>6</b> <b>Shiver Timbers</b>: Fire a beam weapon, punching a narrow hole through walls and obstructions. One hostile character must succeed on an AGILITY save or take 3d6 AP Energy Damage. On a success, they take half damage</p> <p>You do not require line of sight for any of these effects, they have the effective range of the battlefield, and they easily penetrate objects and terrain, although more potent barriers (e.g., energy shields that prevent effects from crossing them due to line of sight) block them normally</p>",
      passive_actions: [
        {
          name: "Plunder 3+",
          activation: "Quick",
          detail: "SCAN every hostile character in a Blast 1 area and give them LOCK ON.",
          frequency: "1/round"
        },
        {
          name: "Swindle 5+",
          activation: "Quick",
          detail: "Every hostile character in a Blast 1 area must succeed on a SYSTEMS save or become IMPAIRED, JAMMED, and SLOWED until the end of their next turn.",
          frequency: "1/round"
        },
        {
          name: "Shiver Timbers 6",
          activation: "Quick",
          detail: "Fire a beam weapon, punching a narrow hole through walls and obstructions. One hostile character must succeed on an AGILITY save or take 3d6 AP Energy Damage. On a success, they take half damage.",
          frequency: "1/round"
        }
      ],
      counters: [
        {
          id: "ctr_jolly_roger",
          name: "Jolly Roger",
          default_value: 1,
          min: 1,
          max: 6
        }
      ]
    },
    data_type: "frame",
    image_url: "https://compcon-image-assets.s3.amazonaws.com/frames/mf_kidd.png",
    license_id: "mf_kidd"
  },
  {
    id: "mf_sagarmatha",
    variant: "Everest",
    source: "GMS",
    name: "Sagarmatha",
    mechtype: [
      "Defender"
    ],
    y_pos: 25,
    license_level: 0,
    description: "<p>The SAGARMATHA is a SIZE 2 legacy GMS chassis that all characters have access to from LL0 onwards. This variant FRAME is not mutually exclusive with the EVEREST.</p><p>The Sagarmatha is of an older pattern than the Everest, sturdier and bulkier by necessity more than design. It is seen as somewhat antiquated through the lens of modern manufacturing standards. Nevertheless, it enjoys some use in border colonies, in the Baronies, and with the Albatross.</p>",
    mounts: [
      "Main",
      "Flex",
      "Heavy"
    ],
    stats: {
      size: 2,
      stress: 4,
      structure: 4,
      armor: 1,
      hp: 8,
      evasion: 8,
      edef: 8,
      heatcap: 6,
      repcap: 4,
      sensor_range: 10,
      tech_attack: 0,
      save: 10,
      speed: 4,
      sp: 6
    },
    traits: [
      {
        name: "Guardian",
        description: "Adjacent allied characters can use the Sagarmatha as hard cover."
      },
      {
        name: "Heroism",
        description: "1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn.",
        synergies: [
          {
            locations: [
              "active_effects"
            ],
            detail: "1/scene the Sagarmatha can brace without sacrificing any actions or movement on its following turn."
          }
        ]
      },
      {
        name: "Replaceable Parts",
        description: "While resting, the Sagarmatha can be repaired at a rate of 1 repair per structure damage instead of 2.",
        bonuses: [
          {
            id: "cheap_struct",
            val: 1
          }
        ],
        synergies: [
          {
            locations: [
              "rest"
            ],
            detail: "The Sagarmatha can be repaired at a rate of 1 Repair per 1 structure damage."
          }
        ]
      }
    ],
    core_system: {
      name: "Rallying Cry",
      description: "",
      active_name: "Raise the Banner",
      active_effect: "You raise a rallying banner. All allied characters in line of sight of your mech when you do this gain RESISTANCE to all damage and heat and gain +1 Accuracy on all checks and saves. These effects last until the end of your next turn.",
      activation: "Quick",
      use: "Next Turn"
    },
    data_type: "frame",
    image_url: "https://compcon-image-assets.s3.amazonaws.com/frames/nodata.png",
    license_id: "mf_standard_pattern_i_everest"
  },
  {
    id: "mf_tokugawa_alt_enkidu",
    variant: "Tokugawa",
    source: "HA",
    name: "Enkidu",
    mechtype: [
      "Striker",
      "Defender"
    ],
    y_pos: 25,
    license_level: 2,
    description: "<p>The ENKIDU can be taken at rank II of the TOKUGAWA license instead of the base FRAME, or retrofitted during Act 1 of the No Room for a Wallflower Campaign.</p><p>This experimental frame was secretly designed as a TBK chassis for lateaction combat in the Hercynian Crisis. Deployed in limited numbers against the remaining Egregorian hives in the brutal last stages of the war, the Enkidu&rsquo;s neurological interfacing was dangerous: raw and unshielded. The power and aggression flowing through the subroutines that govern the mech bled into its pilot&rsquo;s subjectivity, making them lose themselves in a storm of violence, constantly pushing themselves to greater and greater acts of destruction. This effect was incredibly hard for pilots to handle &ndash; the fallout rate from the program was extremely high, and the survivors required extensive conditioning, implants, and a cocktail of neurological suppressants to continue.</p> <p>The true aim of the Enkidu program was not to fight Egregorians, which were in the final stages of practical extinction, but to use the battlefield as a testing ground for the eventual deployment of the chassis against ThirdComm revolutionaries and dissidents. Though the codebase for the Enkidu was eventually discontinued and molded into what is now the Tokugawa, the difficulties with the initial project prevented it from getting off the ground before the revolution took hold. The remaining prototypes were buried along with the rest of Hercynia&rsquo;s history.</p>",
    mounts: [
      "Flex",
      "Flex"
    ],
    stats: {
      size: 2,
      stress: 4,
      structure: 4,
      armor: 1,
      hp: 10,
      evasion: 8,
      edef: 8,
      heatcap: 8,
      repcap: 5,
      sensor_range: 5,
      tech_attack: -2,
      save: 10,
      speed: 3,
      sp: 5
    },
    traits: [
      {
        name: "Primal Fury",
        description: "<p>When the Enkidu ends its turn in the DANGER ZONE, it rears up, extends its PLASMA TALONS (see below), and enters a state of primal fury with the following effects:</p> <ul> <li>On hit, characters struck by the Enkidu&rsquo;s PLASMA TALONS immediately become IMMOBILIZED until the end of their next turn.</li> <li>As a special reaction, the Enkidu must use its PLASMA TALONS to attack any character (hostile or allied) that enters, exits or moves more than 1 space within its THREAT. This special reaction can be used once a turn, any number of times a round, and doesn’t count against the maximum number of reactions a turn, so the Enkidu can take other reactions normally.</li> </ul> <p>This state ends at the start of the Enkidu&rsquo;s turn, or if the Enkidu exits the DANGER ZONE.</p>",
        synergies: [
          {
            locations: [
              "heat"
            ],
            detail: "When the Enkidu ends its turn in the Danger Zone, it enters the Primal Fury state."
          }
        ]
      },
      {
        name: "All Fours",
        description: "While it’s in the DANGER ZONE, the Enkidu can’t make ranged or tech attacks but has 6 base SPEED.",
        synergies: [
          {
            locations: [
              "heat"
            ],
            detail: "While it’s in the DANGER ZONE, the Enkidu can’t make ranged or tech attacks but has 6 base SPEED."
          }
        ]
      },
      {
        name: "Brute Strength",
        description: "The Enkidu gets +1 accuracy on hull checks and saves.",
        synergies: [
          {
            locations: [
              "hull"
            ],
            detail: "The Enkidu gets +1 accuracy on hull checks and saves."
          }
        ]
      },
      {
        name: "Bloodsense",
        description: "The Enkidu always knows if characters are at or under half of their maximum HP, but not the exact number."
      }
    ],
    core_system: {
      name: "Limit Restriction Zero",
      description: "<p>“I argue that it is Man who is shapeless; far from immutable, he is given form by the environment around him. In civilization, man is as divine as old God, who judges and creates; he is clothed in finery, and enjoys literature, art, company, and purpose. When left alone in the savage wilderness of nature, Man comports himself accordingly.”</p><p>— Harrison II, “Mandate, Vol II: On Nature, On Savagery, On Reason”</p>",
      active_name: "Crush Limiter",
      active_effect: "For the rest of the scene, the Enkidu gains the Bifurcate action, which can only be used in the DANGER ZONE",
      activation: "Protocol",
      use: "Encounter",
      active_actions: [
        {
          name: "Bifurcate",
          activation: "Full",
          detail: "<p>The Enkidu engages its monstrous strength, targets an adjacent character (allied or hostile) and attempts to tear them in half with its talons. If the target has 7 HP or less, only 1 STRUCTURE remaining, and doesn&rsquo;t have IMMUNITY to damage, they are immediately destroyed, the action cost of this ability is refunded, and the Enkidu can BOOST as a free action. If this action fails to destroy the target, the target instead takes 1 Kinetic Damage.</p> <p>At the end of the scene, the CP cost of BIFURCATE is refunded if the Enkidu did not use it to destroy any characters.</p>"
        }
      ],
      integrated: [
        "mw_tokugawa_alt_enkidu_integrated"
      ]
    },
    data_type: "frame",
    aptitude: {},
    image_url: "https://compcon-image-assets.s3.amazonaws.com/frames/alt_tokugawa.png",
    license_id: "mf_tokugawa"
  },
  {
    id: "mf_genghis_alt_worldkiller_genghis_mk_i",
    variant: "Genghis",
    source: "HA",
    name: "“Worldkiller” Genghis Mk I",
    mechtype: [
      "Striker",
      "Defender"
    ],
    y_pos: 25,
    license_level: 2,
    description: "<p>This variant can be taken at rank II of the GENGHIS license instead of the base FRAME. It can also be dug up and repaired as part of No Room For A Wallflower.</p><p>Though the Genghis Mk I is classified as a Harrison Armory FRAME for gameplay purposes, the original Genghis models were based on upscaled SecComm power armor and are technically GMS frames. Today, they are only compatible with the HA Genghis license due to a last-ditch tech partition by SecComm partisans in the latter stages of the revolution.</p><p>These old-pattern Genghis mechs are buried all over Hercynia in various states of disrepair. They are a grim reminder of the carnage that once took place here. Unlike the Mk II, with its sleeker, slimmer frame, the Mk I is much more brutal in its simplicity – mass produced, a crude weapon.</p>",
    mounts: [
      "Main",
      "Main",
      "Heavy"
    ],
    stats: {
      size: 2,
      stress: 4,
      structure: 4,
      armor: 3,
      hp: 6,
      evasion: 6,
      edef: 8,
      heatcap: 8,
      repcap: 4,
      sensor_range: 5,
      tech_attack: -2,
      save: 10,
      speed: 3,
      sp: 5
    },
    traits: [
      {
        name: "Insulated",
        description: "The Genghis has immunity to Burn."
      },
      {
        name: "TBK Munitions",
        description: "The Genghis’s attacks ignore resistance to Burn and Heat."
      },
      {
        name: "Weak Computer",
        description: "The Genghis receives +1 Difficulty on all SYSTEM saves and checks.",
        synergies: [
          {
            locations: [
              "systems"
            ],
            detail: "The Genghis receives +1 Difficulty on all SYSTEM saves and checks."
          }
        ]
      }
    ],
    core_system: {
      name: "Juggernaut Reactor",
      description: "Inside his great suit the fireman smiles. He is a salamander upon the world, belching flame, cleaning away history, and leaving a new land for the living.",
      passive_name: "Furiosa",
      passive_effect: "While in the DANGER ZONE, you are surrounded by shimmering heat that interferes with targeting. You gain soft cover. Additionally, other than you, characters within Burst 1 can’t take reactions.",
      passive_synergies: [
        {
          locations: [
            "heat"
          ],
          detail: "While in the DANGER ZONE, you are surrounded by shimmering heat that interferes with targeting. You gain soft cover. Additionally, other than you, characters within Burst 1 can’t take reactions."
        }
      ],
      active_name: "A Pleasure to Burn",
      active_effect: "<p>For the rest of the scene, the Genghis is wreathed in coruscating heat. Your FURIOSA aura grows to Burst 2, and your mech ignores all difficult terrain, simply melting through it.</p> <p>If you overheat during this time, your mech releases a blast of heat that melts the ground beneath it. Characters other than you within the affected area of FURIOSA take 1d6 AP Energy damage and must succeed on a HULL save or become IMMOBILIZED until the end of their next turn. The area then becomes difficult terrain for the rest of the scene.</p>",
      activation: "Protocol",
      use: "Encounter"
    },
    data_type: "frame",
    aptitude: {},
    image_url: "https://compcon-image-assets.s3.amazonaws.com/frames/alt_genghis.png",
    license_id: "mf_genghis"
  },
  {
    id: "mf_swallowtail_alt_swallowtail_ranger_variant",
    variant: "Swallowtail",
    source: "SSC",
    name: "Swallowtail (Ranger Variant)",
    mechtype: [
      "Support"
    ],
    y_pos: 25,
    license_level: 2,
    description: "<p>This variant can be taken at rank II of the SWALLOWTAIL license instead of the base FRAME, or gained as EXOTIC GEAR by aiding Dthall Ordo during the campaign.</p><p>This Swallowtail variant is common among HUC ranger forces. It was adopted and reverse-engineered from the material remains of early, abandoned SSC survey expeditions. With no ability to print-replicate the mech, the rangers painstakingly manufactured and assembled each unit to high specifications. Unlike the sleek luxury of other SSC frames, this Swallowtail is a rugged affair. Each one has a suite of marks left by its previous owners – livery, battle paint, custom gear, camouflage, and weathering. They have been repaired and maintained for two generations and each one is precious to the United Cities.</p>",
    mounts: [
      "Flex",
      "Main"
    ],
    stats: {
      size: 1,
      stress: 4,
      structure: 4,
      armor: 0,
      hp: 6,
      evasion: 10,
      edef: 8,
      heatcap: 4,
      repcap: 5,
      sensor_range: 20,
      tech_attack: 1,
      save: 10,
      speed: 6,
      sp: 6
    },
    traits: [
      {
        name: "Scout Battlefield",
        description: "<p>Before the first round of any combat and before any deployment takes place, place up to two of the following in free spaces anywhere on the battlefield:</p> <ul> <li>A 2 x 2 zone that does not impede movement and grants soft cover to characters at least partly within it.</li> <li>A 2 x 2 zone that is difficult terrain.</li> <li>A SIZE 1 piece of hard cover.</li> </ul> <p>They can&rsquo;t be placed within 4 spaces of each other. The same option can be chosen more than once. These objects and zones represent naturally occurring terrain on the battlefield, and you can work with the GM to decide what they are.</p>"
      },
      {
        name: "Invigorating Scanners",
        description: "1/round when the Swallowtail inflicts Lock On, an allied character in its sensor range and line of sight can move up to its speed as a reaction.",
        synergies: [
          {
            locations: [
              "lock_on"
            ],
            detail: "1/round when the Swallowtail inflicts Lock On, an allied character in its sensor range and line of sight can move up to its speed as a reaction."
          }
        ]
      },
      {
        name: "Weathering",
        description: "The Swallowtail ignores difficult terrain."
      }
    ],
    core_system: {
      name: "Gaia Inheritance",
      description: "Outnumbered, outgunned, and lacking the ability to mass-produce mechs, the rangers have had to rely on the legacy of Hercynia itself to protect them. Each of their Swallowtails is an ingenious, fast-moving suite of meshed software and gear, uniquely tweaked by generations of hardened warriors – imperfect in a way that would make any SSC smith shiver. Each wears its own unique name, has its own unique ballad, and is recorded in the osteomemetics of its home city.",
      passive_name: "Grounded",
      passive_effect: "When you end your turn in a zone that grants soft cover, you become INVISIBLE until you leave that cover, take damage, attack, force a save, or take any other hostile action that affects another character.",
      active_name: "Guerrilla Warfare",
      active_effect: "<p>You create three Burst 1 patches of smoke in spaces within line of sight and Range 5. These patches grant soft cover to characters at least partly within them. They last for the rest of the scene.</p> <p>Additionally, for the rest of the scene, allied characters within SENSORS gain the benefits of GROUNDED.</p>",
      activation: "Protocol",
      use: "Encounter"
    },
    data_type: "frame",
    aptitude: {},
    image_url: "https://compcon-image-assets.s3.amazonaws.com/frames/alt_ranger.png",
    license_id: "mf_swallowtail"
  }
], require$$2 = [
  {
    id: "ms_exo_anti_armor_signature_weapon",
    name: "Anti-Armor Signature Weapon",
    type: "Weapon",
    effect: "If a pilot takes an Anti-Armor Signature Weapon on a mission, they can’t take any other pilot weapons.",
    tags: [
      {
        id: "tg_ap"
      },
      {
        id: "tg_limited",
        val: 2
      },
      {
        id: "tg_loading"
      },
      {
        id: "tg_ordnance"
      },
      {
        id: "tg_reliable",
        val: 2
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_pilot_weapon"
      }
    ],
    range: [
      {
        type: "Range",
        val: 15
      }
    ],
    damage: [
      {
        type: "Variable",
        val: 5
      }
    ]
  },
  {
    id: "ms_exo_bahadurs_reserve",
    name: "Bahadur's Reserve",
    type: "Gear",
    effect: "Expend a charge for the following effect:<ul><li><b>Molotov Cocktail</b> (Grenade, Range 5, Blast 1): Affected characters must pass an Agility save or take 2 Burn.</li></ul>",
    description: "A remarkably potent spirit distilled by Mir Bahadur, this moonshine is served to discerning customers and traded for favors within Evergreen's informal barter networks. It goes down surprisingly smooth with notes of vanilla and spices and is responsible for a truly impressive number of hangovers and bad decisions. While piloting under the influence is highly inadvisable, a bottle of good alcohol can be a boon to morale as well as a valuable trade commodity. Bahadur’s homebrew can even serve as a disinfectant or crude (if effective) anesthetic, and it is high enough proof to run a biofuel generator or even be repurposed into a makeshift incendiary device in a pinch.",
    actions: [
      {
        name: "Molotov Cocktail",
        activation: "Quick",
        range: [
          {
            type: "Range",
            val: 5
          },
          {
            type: "Blast",
            val: 1
          }
        ],
        damage: [
          {
            type: "Burn",
            val: 2
          }
        ],
        detail: "Throw a molotov within Range 5. Affected characters within a Blast 1 must pass an Agility save or take 2 Burn.",
        pilot: !0
      }
    ],
    tags: [
      {
        id: "tg_limited",
        val: 1
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_exo_hercynian_rations",
    name: "Hercynian Rations",
    type: "Gear",
    description: "HUC rations rely heavily on fish, either smoked or tinned in spiced oil; dried mushrooms which can be reconstituted with water; sealed packs of flatbread or crackers; pickled macroalgae; dried fruits; rice; oats; and tea and freeze-dried coffee. In some ways, these rations are familiar to anyone who's ever subsisted on military fare. In others, they're a reminder of just how far from home you are.",
    tags: [
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_exo_locus",
    name: "Locus",
    type: "Gear",
    description: "<p>For those humans attempting to cultivate an affinity for Witness, the learning process can be frustrating at times. Over the centuries, a variety of tools and techniques have been developed to assist with this. One of these techniques involves the consumption of a native species of psychedelic fungus, either dried or brewed as tea. This substance, commonly called locus, induces feelings of opennness, euphoria, enhanced empathy, and altered sensory perceptions including mild hallucinations and synaesthesia. Locus is not habit-forming nor does it have any harmful long-term effects, though some users experience headaches and fatigue after use. That said, overdosing can lead to bouts of “empathic overload”, dissociation, and more severe hallucinatory episodes.</p><p>In humans, ingestion of locus induces a state of enhanced affinity for Witness, though it does not necessarily grant a deeper understanding of its use. The effects last from three to six hours depending on the strength of the dose, the user’s metabolism, and other factors. Locus also has a variety of other therapeutic uses.</p>",
    tags: [
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_exo_light_carapace_armor",
    name: "Light Carapace Hardsuit",
    type: "Armor",
    effect: "The multiple ablative layers of treated chitin make carapace hardsuits especially effective at dispersing the effects of energy weapons, and as a result all such armor has Resistance to energy damage.",
    description: "<p>While Hercynian society is far from primitive, the HUC lacks the advanced industrial manufacturing base required to easily fabricate the large quantities of composite materials needed for modern armor. As a result, the personal combat armor worn by rangers and other combatants is typically made from interlocking and overlapping layers of molted Egregorian carapace, donated by willing volunteers. Distinctly insectile in appearance, treatment allows the carapace to be molded into a variety of shapes and styles suitable for numerous occupational specialties ranging from long-range reconnaissance to heavy assault. While many examples of carapace armor are unpowered, ranger pilots and special forces units use carapace hardsuits created by marrying the plates to various strength-amplification exoskeletons and fitting them with upgraded power sources, interface systems, and environmental seals.</p><p>Acquiring a carapace hardsuit isn't a simple matter. Such suits don’t tend to be available for sale in currency or barter, instead being either handed down from pilot to pilot or custom-made according to a number of formal traditions. These traditions include seeking permission from a willing Egregorian donor to use their carapace and the personal participation of the wearer in the crafting, a process that can take weeks depending on the complexity of the suit. Should a PC manage to obtain one of these hardsuits, you may represent it with the following stats.</p>",
    tags: [
      {
        id: "tg_personal_armor"
      }
    ],
    bonuses: [
      {
        id: "pilot_hp",
        val: 2
      },
      {
        id: "pilot_evasion",
        val: 10,
        replace: !0
      },
      {
        id: "pilot_edef",
        val: 10,
        replace: !0
      },
      {
        id: "pilot_speed",
        val: 4,
        replace: !0
      }
    ]
  },
  {
    id: "ms_exo_assault_carapace_armor",
    name: "Assault Carapace Hardsuit",
    type: "Armor",
    effect: "The multiple ablative layers of treated chitin make carapace hardsuits especially effective at dispersing the effects of energy weapons, and as a result all such armor has Resistance to energy damage.",
    description: "<p>While Hercynian society is far from primitive, the HUC lacks the advanced industrial manufacturing base required to easily fabricate the large quantities of composite materials needed for modern armor. As a result, the personal combat armor worn by rangers and other combatants is typically made from interlocking and overlapping layers of molted Egregorian carapace, donated by willing volunteers. Distinctly insectile in appearance, treatment allows the carapace to be molded into a variety of shapes and styles suitable for numerous occupational specialties ranging from long-range reconnaissance to heavy assault. While many examples of carapace armor are unpowered, ranger pilots and special forces units use carapace hardsuits created by marrying the plates to various strength-amplification exoskeletons and fitting them with upgraded power sources, interface systems, and environmental seals.</p><p>Acquiring a carapace hardsuit isn't a simple matter. Such suits don’t tend to be available for sale in currency or barter, instead being either handed down from pilot to pilot or custom-made according to a number of formal traditions. These traditions include seeking permission from a willing Egregorian donor to use their carapace and the personal participation of the wearer in the crafting, a process that can take weeks depending on the complexity of the suit. Should a PC manage to obtain one of these hardsuits, you may represent it with the following stats.</p>",
    tags: [
      {
        id: "tg_personal_armor"
      }
    ],
    bonuses: [
      {
        id: "pilot_hp",
        val: 2
      },
      {
        id: "pilot_armor",
        val: 1
      },
      {
        id: "pilot_evasion",
        val: 8,
        replace: !0
      },
      {
        id: "pilot_edef",
        val: 8,
        replace: !0
      },
      {
        id: "pilot_speed",
        val: 4,
        replace: !0
      }
    ]
  },
  {
    id: "ms_exo_heavy_carapace_armor",
    name: "Heavy Carapace Hardsuit",
    type: "Armor",
    effect: "The multiple ablative layers of treated chitin make carapace hardsuits especially effective at dispersing the effects of energy weapons, and as a result all such armor has Resistance to energy damage.",
    description: "<p>While Hercynian society is far from primitive, the HUC lacks the advanced industrial manufacturing base required to easily fabricate the large quantities of composite materials needed for modern armor. As a result, the personal combat armor worn by rangers and other combatants is typically made from interlocking and overlapping layers of molted Egregorian carapace, donated by willing volunteers. Distinctly insectile in appearance, treatment allows the carapace to be molded into a variety of shapes and styles suitable for numerous occupational specialties ranging from long-range reconnaissance to heavy assault. While many examples of carapace armor are unpowered, ranger pilots and special forces units use carapace hardsuits created by marrying the plates to various strength-amplification exoskeletons and fitting them with upgraded power sources, interface systems, and environmental seals.</p><p>Acquiring a carapace hardsuit isn't a simple matter. Such suits don’t tend to be available for sale in currency or barter, instead being either handed down from pilot to pilot or custom-made according to a number of formal traditions. These traditions include seeking permission from a willing Egregorian donor to use their carapace and the personal participation of the wearer in the crafting, a process that can take weeks depending on the complexity of the suit. Should a PC manage to obtain one of these hardsuits, you may represent it with the following stats.</p>",
    tags: [
      {
        id: "tg_personal_armor"
      }
    ],
    bonuses: [
      {
        id: "pilot_hp",
        val: 2
      },
      {
        id: "pilot_armor",
        val: 2
      },
      {
        id: "pilot_evasion",
        val: 6,
        replace: !0
      },
      {
        id: "pilot_edef",
        val: 6,
        replace: !0
      },
      {
        id: "pilot_speed",
        val: 3,
        replace: !0
      }
    ]
  }
], require$$3 = [
  {
    id: "reserve_ammo_crate",
    name: "Ammo Crate",
    type: "Tactical",
    label: "Resource",
    description: "Once, while resting, spend this reserve to restore 1 charge for your entire party’s LIMITED systems and weapons."
  },
  {
    id: "reserve_shielding",
    name: "Shielding",
    type: "Mech",
    label: "Resource",
    description: "Get a mech tune-up from the folks at the Governor’s Farm. Spend this reserve to start the next combat only with OVERSHIELD 5."
  },
  {
    id: "reserve_weathering",
    name: "Weathering",
    type: "Mech",
    label: "Resource",
    description: "Spend this reserve to grant your mech IMMUNITY to difficult terrain and SLOWED for the next mission."
  },
  {
    id: "reserves_scouting_encounter",
    name: "Scouting (Encounter)",
    type: "Tactical",
    label: "Resource",
    description: "Spend this reserve to look at one encounter and learn all information about the NPCs and sitrep involved before it starts. You must spend this at the start of combat."
  },
  {
    id: "reserve_high_caliber_ammo",
    name: "High Caliber Ammo",
    type: "Tactical",
    label: "Resource",
    description: "Spend this reserve at the start of any combat scene to give all your weapons AP until the end of the scene."
  },
  {
    id: "reserve_stash_of_private_moonshine",
    name: "Stash Of Private Moonshine",
    type: "Resource",
    label: "Resource",
    description: "Trade with someone in the colony for favors owed. Gain +1 ACCURACY on all non-combat skill checks as long as that person can help you. This effect ends at the end of the following downtime."
  },
  {
    id: "reserve_colony_drop",
    name: "Colony Drop",
    type: "Tactical",
    label: "Resource",
    description: "Spend this reserve to have you and your allies drop from a Landmark cargo drop ship, allowing you all to deploy anywhere on the map in the next encounter."
  },
  {
    id: "reserve_governors_farm_advanced_access",
    name: "Governor’s Farm Advanced Access",
    type: "Resource",
    label: "Resource",
    description: "Permanently gain +1 ACCURACY on all non-combat skill checks to gather information, write new programs, or hack as long as you take those actions at the Governor’s Farm."
  },
  {
    id: "reserve_fieldings_workshop_access",
    name: "Fielding’s Workshop Access",
    type: "Resource",
    label: "Resource",
    description: "Permanently gain +1 ACCURACY and fill in an extra segment whenever you make progress on clocks to invent, create, or repair items or gear as long as you do it at Fielding’s Workshop."
  },
  {
    id: "reserve_patience_hookup",
    name: "Patience Hookup",
    type: "Resource",
    label: "Resource",
    description: "You have a direct line to Patience. Spend this reserve to gain +1 ACCURACY on all skill checks and saves for a scene (even in combat) as Patience helps you out."
  }
], require$$4 = [
  {
    id: "ms_pebcac",
    name: "PEBCAC",
    type: "Tech",
    sp: 2,
    tags: [
      {
        id: "tg_unique"
      }
    ],
    source: "IPS-N",
    license: "Kidd",
    license_level: 1,
    actions: [
      {
        activation: "Quick Tech",
        detail: "<p>: An allied mech character within line of sight and SENSORS quickly flash reboots at the system level. This ends all effects caused by tech actions, stops NHP cascades, and gives the target Immunity to all tech actions – hostile and allied – other than this one until the end of their next turn. This cannot be used on Jammed characters.</p> <p>Additionally, roll 1d6 to determine a side effect from the table below. These effects take place immediately and don&rsquo;t count as an action or reaction. Any movement they cause is involuntary.</p> <ol> <li>Your target becomes JAMMED until the end of their next turn.</li> <li>Your target moves up to its SPEED in a direction of the GM&rsquo;s choice.</li> <li>Your target immediately moves up to 3 spaces toward the nearest character (allied or hostile) and performs an IMPROVISED ATTACK against them. If no characters are in range, it only moves.</li> <li>Your target falls PRONE and takes 2 Kinetic Damage.</li> <li>Your target vents 1d6 Heat and deals the amount cooled as energy damage to all adjacent characters.</li> <li>Your target immediately takes the STABILIZE action and can choose what to do.</li> </ol>"
      }
    ],
    description: "When the problem exists between chair and chassis, aggressive solutions are needed. This rather quick solution is an old system-level reboot program that is often used by asteroid miners dealing with aging hardware.",
    data_type: "system",
    aptitude: {},
    license_id: "mf_kidd"
  },
  {
    id: "ms_omnibus_plate",
    name: "Omnibus Plate",
    type: "Deployable",
    sp: 1,
    tags: [
      {
        id: "tg_limited",
        val: 2
      },
      {
        id: "tg_unique"
      }
    ],
    source: "IPS-N",
    license: "Kidd",
    license_level: 2,
    effect: "Expend a charge to deploy an omnibus plate to a space within Range 5.",
    deployables: [
      {
        name: "Omnibus Plate",
        type: "Deployable",
        activation: "Quick",
        instances: 1,
        size: 1,
        hp: 10,
        evasion: 5,
        detail: "The plate cannot be moved, is flat, and does not block movement. It is large enough to hold a single SIZE 1 or smaller DRONE or DEPLOYABLE at a time. DRONES and DEPLOYABLES placed on the plate gain RESISTANCE to all damage and gain +1 to the size of any BURST or BLAST effects they generate. Additionally, any of their effects that require adjacency can now be activated from within Range 2."
      }
    ],
    description: "Northstar Branch Robotics returned to their roots with the Omnibus Plate, creating a simple, deployable catalytic for frontline nexus users. Designed with adaptation in mind, Omnibus Plates can attach securely to any drone or deployable system, increasing that system’s efficacy in all aspects of employ.",
    data_type: "system",
    aptitude: {},
    license_id: "mf_kidd"
  },
  {
    id: "ms_field_approved_brass_ignorant_modifications",
    name: "Field-Approved, Brass Ignorant Modifications",
    type: "Tech",
    sp: 2,
    tags: [
      {
        id: "tg_unique"
      }
    ],
    source: "IPS-N",
    license: "Kidd",
    license_level: 2,
    actions: [
      {
        activation: "Quick Tech",
        detail: "<p>Choose an allied mech character within line of sight and SENSORS. You power up their weapons. When they make a ranged or melee attack roll:</p> <ul> <li>the attack&rsquo;s damage cannot be reduced in any way</li> <li>the kick from firing the weapon knocks them back 1 space in any direction after the attack</li> <li><strong>On Hit:</strong> their target must succeed on a HULL save or be knocked PRONE.</li> </ul> <p>This effect ends when your target successfully hits with a ranged or melee attack roll or at the end of the scene.</p>"
      }
    ],
    description: "As implied by the name, FABI modifications are ad hoc battlefield modifications that, while technically falling well outside the approved envelope of functionality and safety, are nonetheless popular among veteran pilots. FABI mods tend to be temporary in nature: removal of joule governors with quick-patched code, fieldcooked “hot” kinetic rounds, and so on.",
    data_type: "system",
    aptitude: {},
    license_id: "mf_kidd"
  },
  {
    id: "ms_forge_2_subaltern_squad",
    name: "FORGE-2 Subaltern Squad",
    type: "Deployable",
    sp: 4,
    tags: [
      {
        id: "tg_limited",
        val: 6
      },
      {
        id: "tg_unique"
      }
    ],
    source: "IPS-N",
    license: "Kidd",
    license_level: 3,
    effect: "<p>1/round, expend a charge to deploy a team of FORGE-2 subalterns to start work on one of the following projects in a free space within line of sight and Range 5.</p> <p>The project is an immovable object that is finished at the start of your next turn, gaining +10 HP (maximum and current). It is canceled if it&rsquo;s destroyed.</p> <p>The subalterns aren&rsquo;t treated as separate entities and can&rsquo;t be targeted. They return to you if the project is destroyed, canceled, or finished, no matter where you are.</p> <p>If you OVERCHARGE to use this system again, it may ignore the 1/round limit, but the second project must be placed adjacent to the first.</p>",
    deployables: [
      {
        type: "Project",
        name: "Emplacement",
        activation: "Quick",
        instances: 1,
        cost: 1,
        size: 1,
        hp: 5,
        detail: "When finished, this elevated emplacement is SIZE 1 and 3 spaces high. The top third is a is a shielded platform that can fit characters up to a combined SIZE 1 (the rest is solid metal or plastic). Firing slits allow line of sight both into and out of the emplacement but give characters within hard cover from all directions. Characters can enter or exit the emplacement from any adjacent space as a quick action. Upon entering, they move into the shielded platform. Characters and DEPLOYABLES can stand on the flat roof of the structure, but don’t gain cover."
      },
      {
        type: "Project",
        name: "Snare Foam",
        activation: "Quick",
        instances: 1,
        cost: 1,
        size: 1,
        hp: 5,
        detail: "When finished, this project continually sprays foam around it, creating a Burst 2 area of difficult terrain. Destroying it removes the effect."
      },
      {
        type: "Project",
        name: "Damping Station",
        activation: "Quick",
        instances: 1,
        cost: 1,
        size: 1,
        hp: 5,
        detail: "When finished, this repair station generates a Burst 1 field within which allied characters gain IMMUNITY to burn and clear any burn currently affecting them."
      },
      {
        type: "Project",
        name: "Armor Pack",
        activation: "Quick",
        instances: 1,
        cost: 1,
        size: 1,
        hp: 5,
        detail: "When finished, this pack latches onto the next allied character that moves adjacent to it and fuses onto them. The project is destroyed, but they gain +1 ARMOR for the rest of the scene. This could temporarily put them over the armor maximum."
      }
    ],
    description: "The FORGE line of subalterns represents IPS-N’s premier range of frontline autonomous robotic humanoids. Produced by its robotics division, Northstar Branch Robotics, FORGE-2 subalterns are IPS-N’s newest combat engineering models, built to user scale and function.",
    data_type: "system",
    aptitude: {},
    license_id: "mf_kidd"
  },
  {
    id: "ms_smokestack_heatsink",
    name: "SMOKESTACK Heat Sink",
    type: "Deployable",
    sp: 3,
    tags: [
      {
        id: "tg_limited",
        val: 2
      },
      {
        id: "tg_unique"
      }
    ],
    source: "IPS-N",
    license: "Kidd",
    license_level: 3,
    deployables: [
      {
        name: "SMOKESTACK Heat Sink",
        type: "Pylon",
        activation: "Quick",
        instances: 1,
        size: 0.5,
        hp: 5,
        evasion: 10,
        edef: 10,
        heat: 6,
        detail: "Expend a charge to deploy a pylon that absorbs heat in a Burst 2 area around itself. It absorbs any heat dealt to characters at least partially within the affected area from any source (before reductions, including RESISTANCE). Once the pylon has absorbed 6 Heat, it explodes. Characters within the affected area must succeed on an AGILITY save or take 1d6+3 AP Energy Damage. On a success, they take half damage. Objects and DEPLOYABLES are hit automatically. Any excess heat absorbed by the pylon as part of the same action or effect that caused it to explode disperses with no effect."
      }
    ],
    description: "The IPS-N Kidd’s SMOKESTACK Heat Sink represents the latest in IPS-N’s heat dispersion systems for chassis and other CORE-powered vehicles and vessels. Utilizing proprietary axiomatics, the SMOKESTACK system establishes (via deployable pylon) a localized, minor, and stable pinhole into an omega state, allowing users to – for a certain value of thermodynamic exchange – cool excess heat debt by depositing it into that same state. Once the SMOKESTACK reaches capacity – a hard-coded feature – it detonates, making the system just as effective a weapon as it is a heat sink.",
    data_type: "system",
    aptitude: {},
    license_id: "mf_kidd"
  },
  {
    id: "ms_exo_snapdragon_launcher",
    name: "Snapdragon Anti-Chassis Guided Missile Launcher",
    type: "System",
    sp: 1,
    tags: [
      {
        id: "tg_exotic"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_quick_action"
      }
    ],
    source: "EXOTIC",
    effect: '<p>1/mission, the "Snapdragon" anti-chassis guided missile launcher can be used to make a ranged attack with the following profile:</p><p>Heavy Launcher, Reliable 4, Seeking <br> Range 15, 2d6 + 2 Explosive Damage</p>',
    description: "<ol> <li>Check all safety locks.</li> <li>Extend launch tube. Missile door should open automatically (if door fails to open, launcher will not fire).</li> <li>Activate rangefinder, acquire target. Wait for positive tone and visual confirmation that target has been acquired (TGT OK).</li> <li>Check backblast area. Minimum safe distance 100 meters. WARNING: backblast poses serious injury risk to unprotected personnel.</li> <li>Fire.</li> </ol>",
    data_type: "system",
    aptitude: {},
    license_id: ""
  },
  {
    id: "ms_exo_cynosure",
    name: "Cynosure",
    type: "Tech",
    sp: 2,
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    actions: [
      {
        name: "Celestial Ordering",
        activation: "Quick Tech",
        detail: "Every character on the battlefield involuntarily moves 1 space in a direction of your choice, ignoring engagement and without provoking reactions. They must all move in the same direction."
      },
      {
        name: "Unblinking Pursuit",
        activation: "Quick Tech",
        detail: "A hostile character within line of sight and SENSORS must succeed on a SYSTEMS save or be mesmerized. Choose another visible character. Any voluntary movement the mesmerized character makes must be toward the chosen character by the most direct route possible. This effect ends when the mesmerized character starts or ends their turn adjacent to any other character, otherwise it lasts until the end of combat."
      }
    ],
    description: "This program talks, quietly, of revenge, of the ordering of things, of a march of blades lifted high against the sun.",
    license_id: ""
  },
  {
    id: "ms_exo_opportunity",
    name: "Opportunity",
    type: "AI",
    sp: 2,
    tags: [
      {
        id: "tg_ai"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    actions: [
      {
        name: "Knock",
        activation: "Quick Tech",
        detail: "<p>Opportunity lends their extraordinary processing power and their precise (if exacting) aid, optimizing an ally&rsquo;s systems to a more &ldquo;organized&rdquo; state.</p> <p>Choose an allied mech character within line of sight and SENSORS to benefit from Opportunity&rsquo;s optimization. They gain immunity to heat from other characters, +1 Accuracy on all SYSTEMS checks and saves, and attackers gain +1 Difficulty on tech attacks against them.</p> <p>This effect ends immediately when you take this action again, or when the affected character &ldquo;makes a mess of things&rdquo; by taking an attack roll, forcing a save, or taking any other action that would affect a hostile character.</p>"
      }
    ],
    description: "",
    license_id: ""
  },
  {
    id: "ms_exo_markeys_fusebox",
    name: "Markey’s Fusebox",
    type: "Deployable",
    sp: 2,
    tags: [
      {
        id: "tg_limited",
        val: 2
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    deployables: [
      {
        name: "Markey’s Fusebox",
        type: "Mine",
        activation: "Quick",
        size: 0.5,
        hp: 10,
        edef: 5,
        evasion: 5,
        heatcap: 10,
        range: [
          {
            type: "Burst",
            val: 3
          }
        ],
        detail: "Expend a charge to set an explosive charge in a free adjacent space. It arms at the end of the round; once armed, it explodes if it takes any damage or heat. Characters within Burst 3 must succeed on an AGILITY save or take 2d6 Explosive damage and be pushed out of the affected area, or as far as possible. On a success, they are still pushed but take half damage."
      }
    ],
    description: "",
    license_id: ""
  },
  {
    id: "ms_exo_carapace_cladding",
    name: "Carapace Cladding",
    type: "System",
    sp: 1,
    tags: [
      {
        id: "tg_limited",
        val: 2
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    actions: [
      {
        activation: "Quick",
        detail: "Immediately clear all Burn from your mech."
      }
    ],
    source: "EXOTIC",
    effect: "Expend a charge to immediately clear all Burn from your mech. Additionally, whenever you BRACE you may also expend a charge to reduce all Burn dealt by the attack to 0.",
    description: "While sufficient for personal armor, Egregorian chitin on its own is not robust enough to withstand attacks from heavier weapons, nor can it easily be gathered in sufficient quantities to fully outfit a chassis. Regardless, many rangers still utilize carapace-based secondary defensive enhancements anchored over critical systems as an additional layer of ablative protection, most notably against incendiary or caustic/corrosive munitions that might otherwise resist conventional suppression.",
    license_id: ""
  },
  {
    id: "ms_exo_fragment_beggar_one",
    name: "Fragment of Beggar One",
    type: "Tech",
    sp: 2,
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    effect: "<p>1/scene, you may take one of the following Full Tech actions:</p>",
    actions: [
      {
        name: "Whisper of Cascade",
        activation: "Full Tech",
        detail: "Choose a hostile character within SENSORS. They must either immediately attack a different character or object of your choice within their RANGE and line of sight with a single weapon as a reaction, or become JAMMED until the end of their next turn."
      },
      {
        name: "A Razor Called Qualia",
        activation: "Full Tech",
        detail: "<p>Choose a hostile character within SENSORS. Until the end of their next turn:</p> <ul> <li>They must use their standard move to move toward you by the most direct route possible</li> <li>As long as you are within the RANGE and line of sight of their attacks, they consider you the only valid target for attacks.</li> </ul>."
      }
    ],
    description: "This artifact, recovered following the termination of Beggar One (provisionally designated /obj/00001), displays a number of unusual properties. Though tangible and presumed to be chemically stable, its monocrystalline composition does not correspond to any known element and emits a steady, measurable level of gamma radiation through an unknown process. Deep magnetic resonance scans indicate the presence of significant quantities of compressed data stored within the object, though it shows no signs of self-directed intelligence at any quantifiable level. Its exact purpose, if it has one, has yet to be determined.",
    license_id: ""
  }
], require$$5 = [
  {
    id: "t_empath",
    name: "Empath",
    terse: "Gain abilities that grant your allies guaranteed dice results",
    description: "<p><i>Your time on Hercynia has always been marked by a kind of … searching. A connection to the planet, to something alive there. You can perceive it best at night, when it’s quiet: your name, or a whisper that speaks something deeper and more true, spoken in the voice of another. You don’t feel any fear when you hear it. You feel complete. It takes some time down the well, but one morning you awake resolute.</p><p>Time to find the distant speaker.</i></p><p>Whether your character was born offworld and came to Hercynia knowing nothing of the Egregorians, Witness, or any of the planet’s history, or you were born in Evergreen or one of the cities of the HUC, your character can be an empath. An empath is someone who can not only register when Witness is being shared, but begin to understand it and, with some training, even add their own subjectivity to it.</p><p>Mere exposure to Hercynia is enough for a character to become an empath. Nobody is “born” an empath – it is a learned process, not an inherited one. Although, like all skills, some people find it easier than others, anyone can potentially learn to understand Witness. Normally, human empaths bond with Egregorians – there are many examples of such in the United Cities. Rarely, empaths can form bonds with other humans – a process that is as rare and wondrous to Egregorians as it is to the humans undergoing it, and one that also suggests that a human extension of Witness may latent and possible with exploration.</p>",
    ranks: [
      {
        name: "Sympathetic Precognition",
        description: "Your ability to sense the subjectivities of others grants you an uncanny ability to predict your ally’s actions, guiding them with your influence.",
        actions: [
          {
            name: "Sympathetic Precognition",
            activation: "Reaction",
            frequency: "1/scene",
            trigger: "An allied character in line of sight makes a skill check, attack, or save.",
            detail: "That character may choose not to roll, instead treating their check, attack, or save as if they had rolled a 10 on the d20."
          }
        ]
      },
      {
        name: "Bend to Will",
        description: "1/scene when an allied character in line of sight makes a structure or overheating check, they can roll twice and choose either result."
      },
      {
        name: "Shared Subjectivity",
        description: "1/scene as a quick action, you may tap deep reserves of willpower to grant extraordinary awareness to an allied character in line of sight. Your mech immediately becomes STUNNED until the start of your next turn and your perception almost completely merges with that of the other character. Until the end of their next turn, any time that character makes an attack, check, or saving throw, they can choose to roll as normal or instead treat that attack, check, or save as if they had rolled a 10 on the d20. They must decide before rolling.",
        actions: [
          {
            name: "Shared Subjectivity",
            activation: "Quick",
            frequency: "1/scene",
            detail: "Your mech immediately becomes STUNNED until the start of your next turn and your perception almost completely merges with that of the other character. Until the end of their next turn, any time that character makes an attack, check, or saving throw, they can choose to roll as normal or instead treat that attack, check, or save as if they had rolled a 10 on the d20. They must decide before rolling."
          }
        ]
      }
    ]
  }
], require$$6 = [
  {
    id: "mw_blackspot_targeting_laser",
    name: "Blackspot Targeting Laser",
    mount: "Main",
    type: "Rifle",
    sp: 1,
    damage: [
      {
        type: "Energy",
        val: "1d3+1"
      }
    ],
    range: [
      {
        type: "Range",
        val: 15
      }
    ],
    tags: [
      {
        id: "tg_unique"
      }
    ],
    source: "IPS-N",
    license: "Kidd",
    license_level: 1,
    on_hit: "DRONE, SEEKING, and NEXUS weapons and systems gain +1 Accuracy to attack the target until the end of their next turn.",
    on_crit: "The target also receives Lock On.",
    description: "“Who tipped me the black spot the day we landed and began this dance?” – Treasure Island (1883)",
    data_type: "weapon",
    license_id: "mf_kidd"
  },
  {
    id: "mw_tokugawa_alt_enkidu_integrated",
    name: "Plasma Talons",
    mount: "Auxiliary",
    type: "Melee",
    range: [
      {
        type: "Threat",
        val: 3
      }
    ],
    damage: [
      {
        type: "Energy",
        val: "1d3+2"
      }
    ],
    effect: "",
    description: "These molten talons are long, whiplike plasma lashes that the Enkidu can extend or retract. They can only be used in the DANGER ZONE.",
    tags: [
      {
        id: "tg_ap"
      },
      {
        id: "tg_danger_zone"
      },
      {
        id: "tg_reliable",
        val: 2
      }
    ],
    license_id: ""
  },
  {
    id: "mw_exo_plasma_maul",
    name: "Plasma Maul",
    mount: "Heavy",
    source: "EXOTIC",
    type: "Melee",
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    damage: [
      {
        type: "Energy",
        val: "3d6"
      }
    ],
    effect: "This weapon does not need to be reloaded on a miss.",
    description: "Popular among colonial militias, the plasma maul is a heavy but simple device. High-density magnetic plasma capacitors have a wide range of applications, from power storage through to construction and defense. In the case of the plasma maul, they are mounted in rows along a reinforced haft and set to discharge on contact, making this a devastating closequarters weapon limited only by its need to recharge between strikes. Early models featured ejectable capacitor banks, but contemporary versions are designed to draw power directly from a chassis’ reactor.",
    tags: [
      {
        id: "tg_loading"
      },
      {
        id: "tg_overkill"
      },
      {
        id: "tg_exotic"
      }
    ],
    license_id: ""
  },
  {
    id: "mw_exo_sting_heavy_anti_armor_rifle",
    name: "“Sting” Heavy Anti-Armor Rifle",
    mount: "Superheavy",
    source: "EXOTIC",
    type: "Rifle",
    range: [
      {
        type: "Range",
        val: 20
      }
    ],
    damage: [
      {
        type: "Kinetic",
        val: "4d6"
      }
    ],
    on_attack: "If you consume LOCK ON, your attack ignores cover.",
    on_hit: "Create a Line 5 path from (but not including) your target, continuing in the same direction as the attack. Characters in this path take 5 Kinetic Damage.",
    description: "An obsolete chassis-grade anti-materiel/ anti-armor rifle dating back to the Hercynian Crisis, this particular design has not been in distribution for hundreds of years but finds continued use among contemporary Hercynian forces. Bulkier and more cumbersome than the current GMS T-3 anti-materiel rifle, this particular model lacks many of the refinements incorporated into later models and is meant to be employed with a dedicated spotter to provide targeting data. All the same, its heavy, highvelocity rounds remain extremely effective at defeating both armor and static defenses at extreme range.",
    tags: [
      {
        id: "tg_loading"
      },
      {
        id: "tg_ordnance"
      },
      {
        id: "tg_reliable",
        val: 5
      },
      {
        id: "tg_exotic"
      }
    ],
    license_id: ""
  },
  {
    id: "mw_exo_steelpunch_heavy_needlebeam",
    name: "“Steelpunch” Heavy Needlebeam",
    source: "EXOTIC",
    mount: "Heavy",
    type: "Rifle",
    range: [
      {
        type: "Range",
        val: 15
      }
    ],
    damage: [
      {
        type: "Energy",
        val: "4"
      }
    ],
    effect: "This weapon deals +1d6 bonus damage against targets with at least 1 Armor.",
    description: "The “steelpunch”, as it’s affectionately known, is a twin-beam directed-energy weapon developed by HUC engineers for use against the heavily reinforced hulls of remnant chassis and other hardened targets. The earliest models were derived from Second Committee–era mineral surveying lasers. An initial beam flash-vaporizes the target’s outer layer and the plasma bloom is instantly analyzed for material density and structural composition, following which the needlebeam fires a focused, highintensity pulsed beam tuned to defeat heavy armor. Performance against softer targets is significantly reduced, however, as excessive material ablation disrupts the secondary beam before an optimal effect can be achieved.",
    tags: [
      {
        id: "tg_ap"
      },
      {
        id: "tg_exotic"
      }
    ],
    license_id: ""
  },
  {
    id: "mw_exo_brood_siblings_molt",
    name: "Brood-Sibling’s Molt",
    source: "EXOTIC",
    mount: "Main",
    type: "Melee",
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    damage: [
      {
        type: "Kinetic",
        val: "1d6+1"
      }
    ],
    effect: "1/round, this weapon deals +1d6 bonus damage to characters that are SHREDDED or STUNNED.",
    description: "Goodbye, old [friend/love]",
    tags: [
      {
        id: "tg_exotic"
      }
    ],
    license_id: ""
  }
], data = {
  lcp_manifest: require$$0,
  // actions: require('./lib/actions.json'),
  // backgrounds: require('./lib/backgrounds.json'),
  // core_bonuses: require('./lib/core_bonuses.json'),
  // environments: require('./lib/environments.json'),
  frames: require$$1,
  // manufacturers: require('./lib/manufacturers.json'),
  // mods: require('./lib/mods.json'),
  pilot_gear: require$$2,
  reserves: require$$3,
  // sitreps: require('./lib/sitreps.json'),
  // skills: require('./lib/skills.json'),
  // statuses: require('./lib/statuses.json'),
  systems: require$$4,
  // tables: require('./lib/tables.json'),
  // tags: require('./lib/tags.json'),
  talents: require$$5,
  weapons: require$$6
};
var wallflowerData = data;
const index = /* @__PURE__ */ getDefaultExportFromCjs(wallflowerData), index$1 = /* @__PURE__ */ _mergeNamespaces({
  __proto__: null,
  default: index
}, [wallflowerData]);
export {
  index$1 as i
};
//# sourceMappingURL=index-2f4f0f3c.mjs.map
