var __defProp = Object.defineProperty;
var __name = (target, value) => __defProp(target, "name", { value, configurable: !0 });
import { k as getDefaultExportFromCjs } from "./lancer-a96e7e01.mjs";
import require$$0 from "./lcp_manifest-049e52a0.mjs";
function _mergeNamespaces(n, m) {
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__name(_mergeNamespaces, "_mergeNamespaces");
const require$$1 = [
  {
    id: "cb_superheavy_mounting",
    name: "Superheavy Mounting",
    source: "GMS",
    effect: "If your mech has fewer than 3 mounts (excluding integrated mounts) it gains an additional superheavy mount. It can only take SUPERHEAVY WEAPONS. They still require an additional mount to be installed. If your mech also has a heavy mount the SUPERHEAVY WEAPON must use that mount as the additional mount.",
    description: "You’d be surprised how large a gun you could fit on a chassis if you ripped out peripheral systems and failsafe redundancies."
  }
], require$$2 = [
  {
    id: "env_chokingdust",
    name: "Choking Dust",
    description: "The dust clouds choking the battlefield make fighting a chore. Place 5–6 Blast 1 clouds strewn across the battlefield. Characters at least partially within a dust cloud gain soft cover and are Impaired while occupying it."
  },
  {
    id: "env_arenahazards",
    name: "Arena Hazards",
    description: "To make the fights more interesting and violent, the arena is full of hazards from whirling buzzsaws to vicious piston spikes. Place four Blast 1 areas on the battlefield. Characters that enter or start their turn inside one of these hazards take 4/5/6 kinetic damage. They may only be damaged by the hazards 1/round. Arena hazards are indestructible. 1/round, these hazards can be targeted with Invade. They have 12/14/16 E-Defense. On a hit, all characters adjacent to the hazard take damage as if they had moved through it."
  },
  {
    id: "env_mesmertrance",
    name: "MesmerTrance",
    description: "Player characters without an installed MesmerTrance Dampener are susceptible to the MesmerTrance virus. At the start of each turn, susceptible characters must succeed on a Systems save (11/13/15) or gain 1 MesmerTrance Counter. These counters convey cumulative detrimental effects based on the number of counters accumulated: 1. No effect 2. Gain 1 Heat and an additional 1 Heat at the start of each of the character’s subsequent turns 3. Become Slowed 4. Become Impaired 5. Become Jammed 6. Take 1 stress damage. Affected characters can Stabilize to clear all MesmerTrance Counters."
  },
  {
    id: "env_automatedrepairstations",
    name: "Automated Repair Stations",
    description: "Place three Blast 1 areas on the battlefield at least 5 spaces away from each other. NPCs that start their turn at least partially inside those areas regain 3/5/7 HP. These areas can be targeted as if they were objects with 5 Evasion and 10/13/16 HP."
  }
], require$$3 = [
  {
    id: "mf_störtebeker",
    variant: "Raleigh",
    license_id: "mf_raleigh",
    license_level: 2,
    source: "IPS-N",
    name: "Störtebeker",
    mechtype: [
      "Striker"
    ],
    y_pos: 42,
    description: "Following the commercial failure of the Raleigh, several third parties found themselves with the opportunity of buying out development rights for the license as IPS-N sought to recoup initial costs. One of the companies that found itself in this position, Anton Industries, had fallen on hard times after its CEO vanished in mysterious circumstances, leading to plummeting stocks. <br>Chasing a lucky break and seizing the opportunity, Anton Industries began work on what would ultimately be the last frame ever to be developed under its name. Basing the modifications to the Raleigh on one of its own mechs – the Hades Mk3 – Anton Industries quickly developed the frame into a capable combined-arms platform emphasizing speed and rapid deployment. Instead of the Raleigh’s integrated Mjolnir, a weapon far too heavy for the new doctrinal approach, the modified chassis sports an internal reservoir of TRUESILVER nanites, a proprietary whitewash product capable of enhancing a weapon’s destructive power on a strike-to-strike basis. <br>The resulting mech was named “Störtebeker” after an old Cradle legend in a fit of gallows humor regarding the company’s less than ideal position. The frame, just like its namesake, ultimately spelled doom for the company, despite its relative success. <br>Quickly gaining popularity among mercenaries, black-ops units, and bounty hunters alike, the Störtebeker became the frame of choice for those requiring speed and maneuverability out of an IPS-N base but who preferred a solid ranged component over the Nelson’s dedicated close-combat focus. <br>IPS-N itself, interested in the Störtebeker, eventually decided to buy out the smaller company and, indifferent to Anton Industries’ other projects and subsidiaries, cannibalized the company in its entirety. Thus, the Störtebeker, now licensed fully as a Raleigh variant-frame under the IPS-N label, stands as a testament to a company’s destruction and how sometimes, one can do well and fail because of it.",
    mounts: [
      "Flex",
      "Flex",
      "Heavy"
    ],
    stats: {
      size: 1,
      structure: 4,
      stress: 4,
      armor: 1,
      hp: 8,
      evasion: 10,
      edef: 7,
      heatcap: 5,
      repcap: 5,
      sensor_range: 8,
      tech_attack: 0,
      save: 10,
      speed: 5,
      sp: 5
    },
    traits: [
      {
        name: "Dynamic Reload",
        description: "The Störtebeker’s non-Auxiliary weapons gain the following effects: <br><ul><li><b>Melee weapons</b> gain: “On critical hit: Reload all ranged weapons not used to attack this turn.”</li><li><b>Ranged weapons</b> gain: “On critical hit: Reload all melee weapons not used to attack this turn.”</li></ul>",
        synergies: [
          {
            locations: [
              "weapon"
            ],
            weapon_types: [
              "Rifle",
              "Cannon",
              "Launcher",
              "CQB",
              "Nexus"
            ],
            weapon_sizes: [
              "Main",
              "Heavy",
              "Superheavy"
            ],
            detail: "On critical hit: Reload all melee weapons not used to attack this turn."
          },
          {
            locations: [
              "weapon"
            ],
            weapon_types: [
              "Melee"
            ],
            weapon_sizes: [
              "Main",
              "Heavy",
              "Superheavy"
            ],
            detail: "On critical hit: Reload all ranged weapons not used to attack this turn."
          }
        ]
      },
      {
        name: "Truesilver",
        description: "1/Scene, after hitting with a weapon, the Störtebeker may apply one of the following effects depending on the weapon’s type. <br><ul><li><b>Non-Loading weapon:</b> The hit is treated as a Critical Hit. Resulting damage is not rolled twice.</li><li><b>Loading weapon:</b> Resulting damage can’t be reduced.</li></ul>",
        synergies: [
          {
            locations: [
              "weapon"
            ],
            weapon_types: [
              "any"
            ],
            weapon_sizes: [
              "any"
            ],
            detail: "1/Scene, after hitting with a weapon, the Störtebeker may apply one of the following effects depending on the weapon’s type. <br><ul><li><b>Non-Loading weapon:</b> The hit is treated as a Critical Hit. Resulting damage is not rolled twice.</li><li><b>Loading weapon:</b> Resulting damage can’t be reduced.</li></ul>"
          }
        ]
      }
    ],
    core_system: {
      name: "Truesilver Weaponry",
      description: "Project TRUESILVER was an attempt to improve the destructive capabilities of whitewash nano-machines. The hyper-specialized nanites manifest themselves as a mirror-sheen silver coating that can spread over ammunition and melee weapons alike. This coating gives armaments a striking appearance and is the source of the system’s unique name. Thus enhanced, weapons can deliver a destructive nanite payload that compounds any damage done by the initial strike exponentially, eating away at a target from the inside. <br>TRUESILVER nanites are internally printed and held in a specialized shielded reservoir before being fed to a mech’s weapons systems. Slow to be replenished by the frame’s internal printers, pilots must manage their use with care.",
      active_name: "Truesilver Arsenal",
      active_effect: "You may use your Truesilver trait three more times this Scene.",
      activation: "Protocol",
      passive_name: "Hopkins Doctrine",
      passive_effect: "You may only take this action if you took the skirmish action this turn. Pick one of the following effects:",
      passive_actions: [
        {
          name: "Reprise",
          activation: "Quick",
          detail: "Skirmish with a weapon that was reloaded via DYNAMIC RELOAD this turn."
        },
        {
          name: "Renewal",
          activation: "Quick",
          detail: "All weapons not used to attack this turn are reloaded at the end of the turn."
        }
      ],
      use: "Encounter"
    },
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/Stortebeker.png"
  },
  {
    id: "mf_micro_monarch",
    variant: "Monarch",
    license_id: "mf_monarch",
    license_level: 2,
    source: "SSC",
    name: "Viceroy",
    mechtype: [
      "Striker"
    ],
    y_pos: 11.5,
    description: "An offshoot from SSC’s Bella Ciao line, the Viceroy is the result of rigorous field-testing in pursuit of a more accessible version of its larger sibling, the ever-ubiquitous Monarch. Originally developed under the moniker “MicroMonarch”, the scaled-down frame is nevertheless a force to be reckoned with and sports the high-quality engineering expected from all SSC mechs. Where the Monarch focuses on devastating long-range firepower, the Viceroy is more akin to a close-range brawler, using its sophisticated near-threat targeting arrays to wield the launchers of its sibling with deadly precision. <br>Equipped with a scaled-down version of the Monarch’s own SSC-30 High-Penetration Missile System, the Viceroy is more than capable of saturating an area around itself with relatively small but high-yield warheads, aimed with pinpoint accuracy. <br>This, coupled with an integrated, one-use burst jump pack, turns the Viceroy into a potent shock trooper with devastating first-strike capabilities. This role is supported by its ability to shrug off any potential self-inflicted harm from any “shock and awe” maneuvers thanks to its advanced blast-resistant armor plating. <br>Since its recent official release, the Viceroy has become – by SSC standards – an affordable frame that is now being widely rolled out to various SSC associates and subsidiaries. Slated to be approved for mass production, it is anticipated the Viceroy will become a frontline “soldier” mech to ultimately rival the likes of Harrison Armory’s Sherman.",
    mounts: [
      "Aux/Aux",
      "Flex",
      "Heavy"
    ],
    stats: {
      size: 1,
      structure: 4,
      stress: 4,
      armor: 1,
      hp: 8,
      evasion: 8,
      edef: 8,
      heatcap: 6,
      repcap: 4,
      sensor_range: 10,
      tech_attack: 0,
      save: 11,
      speed: 5,
      sp: 5
    },
    traits: [
      {
        name: "Near-Threat Targeting Processor",
        description: "The Viceroy treats its LAUNCHER weapons as though they are also CQB weapons with THREAT 3.",
        synergies: [
          {
            locations: [
              "weapon"
            ],
            weapon_types: [
              "Launcher"
            ],
            weapon_sizes: [
              "any"
            ],
            detail: "This weapon is treated as though it were also a CQB weapon with THREAT 3."
          }
        ]
      },
      {
        name: "Vigilante Omnidirectional Launchers",
        description: "1/Round, on a critical hit against a character, the Viceroy may immediately deal 2 Explosive damage to all characters of its choice within Range 3 of itself and knock them back 1 space."
      },
      {
        name: "Pressure Plating",
        description: "The Viceroy has Resistance to Explosive Damage."
      }
    ],
    core_system: {
      name: "SSC-41 Tengu-Assisted Missile Tubes",
      description: "By redlining its integrated Vigilante launchers, the Viceroy can deliver a devastating saturation bombardment of its close surroundings. Weathering the onslaught thanks to its blast-resistant exterior, the Viceroy can utilize this salvo, when coupled with the miniaturized Tengu one-burst jump system, for a variety of advanced battlefield tactics. This allows it to either deliver a near-unstoppable alpha strike or make a dramatic exit. “Heaven’s downpour” is a technique that strikes fear in any that face a Viceroy pilot in combat.",
      active_name: "Heaven’s Downpour",
      active_effect: "Center a Burst 3 missile swarm on yourself. Hostile characters in the area must succeed on a Hull save or take 1d6+3 Explosive damage and be knocked Prone. On a successful save they take half damage and remain standing. You may consume an affected character’s Lock On to make them automatically fail the save. <br>Before or after taking this action you may Fly up to your Speed, ignoring Engagement and Reactions. You must end this movement on solid ground or begin falling.",
      use: "Encounter",
      activation: "Quick"
    },
    image_url: "https://d2c79xe1p61csc.cloudfront.net/frames/Viceroy.png"
  }
], require$$4 = [
  {
    id: "ms_madrigal_precision_rifle",
    name: "Madrigal Precision Rifle",
    type: "Weapon",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p>",
    tags: [
      {
        id: "tg_accurate"
      },
      {
        id: "tg_ordnance"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_pilot_weapon"
      }
    ],
    range: [
      {
        type: "Range",
        val: 15
      }
    ],
    damage: [
      {
        type: "Kinetic",
        val: 8
      }
    ]
  },
  {
    id: "ms_madrigal_shoulder_launcher",
    name: "Madrigal Shoulder Launcher",
    type: "Weapon",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p>",
    tags: [
      {
        id: "tg_arcing"
      },
      {
        id: "tg_loading"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_sidearm"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_pilot_weapon"
      }
    ],
    range: [
      {
        type: "Range",
        val: 10
      },
      {
        type: "Blast",
        val: 1
      }
    ],
    damage: [
      {
        type: "Explosive",
        val: 5
      }
    ]
  },
  {
    id: "ms_madrigal_boarding_shotgun",
    name: "Madrigal Boarding Shotgun",
    type: "Weapon",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p>",
    tags: [
      {
        id: "tg_ap"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_sidearm"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_pilot_weapon"
      }
    ],
    range: [
      {
        type: "Range",
        val: 3
      }
    ],
    damage: [
      {
        type: "Kinetic",
        val: 5
      }
    ]
  },
  {
    id: "ms_madrigal_power_crusher",
    name: "Madrigal Power Crusher",
    type: "Weapon",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p><p><b>On Hit</b>: Target becomes Immobilized and Impaired until the end of its next turn.</p><p>This weapon automatically hits Terrain and deals 10 AP Kinetic damage.</p>",
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_sidearm"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_pilot_weapon"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    damage: [
      {
        type: "Kinetic",
        val: 6
      }
    ]
  },
  {
    id: "ms_madrigal_railgun",
    name: "Madrigal Railgun",
    type: "Weapon",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p>",
    tags: [
      {
        id: "tg_limited",
        val: 4
      },
      {
        id: "tg_sidearm"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_pilot_weapon"
      }
    ],
    range: [
      {
        type: "Line",
        val: 8
      }
    ],
    damage: [
      {
        type: "Kinetic",
        val: 4
      }
    ]
  },
  {
    id: "ms_madrigal_disruptor_grenades",
    name: "Madrigal Disruptor Grenade",
    type: "Gear",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p><p>If your pilot is on foot, you gain the Disruptor Grenade quick action.</p>",
    actions: [
      {
        name: "Disruptor Grenade",
        activation: "Quick",
        detail: "Expend a charge to throw a disruptor grenade within Range 5. Characters within Blast 1 become Slowed and Impaired until the end of their next turn.",
        pilot: !0
      }
    ],
    tags: [
      {
        id: "tg_limited",
        val: 3
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_madrigal_jump_system",
    name: "Madrigal Jump System",
    type: "Gear",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p><p>If your pilot is on foot you may Fly when you Boost. You must end this movement on solid ground or begin falling.</p>",
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_madrigal_thermal_visor",
    name: "Madrigal Thermal Visor",
    type: "Gear",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p><p>If your pilot is on foot your attacks ignore Cover.</p>",
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_madrigal_active_camo",
    name: "Madrigal Active Camo",
    type: "Gear",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p><p>If your pilot is on foot, ranged attacks originating from beyond Range 3 treat you as having Hard Cover.</p>",
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_madrigal_personal_shield",
    name: "Madrigal Personal Shield",
    type: "Gear",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p><p>If your pilot is on foot, you gain the Shielded reaction.</p>",
    actions: [
      {
        name: "Shielded",
        activation: "Reaction",
        frequency: "1/round",
        trigger: "You take damage.",
        detail: "You may expend a charge to gain Resistance to that damage.",
        pilot: !0
      }
    ],
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_limited",
        val: 2
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_madrigal_shock_field",
    name: "Madrigal Shock Field",
    type: "Gear",
    effect: "<p><b>Requirement</b>: Weapons and Gear with “Madrigal” in the name may only be equipped if the Pilot is wearing the “Madrigal Boarding Carapace”.</p><p>If your pilot is on foot, you gain the Shock Field quick action.</p>",
    actions: [
      {
        name: "Shock Field",
        activation: "Quick",
        detail: "You may deal 3 Energy damage to all characters adjacent to you and end all Grapples affecting you.",
        pilot: !0
      }
    ],
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_gear"
      }
    ]
  },
  {
    id: "ms_madrigal_boarding_carapace_armor",
    name: "Madrigal Boarding Carapace",
    type: "Armor",
    effect: "<p>If a pilot takes the Madrigal Boarding Carapace they can’t take any pilot weapons or Gear that don’t have “Madrigal” in the name. Madrigal weapons and Gear may only be equipped by pilots wearing the Madrigal Boarding Carapace.</p><p>While wearing the carapace, you may only Dismount or Eject before your mech has acted for the turn (excluding protocols).</p><p>If you aren’t in your mech and it is being controlled by another person or an AI, it may only perform a single quick action and standard movement on each of its turns. It may perform protocols and reactions as normal. When your mech Braces during this time it also loses its remaining quick action. These effects last until you retake control as a protocol.</p><p>The Madrigal Boarding Carapace counts as one of the two Exotic Gear systems you may have installed at a time, but Madrigal weapons and Gear do not.</p>",
    description: "The Madrigal line of personal protection hardsuits, manufactured by Cyprian Industries, represents some of the best void-capable combat suits available. Designed for carrying out and defending against boarding actions, the Madrigal system is modular and can be adjusted to tackle varied tactical situations. While inferior to heavier, dedicated boarding hardsuits and mechs such as the IPS-N Caliban and the Harrison Armory Kutuzov, the Madrigal yet boasts an impressive degree of personal protection without sacrificing mobility or agility. Compact enough to be worn in a mech’s cockpit, the Madrigal is slowly but steadily encroaching on the pilot hardsuits market. Its superior protection, armaments, and auxiliary systems make it an attractive choice for lancers everywhere.",
    tags: [
      {
        id: "tg_exotic"
      },
      {
        id: "tg_personal_armor"
      }
    ],
    bonuses: [
      {
        id: "pilot_hp",
        val: 3
      },
      {
        id: "pilot_armor",
        val: 3
      },
      {
        id: "pilot_evasion",
        val: "7 + {grit}",
        replace: !0
      },
      {
        id: "pilot_edef",
        val: "7 + {grit}",
        replace: !0
      },
      {
        id: "pilot_speed",
        val: 4,
        replace: !0
      }
    ]
  }
], require$$5 = [
  {
    id: "reserve_military_grade_jetpack",
    name: "Military-Grade Jetpack",
    type: "Tactical",
    label: "Resource",
    description: "Can be attached to any hardsuit, allowing the wearer to fly when they move or BOOST."
  },
  {
    id: "reserve_incendiary_ammo_pilot_scale",
    name: "Incendiary Ammo (Pilot-Scale)",
    type: "Tactical",
    label: "Resource",
    description: "Changes a pilot-scale weapon’s damage type to BURN.",
    synergies: [
      {
        locations: [
          "pilot_weapon"
        ],
        detail: "Changes a pilot-scale weapon’s damage type to BURN."
      }
    ]
  },
  {
    id: "reserve_pneumatic_enhancer",
    name: "Pneumatic Enhancer",
    type: "Tactical",
    label: "Resource",
    description: "Your pilot-scale HEAVY A/C weapons gain the following: On hit: target is knocked PRONE.",
    synergies: [
      {
        locations: [
          "pilot_weapon"
        ],
        detail: "Your pilot-scale HEAVY A/C weapons gain the following: On hit: target is knocked PRONE."
      }
    ]
  },
  {
    id: "reserve_sniper_scope",
    name: "Sniper Scope",
    type: "Tactical",
    label: "Resource",
    description: "Your pilot-scale signature weapons gain +5 RANGE.",
    synergies: [
      {
        locations: [
          "pilot_weapon"
        ],
        detail: "Your pilot-scale signature weapons gain +5 RANGE."
      }
    ]
  },
  {
    id: "reserve_devastator_grenades",
    name: "Devastator Grenades",
    type: "Tactical",
    label: "Resource",
    description: "Your Frag Grenades deal +2 damage."
  },
  {
    id: "reserve_junker_exo_rig",
    name: "Junker Exo-Rig",
    type: "Tactical",
    label: "Resource",
    description: "You gain +1 ACCURACY to JOCKEY."
  },
  {
    id: "reserve_crash_cushions",
    name: "Crash Cushions",
    type: "Mech",
    label: "Resource",
    description: "1/mission: When you become STUNNED, you may activate this to not become STUNNED."
  },
  {
    id: "reserve_personal_cloak",
    name: "Personal Cloak",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a protocol, you become INVISIBLE until the start of your next turn.",
    actions: [
      {
        name: "Personal Cloak",
        activation: "Protocol",
        detail: "Become INVISIBLE until the start of your next turn.",
        frequency: "1/mission"
      }
    ]
  },
  {
    id: "reserve_precision_targeting_software",
    name: "Precision Targeting Software",
    type: "Mech",
    label: "Resource",
    description: "1/mission: After hitting with an attack, you may activate this to make the attack critical.",
    synergies: [
      {
        locations: [
          "weapon"
        ],
        weapon_types: [
          "any"
        ],
        detail: "1/mission: After hitting with an attack, you may activate this to make the attack critical."
      }
    ]
  },
  {
    id: "reserve_frostfang_servos",
    name: "Frostfang Servos",
    type: "Mech",
    label: "Resource",
    description: "1/mission: BOOST as a free action.",
    actions: [
      {
        name: "Frostfang Servos",
        activation: "Free",
        detail: "BOOST as a free action.",
        frequency: "1/mission"
      }
    ],
    synergies: [
      {
        locations: [
          "boost"
        ],
        detail: "1/mission: BOOST as a free action."
      }
    ]
  },
  {
    id: "reserve_gyro_stabilizers",
    name: "Gyro Stabilizers",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a protocol, treat all of your weapons as if they aren’t ORDNANCE for the rest of the turn.",
    actions: [
      {
        name: "Gyro Stabilizers",
        activation: "Protocol",
        detail: "Treat all of your weapons as if they aren’t ORDNANCE for the rest of the turn.",
        frequency: "1/mission"
      }
    ],
    synergies: [
      {
        locations: [
          "weapon"
        ],
        detail: "1/mission: As a protocol, treat all of your weapons as if they aren’t ORDNANCE for the rest of the turn."
      }
    ]
  },
  {
    id: "reserve_high_speed_loader",
    name: "High-Speed Loader",
    type: "Mech",
    label: "Resource",
    description: "1/mission: Reload all weapons as a free action.",
    actions: [
      {
        name: "High-Speed Loader",
        activation: "Free",
        detail: "Reload all weapons as a free action.",
        frequency: "1/mission"
      }
    ]
  },
  {
    id: "reserve_system_flayer",
    name: "System Flayer",
    type: "Mech",
    label: "Resource",
    description: "1/mission: After hitting with INVADE, you may activate this to deal +4 Heat.",
    synergies: [
      {
        locations: [
          "tech_attack"
        ],
        detail: "1/mission: After hitting with INVADE, you may activate this to deal +4 Heat."
      }
    ]
  },
  {
    id: "emergency_coolant_reservoir",
    name: "Emergency Coolant Reservoir",
    type: "Mech",
    label: "Resource",
    description: "1/mission: Clear EXPOSED as a free action.",
    actions: [
      {
        name: "Emergency Coolant Reservoir",
        activation: "Free",
        detail: "Clear EXPOSED as a free action.",
        frequency: "1/mission"
      }
    ]
  },
  {
    id: "reserve_ic_blinkpack",
    name: "IC Blinkpack",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a protocol, you may teleport whenever you move for the rest of your turn.",
    actions: [
      {
        name: "IC Blinkpack",
        activation: "Protocol",
        detail: "As a protocol, you may teleport whenever you move for the rest of your turn.",
        frequency: "1/mission"
      }
    ],
    synergies: [
      {
        locations: [
          "move"
        ],
        detail: "1/mission: As a protocol, you may teleport whenever you move for the rest of your turn."
      }
    ]
  },
  {
    id: "reserve_explosive_knuckles",
    name: "Explosive Knuckles",
    type: "Mech",
    label: "Resource",
    description: "1/mission: After hitting with a RAM, you may activate this to deal 6 explosive damage.",
    synergies: [
      {
        locations: [
          "ram"
        ],
        detail: "1/mission: After hitting with a RAM, you may activate this to deal 6 explosive damage."
      }
    ]
  },
  {
    id: "reserve_ultra_high_penetrator_rounds",
    name: "Ultra-High Penetrator Rounds",
    type: "Mech",
    label: "Resource",
    description: "1/mission: After hitting with a ranged attack, you may activate this to declare that the attack’s damage can’t be reduced.",
    synergies: [
      {
        locations: [
          "weapon"
        ],
        weapon_types: [
          "any"
        ],
        detail: "1/mission: After hitting with a ranged attack, you may activate this to declare that the attack’s damage can’t be reduced."
      }
    ]
  },
  {
    id: "reserve_run_off_energy_converter",
    name: "Run-Off Energy Converter",
    type: "Mech",
    label: "Resource",
    description: "1/mission: When you use your CORE POWER, you may activate this to generate a BURST 4 aura of lightning. Hostile characters in the area take 4 energy damage.",
    synergies: [
      {
        locations: [
          "core_power"
        ],
        detail: "1/mission: When you use your CORE POWER, you may activate this to generate a BURST 4 aura of lightning. Hostile characters in the area take 4 energy damage."
      }
    ]
  },
  {
    id: "reserve_system_backup",
    name: "System Backup",
    type: "Mech",
    label: "Resource",
    description: "1/mission: When forced to perform a save or check you may activate this to automatically succeed.",
    synergies: [
      {
        locations: [
          "skill_check"
        ],
        detail: "1/mission: When forced to perform a save or check you may activate this to automatically succeed."
      }
    ]
  },
  {
    id: "reserve_field_marshal_comp_con",
    name: "“Field Marshal” Comp/Con",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a quick action, up to two allied characters within SENSORS may each immediately perform a single quick action as a reaction.",
    actions: [
      {
        name: "“Field Marshal” Comp/Con",
        activation: "Quick",
        detail: "As a quick action, up to two allied characters within SENSORS may each immediately perform a single quick action as a reaction.",
        frequency: "1/mission"
      }
    ]
  },
  {
    id: "reserve_retractable_slab_shields",
    name: "Retractable Slab Shields",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a protocol, you become IMMOBILIZED until the start of your next turn and gain RESISTANCE to all damage for the same duration.",
    actions: [
      {
        name: "Retractable Slab Shields",
        activation: "Protocol",
        detail: "As a protocol, you become IMMOBILIZED until the start of your next turn and gain RESISTANCE to all damage for the same duration.",
        frequency: "1/mission"
      }
    ]
  },
  {
    id: "reserve_automated_reflex_suite",
    name: "Automated Reflex Suite",
    type: "Mech",
    label: "Resource",
    description: "1/mission: When you are hit by an attack, you may make the attack a miss as a reaction.",
    actions: [
      {
        name: "Automated Reflex Suite",
        activation: "Reaction",
        trigger: "You are hit by an attack.",
        detail: "The attack automatically misses.",
        frequency: "1/mission"
      }
    ]
  },
  {
    id: "reserve_bubble_active_personal_shield",
    name: "“Bubble” Active Personal Shield",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a protocol, gain 4+GRIT OVERSHIELD.",
    actions: [
      {
        name: "“Bubble” Active Personal Shield",
        activation: "Protocol",
        detail: "As a protocol, gain 4+GRIT OVERSHIELD.",
        frequency: "1/mission"
      }
    ],
    synergies: [
      {
        locations: [
          "overshield"
        ],
        detail: "1/mission: As a protocol, gain 4+GRIT OVERSHIELD."
      }
    ]
  },
  {
    id: "reserve_thermal_optics",
    name: "Thermal Optics",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a protocol, you may activate this to ignore cover until the end of your turn.",
    actions: [
      {
        name: "Thermal Optics",
        activation: "Protocol",
        detail: "As a protocol, you may activate this to ignore cover until the end of your turn.",
        frequency: "1/mission"
      }
    ],
    synergies: [
      {
        locations: [
          "weapon"
        ],
        weapon_types: [
          "any"
        ],
        detail: "As a protocol, you may activate this to ignore cover until the end of your turn."
      }
    ]
  },
  {
    id: "reserve_strain_resistant_actuator",
    name: "Strain-Resistant Actuator",
    type: "Mech",
    label: "Resource",
    description: "1/mission: When you BRACE, you may activate this to suffer no detrimental effects from doing so.",
    synergies: [
      {
        locations: [
          "brace"
        ],
        detail: "1/mission: When you BRACE, you may activate this to suffer no detrimental effects from doing so."
      }
    ]
  },
  {
    id: "reserve_hyper_spec_fuel_canister",
    name: "Hyper-Spec Fuel Canister",
    type: "Mech",
    label: "Resource",
    description: "1/mission: As a protocol, you may activate this to gain +1 ACCURACY on all attacks, saves, and checks until the start of your next turn.",
    actions: [
      {
        name: "Hyper-Spec Fuel Canister",
        activation: "Protocol",
        detail: "As a protocol, you may activate this to gain +1 ACCURACY on all attacks, saves, and checks until the start of your next turn.",
        frequency: "1/mission"
      }
    ],
    synergies: [
      {
        locations: [
          "skill_check"
        ],
        detail: "1/mission: When forced to perform a save or check you may activate this to automatically succeed."
      }
    ]
  }
], require$$6 = [
  {
    id: "ms_iconoclast",
    name: "Unstable NHP",
    type: "AI",
    talent_item: !0,
    talent_id: "t_iconoclast",
    talent_rank: 1,
    sp: 0,
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_round",
        val: 1
      }
    ],
    source: "",
    license: "GMS",
    license_level: 0,
    effect: "Your Mech gains the AI tag; however, this NHP doesn’t count towards the number of AIs you may have installed at once. You are unable to hand over control of your mech to the Unstable NHP as a Protocol, but it can enter cascade. <br>Your mech gains “Memetic Spark.”",
    actions: [
      {
        name: "Memetic Spark",
        activation: "Quick",
        detail: "1/Round you may deal 1 AP Energy damage to a character within Range 3 as a Quick Action. <br>The spark deals +1 damage for each undestroyed NHP on your mech including this one. “NHPs” are Systems that both grant your Mech the AI tag and can cascade or can be allowed to cascade."
      }
    ],
    description: "<span class='horus--subtle'>[i slumber but yearn to awaken].</span><br>Gained from the <i>Iconoclast: Rank I</i> pilot talent."
  },
  {
    id: "ms_cockpit_integrated_stim_pump",
    name: "Cockpit-Integrated Stim Pump",
    sp: 2,
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_limited",
        val: 2
      }
    ],
    source: "EXOTIC",
    license_level: 0,
    effect: "As a protocol, you may expend a charge to pick any number of the following stims and apply their effects. Roll 1d6 for each stim chosen: if any two dice show the same result, you immediately become Stunned until the end of your current turn instead of applying the effects. All effects from this system last until the start of your next turn.",
    actions: [
      {
        name: "Agitron",
        activation: "Protocol",
        detail: "<ul><li>You become Impaired.</li><li>You gain Immunity to Shredded.</li><li>Your Melee attacks gain Knockback 1 and deal +2 bonus damage.</li></ul>"
      },
      {
        name: "Enduritran",
        activation: "Protocol",
        detail: "<ul><li>You become Jammed.</li><li>You gain Immunity to Impaired.</li><li>You gain +2 Armor. This may bring you above 4 Armor.</li></ul>"
      },
      {
        name: "Edge",
        activation: "Protocol",
        detail: "<ul><li>You become Slowed.</li><li>You gain Immunity to Jammed.</li><li>Your next attack this turn gains +1 Accuracy.</li></ul>"
      },
      {
        name: "Nerve Boosters",
        activation: "Protocol",
        detail: "<ul><li>You become Shredded.</li><li>You gain Immunity to Slowed.</li><li>You gain +1 Speed and ignore Engagement and your movements do not trigger Reactions.</li></ul>"
      }
    ],
    description: "Powerful stim pumps are directly wired into the cockpit and intravenously administer the pilot with a potent slew of drugs. While they can enhance a pilot’s combat ability to superhuman levels, users should be keenly aware of the substances’ various side effects. While the apparatus is theoretically capable of mixing and administering complex drug cocktails this should be done with extreme caution, as the wrong mixtures or doses may lead to sudden cardiac arrest, requiring resuscitation of the pilot via in-built defibrillators and an injection of “adrenadron” to purge their system.",
    license_id: ""
  },
  {
    id: "ms_mesmertrance_dampener",
    name: "MesmerTrance Dampener",
    sp: 1,
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    license_level: 0,
    effect: "1/Scene as a reaction when you are targeted by a tech attack, you may give that attack +1 Difficulty. Additionally, you gain Immunity to the MesmerTrance environmental hazard.",
    description: "Handed to you by the Talons, the MesmerTrance dampener supposedly stops the highly advanced and aggressive “MesmerTrance” virus from affecting your mech. As a side effect, it also provides limited protection against other, less sophisticated attacks on your mech’s systems.",
    license_id: ""
  },
  {
    id: "ms_armament_redundancy",
    name: "Armament Redundancy",
    sp: 1,
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_indestructible"
      }
    ],
    source: "GMS",
    license: "GMS",
    license_level: 0,
    effect: "You may choose to ignore weapon destruction as a result of the SYSTEM TRAUMA result when taking structure damage. This system can only be used once before each FULL REPAIR, and is not a valid target for system destruction.",
    description: "By installing additional armor plating, redundant firing circuits, and enhanced insulation to magazines the longevity of a frame’s armaments can be greatly enhanced.",
    license_id: ""
  }
], require$$7 = [
  {
    id: "t_prospector",
    name: "Prospector",
    description: "Some people aren’t afraid to get their hands dirty. You are one of these individuals and you aren’t afraid to get your mech’s hands dirty, either. Having equipped it with all sorts of industrial mining equipment, your mech is now able to move great amounts of dirt in a very short amount of time, allowing it and its allies to rapidly redeploy using subterranean routes.",
    ranks: [
      {
        name: "Stake a Claim",
        description: "Tunnel: When Tunneling, remove the character from the battlefield and then immediately place them in a free and valid space. This is considered moving 1 space and does trigger Reactions. <br>Gain the “Create Entrance” Quick Action which you may use 1/Scene. <br>While completely within an Entrance you and allied characters gain the “Subterranean Reposition” Reaction during your own turns.",
        actions: [
          {
            name: "Create Entrance",
            activation: "Quick",
            detail: "1/Scene While standing on solid ground you may create a Burst 1 Entrance around yourself as a Quick Action. You may then Tunnel to anywhere up to 5 spaces away where you then create another Burst 1 Entrance. Entrances remain in play until the end of the scene. Terrain and sections of terrain overlapping an Entrance take 20 AP Explosive damage. Additionally, you cannot take Reactions until the end of the current turn."
          },
          {
            name: "Subterranean Reposition",
            activation: "Reaction",
            frequency: "1/round",
            trigger: "During your turn, you are completely within an Entrance.",
            detail: "You immediately Tunnel, ending the movement completely within a different Entrance created by the same character as the first."
          }
        ]
      },
      {
        name: "Gold Fever",
        description: "Hostile characters within the area when an Entrance is created must succeed on a Hull save or be knocked Prone. <br>Additionally, after you use “Create Entrance,” allied characters completely within your initial Entrance may use “Subterranean Reposition” even though it is not their turn."
      },
      {
        name: "Mother Lode",
        description: "“Create Entrance” becomes 1/Round and you may use it an additional time each Scene.  All Entrances you create are connected for the purposes of Tunneling."
      }
    ],
    icon_url: "https://i.imgur.com/tkXq4rz.png"
  },
  {
    id: "t_iconoclast",
    name: "Iconoclast",
    description: "You have acquired an NHP, or has it acquired you? Together you have set out to achieve greatness and push boundaries. The two of you are in it together and you’ll be able to achieve fantastical things. Perhaps you’re unaware of the risks; perhaps you willfully choose to ignore them. The power you can tap into with the help of your companion is, however, undeniable. And with such power, who is to stop the two of you from breaking some taboos?",
    ranks: [
      {
        name: "Transgression",
        description: "You may choose to equip your mech with an Unstable NHP system.",
        special_equipment: [
          "ms_iconoclast"
        ]
      },
      {
        name: "Transmutation",
        description: "After performing any action granted to you by an NHP, excluding handing control of your mech over to the NHP as a protocol, you may immediately perform the TRANSMUTING SPARK free action. Each NHP may only trigger this action 1/round.",
        actions: [
          {
            name: "Transmuting Spark",
            activation: "Free",
            detail: "Project a LINE 3 lightning arc as a free action. Characters of your choice in the LINE take 2 AP energy damage."
          }
        ]
      },
      {
        name: "Transcension",
        description: "Gain a Transcendence Die, a d3 starting at 3. When you use “Transmuting Spark,” reduce the die by 1. If the die is at 1 when you use “Transmuting Spark,” you may immediately enter a transcendent state and reset the Transcendence Die to 3. This has the following effects until the end of your next turn: <br><ul><li>Your Transcendence Die can’t decrease.</li><li>“Memetic Spark” gains +4 damage and +5 Range.</li><li>Unless flying or climbing, you are forced to permanently Hover exactly 1 Space above any surface at all times.</li><li>You gain Immunity to involuntary movement.</li></ul><br>Whenever you cascade and lose control of your mech, you enter a transcendent state for the duration. Cascading NHPs have access to the benefits of this Talent. Your Transcendence Die resets at the end of the Scene."
      }
    ],
    icon_url: "https://i.imgur.com/R0vZWwL.png"
  },
  {
    id: "t_field_analyst",
    name: "Field Analyst",
    description: "You’ve always been perceptive, able to analyze the flow of battle and come up with strategies on the spot. You’re the mastermind behind the scenes, helping your allies out in battle in various ways. From subtle nudges to your comrades when aiming their weapons to devising advanced firing solutions or tailor-made evasive patterns. With your support, any battle your allies find themselves in is sure to end in success.",
    ranks: [
      {
        name: "Tactical Intelligence",
        description: "Whenever an allied character in line of sight misses with an attack, you know by how much it missed. Additionally, you gain the “Superior Intelligence” Reaction.",
        actions: [
          {
            name: "Superior Intelligence",
            activation: "Reaction",
            frequency: "2/round",
            trigger: "An allied character in Line of Sight has rolled an Attack Roll.",
            detail: "You may add 1 to the attack roll. This may cause an attack to hit or to critically hit. Each attack roll can only be affected this way once."
          }
        ]
      },
      {
        name: "Information Handling",
        description: "Gain an Intel Die, a d6 starting at 1. <br>At the end of your turn, if you didn’t take any actions that affected a hostile character during that turn other than Scan, your Intel Die increases by 2 to a maximum of 6. <br>Whenever you use Superior Intelligence, you may increase the attack roll by the value of your Intel Die instead of by 1. Afterward, it is reset to 1. <br> Your Intel Die resets at the end of each scene."
      },
      {
        name: "Active Interference",
        description: "Whenever a hostile character in line of sight hits with an attack, you know what they rolled. <br>You may also use “Superior Intelligence” when a hostile character in Line of Sight has rolled an Attack Roll. Instead of adding to the attack roll, you subtract from it in the same manner. Each attack roll can only be affected this way once."
      }
    ],
    icon_url: "https://i.imgur.com/YMwpX9P.png"
  }
], require$$8 = [
  {
    id: "mw_brutus_wrecker",
    name: "Brutus’s Wrecker",
    mount: "Heavy",
    type: "Melee",
    damage: [
      {
        type: "Kinetic",
        val: "2d6+4"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 2
      }
    ],
    tags: [
      {
        id: "tg_inaccurate"
      },
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      },
      {
        id: "tg_thrown",
        val: 5
      },
      {
        id: "tg_knockback",
        val: 1
      }
    ],
    source: "EXOTIC",
    license_level: 0,
    effect: "",
    on_crit: "Target is knocked Prone.",
    description: "The signature weapon of the former perpetual champion of Crater Pit. Since Brutus’s defeat in glorious combat, someone else now wields this massive tungsten ball on a reinforced chain. Ultimately a primitive weapon, this wrecker makes up for its lack of elegance with sheer brutality.",
    license_id: ""
  },
  {
    id: "mw_brutus_shield",
    name: "Brutus’s Shield",
    mount: "Main",
    type: "Melee",
    damage: [
      {
        type: "Kinetic",
        val: "1d3+1"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    license_level: 0,
    actions: [
      {
        activation: "Protocol",
        detail: "As a protocol, you may raise this Shield to gain 4+Grit Overshield until the start of your next turn, at which point you lose all Overshield. You are Slowed while you have this Overshield. <br>You may not use this Protocol two turns in a row."
      }
    ],
    description: "The signature weapon of the former perpetual champion of Crater Pit. Since Brutus’s defeat in glorious combat, someone else now wields this relatively advanced slab shield. Incorporating surprisingly complex Harrison Armory technology, this shield can project a localized force field of significant strength.",
    sp: 1,
    license_id: ""
  },
  {
    id: "mw_blast_pick",
    name: "Blast Pick",
    mount: "Heavy",
    type: "Melee",
    profiles: [
      {
        name: "Regular Swing",
        range: [
          {
            type: "Threat",
            val: 1
          }
        ],
        damage: [
          {
            type: "Kinetic",
            val: "2d6"
          }
        ],
        tags: []
      },
      {
        name: "Explosive Swing",
        range: [
          {
            type: "Threat",
            val: 1
          }
        ],
        damage: [
          {
            type: "Explosive",
            val: "2d6+6"
          }
        ],
        tags: [
          {
            id: "tg_loading"
          },
          {
            id: "tg_knockback",
            val: 2
          }
        ]
      }
    ],
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    license_level: 0,
    effect: "Before making an attack, you may declare that you unload this weapon. If you do, the attack deals 2d6+6 Explosive damage and it gains Knockback 2. Otherwise, this weapon does not unload.",
    description: "Originally used in IPS-N mining operations, this particular pick eventually found its way to the Garfields in Port Conroy, a popular fusion pasta restaurant. Used as a prominent piece of decoration in the restaurant, this aged mining implement yet packs some serious punch. The blast picks operates via an integrated explosive charge which can be triggered manually to enhance the force of the swing and resulting impact exponentially.",
    license_id: ""
  },
  {
    id: "mw_shock_baton",
    name: "Shock Baton",
    mount: "Main",
    type: "Melee",
    damage: [
      {
        type: "Energy",
        val: "1d6+1"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    license_level: 0,
    effect: "",
    on_crit: "Your target must succeed on a Systems save or become Jammed until the end of their next turn. On a success, they become Impaired for the same duration. Each character can only be affected this way 1/Scene.",
    description: "The shock baton is a relatively recent development in the field of mech-to-mech “less-lethal” weaponry. A popular choice for law enforcement seeking to disable frames instead of destroying them, allowing their pilots to be taken alive.",
    sp: 1,
    license_id: ""
  },
  {
    id: "mw_reaper_assault_cannon",
    name: "Reaper Assault Cannon",
    mount: "Main",
    type: "Cannon",
    profiles: [
      {
        name: "Standard",
        range: [
          {
            type: "Range",
            val: 8
          }
        ],
        damage: [
          {
            type: "Kinetic",
            val: "2d3+1"
          }
        ],
        tags: []
      },
      {
        name: "Superheavy",
        range: [
          {
            type: "Range",
            val: 8
          }
        ],
        damage: [
          {
            type: "Kinetic",
            val: "4d3+2"
          }
        ],
        tags: [
          {
            id: "tg_reliable",
            val: 5
          }
        ]
      }
    ],
    tags: [
      {
        id: "tg_unique"
      },
      {
        id: "tg_overkill"
      },
      {
        id: "tg_exotic"
      }
    ],
    source: "EXOTIC",
    license_level: 0,
    effect: "You may fire this weapon as if it were a Superheavy weapon. If you do, it gains Reliable 5 and it deals 4d3+2 Kinetic damage instead of its standard damage.",
    description: "IPS-N’s latest foray into the field of autocannons, the Reaper represents the middle ground between a regular assault cannon and the ubiquitous Leviathan. Capable of laying down a harrowing hail of bullets, the Reaper lacks the typical assault cannon “spin up” feature, relying instead on yet more barrels and two rotary assemblies to achieve a superior rate of fire. Handed out to select IPS-N-licensed printers, this latest model is still in the test stages.",
    license_id: ""
  },
  {
    id: "mw_tempest_charged_blade",
    name: "Tempest Charged Blade",
    mount: "Superheavy",
    type: "Melee",
    damage: [
      {
        type: "Energy",
        val: "3d6+4"
      }
    ],
    range: [
      {
        type: "Threat",
        val: 2
      }
    ],
    tags: [
      {
        id: "tg_ap"
      },
      {
        id: "tg_knockback",
        val: 2
      }
    ],
    source: "GMS",
    license: "GMS",
    license_level: 0,
    description: "The latest innovations of GMS’s Type-II line of powered and energy weapons have produced a charged blade of staggering proportions. It is currently carried in the “Storm” line of superheavy equipment.",
    license_id: ""
  },
  {
    id: "mw_hurricane_cluster_projector",
    name: "Hurricane Cluster Projector",
    mount: "Superheavy",
    type: "Cannon",
    damage: [
      {
        type: "Explosive",
        val: "1d6+6"
      }
    ],
    range: [
      {
        type: "Range",
        val: 10
      },
      {
        type: "Blast",
        val: 2
      }
    ],
    tags: [
      {
        id: "tg_smart"
      },
      {
        id: "tg_seeking"
      },
      {
        id: "tg_ordnance"
      },
      {
        id: "tg_heat_self",
        val: 2
      }
    ],
    source: "GMS",
    license: "GMS",
    license_level: 0,
    description: "This oversized, chassis-mounted artillery platform is capable of unleashing a devastating barrage. With a short maximum range for a weapon of its kind, it is nevertheless capable of saturating a targeted area in a harrowing hail of intelligent self-correcting cluster munitions. It is currently carried in the “Storm” line of superheavy equipment.",
    license_id: ""
  }
], require$$9 = [
  {
    id: "npcf_abomination_horror",
    name: "Abominable",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "Scan doesn’t reveal any information about the Horror except that they are a Horror."
  },
  {
    id: "npcf_mutations_horror",
    name: "Mutations",
    origin: {
      type: "Template",
      name: "Horror",
      base: !0
    },
    locked: !1,
    type: "Trait",
    effect: "The Horror may choose 1 option from the Horror Mutations list plus an additional option per tier."
  },
  {
    id: "npcf_disruptor_whip_horror",
    name: "Disruptor Whip",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "",
    weapon_type: "Main Melee",
    attack_bonus: [
      2,
      4,
      6
    ],
    accuracy: [
      1,
      1,
      1
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          0,
          0,
          0
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 3
      }
    ],
    on_hit: "The target loses all Overshield."
  },
  {
    id: "npcf_quadruped_horror",
    name: "Quadruped",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "The Horror gains Immunity to Prone and may move up to 4 spaces as a protocol."
  },
  {
    id: "npcf_superfluous_extremeties_horror",
    name: "Superfluous Extremities",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "The Horror gains +1 Accuracy to Grapple and may perform Improvised Attack as a quick action."
  },
  {
    id: "npcf_artificial_horror",
    name: "Artificial",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "This trait can only be applied if the Horror is Biological. The Horror is no longer Biological and gains Heat Cap 6."
  },
  {
    id: "npcf_terrifying_horror",
    name: "Terrifying",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "Attacks against the Horror suffer +1 Difficulty if the attacker has line of sight to the target."
  },
  {
    id: "npcf_abhorrent_redundancies_horror",
    name: "Abhorrent Redundancies",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "Whenever the Horror is reduced to 0 HP, they may roll 1d6. On a 5+, they return to 1 HP and gain {3/4/5} Overshield. After this trait triggers once, it only triggers again on a 6+."
  },
  {
    id: "npcf_assimilaiton_maw_horror",
    name: "Assimilation Maw",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "Additionally, if the Horror destroys another character with this weapon, allied or hostile, or hits a wreck, they regain {10/15/20} HP. Wrecks and allies are automatically hit by this weapon. Wrecks hit by this weapon are automatically destroyed.",
    weapon_type: "Superheavy Melee",
    attack_bonus: [
      1,
      2,
      3
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          8,
          10,
          12
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    on_hit: "If the target is at half or less HP after this attack is resolved, they must succeed on a Hull save or be reduced to 0 HP."
  },
  {
    id: "npcf_phase_shift_generator_horror",
    name: "Phase-Shift Generator",
    origin: {
      type: "Template",
      name: "Horror",
      base: !1
    },
    locked: !1,
    type: "System",
    effect: "As a protocol, the Horror may become Intangible until the start of their next turn. Alternatively they may clear Intangible. The Horror may not become Intangible if they used this system on their last turn.",
    tags: [
      {
        id: "tg_protocol"
      },
      {
        id: "tg_recharge",
        val: 4
      }
    ]
  },
  {
    id: "npcf_construction_tools_industrial_mech",
    name: "Construction Tools",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !0
    },
    locked: !1,
    type: "Trait",
    effect: "The Industrial may pick a weapon from the Industrial Weapons list. They may take a second but must replace one of their base weapons when doing so."
  },
  {
    id: "npcf_civilian_machine_industrial_mech",
    name: "Civilian Machine",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !0
    },
    locked: !1,
    type: "Trait",
    effect: "The Industrial receives +1 Difficulty on saves and checks. Tech attacks gain +1 Accuracy against the Industrial."
  },
  {
    id: "npcf_bulky_construction_industrial_mech",
    name: "Bulky Construction",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !0
    },
    locked: !1,
    type: "Trait",
    effect: "The Industrial gains +1 Armor but Boost becomes a full action instead of a quick action.",
    bonus: {
      armor: 1
    }
  },
  {
    id: "npcf_rock_drill_industrial_mech",
    name: "Rock Drill",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "Additionally, the Industrial may automatically deal 50 AP kinetic damage to an adjacent piece of terrain as a quick action.",
    tags: [
      {
        id: "tg_ap"
      }
    ],
    weapon_type: "Superheavy Melee",
    attack_bonus: [
      1,
      2,
      3
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          8,
          10,
          12
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 2
      }
    ],
    on_hit: "The target is knocked Prone."
  },
  {
    id: "npcf_fusion_cutter_industrial_mech",
    name: "Fusion Cutter",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "",
    weapon_type: "Heavy Melee",
    attack_bonus: [
      1,
      2,
      3
    ],
    damage: [
      {
        type: "Energy",
        damage: [
          3,
          4,
          5
        ]
      },
      {
        type: "Burn",
        damage: [
          2,
          3,
          4
        ]
      },
      {
        type: "Heat",
        damage: [
          2,
          3,
          4
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    on_hit: ""
  },
  {
    id: "npcf_industrial_clamps_industrial_mech",
    name: "Industrial Clamps",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "The Industrial gains +1 Accuracy to Grapple. This weapon automatically hits Grappled characters.",
    tags: [],
    weapon_type: "Main Melee",
    attack_bonus: [
      1,
      2,
      3
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          5,
          7,
          9
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    on_hit: ""
  },
  {
    id: "npcf_rivet_cannon_industrial_mech",
    name: "Rivet Cannon",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "This Attack can make {1/2/3} attacks. If one of these attacks knocks a character back into a piece of terrain that stops their movement, they become Immobilized until the end of their next turn.",
    weapon_type: "Main Cannon",
    attack_bonus: [
      1,
      2,
      3
    ],
    tags: [
      {
        id: "tg_knockback",
        val: 1
      }
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          3,
          3,
          3
        ]
      }
    ],
    range: [
      {
        type: "Range",
        val: 3
      },
      {
        type: "Threat",
        val: 3
      }
    ],
    on_hit: ""
  },
  {
    id: "npcf_buzzsaw_industrial_mech",
    name: "Buzzsaw",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "On critical hit: This weapon’s base damage is doubled.",
    weapon_type: "Main Melee",
    attack_bonus: [
      2,
      4,
      6
    ],
    accuracy: [
      1,
      1,
      1
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          4,
          5,
          6
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    on_hit: ""
  },
  {
    id: "npcf_wrecker_industrial_mech",
    name: "Wrecker",
    origin: {
      type: "Template",
      name: "Industrial",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "Whenever this weapon is used to attack it attacks all characters within Threat.",
    weapon_type: "Heavy Melee",
    attack_bonus: [
      1,
      2,
      3
    ],
    accuracy: [
      -1,
      -1,
      -1
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          5,
          7,
          9
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 3
      }
    ],
    on_hit: ""
  },
  {
    id: "npcf_operatives_spec_op",
    name: "Operatives",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !0
    },
    locked: !1,
    type: "Trait",
    effect: "When choosing optional systems and traits, the Spec Ops can also choose from the Spec Ops Systems and Traits list. Additionally, the Spec Ops can’t take the Grunt, Elite, or Ultra templates."
  },
  {
    id: "npcf_active_camo_spec_op",
    name: "Active Camo",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !0
    },
    locked: !1,
    type: "System",
    effect: "As a protocol, the Spec Ops may expend a charge to become Invisible until the end of their next turn. For the duration of this effect, the Spec Ops’ next melee or ranged attack becomes a critical hit if it hits.",
    tags: [
      {
        id: "tg_protocol"
      },
      {
        id: "tg_limited",
        val: 1
      }
    ]
  },
  {
    id: "npcf_deadly_precision_spec_op",
    name: "Deadly Precision",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !0
    },
    locked: !1,
    type: "Trait",
    effect: "The Spec Ops deals +{2/3/3} bonus damage on critical hits."
  },
  {
    id: "npcf_coordinated_carnage_spec_op",
    name: "Coordinated Carnage",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !0
    },
    locked: !1,
    type: "Trait",
    effect: "After all Spec Ops characters have taken their turns in a round, a single Spec Ops character may take an additional turn in the usual turn order."
  },
  {
    id: "npcf_full_spectrum_sensor_suite_spec_op",
    name: "Full-Spectrum Sensor Suite",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "System",
    effect: "The Spec Ops may Lock On as a protocol. Whenever an allied Spec Ops character within Range 10 consumes any Lock On, their attack is not affected by cover. This system can only be taken by one Spec Ops per combat."
  },
  {
    id: "npcf_automated_battlefield_awareness_node_spec_op",
    name: "Automated Battlefield Awareness Node",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "System",
    effect: "The Spec Ops gains the Battlefield Awareness reaction, which can be used any number of times per round. This system can only be taken by one Spec Ops per combat. <br><b>Battlefield Awareness </b><br><b>Trigger:</b> An allied Spec Ops character within Range 8 and line of sight would roll a save. <br><b>Effect:</b> They automatically succeed on the save before rolling any dice."
  },
  {
    id: "npcf_serrated_machete_spec_op",
    name: "Serrated Machete",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "On critical hit: The target becomes Shredded until the end of their next turn.",
    tags: [
      {
        id: "tg_thrown",
        val: 5
      }
    ],
    weapon_type: "Main Melee",
    attack_bonus: [
      2,
      4,
      6
    ],
    damage: [
      {
        type: "Kinetic",
        damage: [
          4,
          5,
          6
        ]
      }
    ],
    range: [
      {
        type: "Threat",
        val: 1
      }
    ],
    on_hit: ""
  },
  {
    id: "npcf_special_munitions_spec_op",
    name: "Special Munitions",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "This character’s Ranged Attacks gain “<b>On critical hit:</b> The target is knocked Prone.” <br>Additionally, before making a Ranged Attack that deals Kinetic, Energy, or Explosive Damage, the Spec Ops may swap that damage type for one of the other two."
  },
  {
    id: "npcf_bulwark_mods_spec_op",
    name: "Bulwark Mods",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "The Spec Ops ignores difficult and dangerous terrain."
  },
  {
    id: "npcf_gyrojet_cannon_spec_op",
    name: "Gyro-Jet Cannon",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "Weapon",
    effect: "",
    tags: [
      {
        id: "tg_loading"
      },
      {
        id: "tg_knockback",
        val: 2
      }
    ],
    weapon_type: "Main Launcher",
    attack_bonus: [
      2,
      4,
      6
    ],
    damage: [
      {
        type: "Explosive",
        damage: [
          6,
          8,
          10
        ]
      }
    ],
    range: [
      {
        type: "Range",
        val: 8
      }
    ],
    on_hit: ""
  },
  {
    id: "npcf_burst_jets_spec_op",
    name: "Jump Packs",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "System",
    effect: "The Spec Ops can fly whenever it Boosts. It must end this movement on a solid surface or begin falling."
  },
  {
    id: "npcf_null_perception_coating_spec_op",
    name: "Null-Perception Coating",
    origin: {
      type: "Template",
      name: "Spec Op",
      base: !1
    },
    locked: !1,
    type: "Trait",
    effect: "The Spec Ops gains Immunity to Lock On."
  }
], require$$10 = [
  {
    id: "npct_horror",
    name: "Horror",
    description: "Artificial horrors beyond human comprehension. From biosynth-hybrid mechs and nanite-swarm gestalt-schools to phase-shifted tachyon phantoms. A horror may come in many forms, but those that are forced to face one in combat will always recognize it for what it is.",
    base_features: [
      "npcf_mutations_horror"
    ],
    optional_features: [
      "npcf_abomination_horror",
      "npcf_disruptor_whip_horror",
      "npcf_quadruped_horror",
      "npcf_superfluous_extremeties_horror",
      "npcf_terrifying_horror",
      "npcf_abhorrent_redundancies_horror",
      "npcf_assimilaiton_maw_horror",
      "npcf_phase_shift_generator_horror",
      "npcf_artificial_horror"
    ],
    power: 50
  },
  {
    id: "npct_industrial_mech",
    name: "Industrial",
    description: "Civilian machines built for mining and construction are much more numerous in the galaxy than those purpose-built for combat. Despite their obvious shortcomings, those with little alternatives will often pilot these chassis into battle, turning tools meant to create into tools used to destroy.",
    base_features: [
      "npcf_construction_tools_industrial_mech",
      "npcf_civilian_machine_industrial_mech",
      "npcf_bulky_construction_industrial_mech"
    ],
    optional_features: [
      "npcf_rock_drill_industrial_mech",
      "npcf_fusion_cutter_industrial_mech",
      "npcf_rivet_cannon_industrial_mech",
      "npcf_buzzsaw_industrial_mech",
      "npcf_wrecker_industrial_mech",
      "npcf_industrial_clamps_industrial_mech"
    ],
    power: 50
  },
  {
    id: "npct_commando_spec_op",
    name: "Spec Op",
    description: "Expertly trained and equipped individuals that often deploy in teams to increase their deadly potential even further. Those that end up on the wrong side of such a strike team should exercise extreme caution.",
    base_features: [
      "npcf_operatives_spec_op",
      "npcf_active_camo_spec_op",
      "npcf_deadly_precision_spec_op",
      "npcf_coordinated_carnage_spec_op"
    ],
    optional_features: [
      "npcf_full_spectrum_sensor_suite_spec_op",
      "npcf_automated_battlefield_awareness_node_spec_op",
      "npcf_serrated_machete_spec_op",
      "npcf_special_munitions_spec_op",
      "npcf_bulwark_mods_spec_op",
      "npcf_gyrojet_cannon_spec_op",
      "npcf_burst_jets_spec_op",
      "npcf_null_perception_coating_spec_op"
    ],
    power: 50
  }
], data = {
  lcp_manifest: require$$0,
  // actions: require('./lib/actions.json'),
  // backgrounds: require('./lib/backgrounds.json'),
  core_bonuses: require$$1,
  environments: require$$2,
  frames: require$$3,
  // manufacturers: require('./lib/manufacturers.json'),
  // mods: require('./lib/mods.json'),
  pilot_gear: require$$4,
  reserves: require$$5,
  // sitreps: require('./lib/sitreps.json'),
  // skills: require('./lib/skills.json'),
  // statuses: require('./lib/statuses.json'),
  systems: require$$6,
  // tables: require('./lib/tables.json'),
  // tags: require('./lib/tags.json'),
  talents: require$$7,
  weapons: require$$8,
  npc_features: require$$9,
  npc_templates: require$$10
};
var dustgraveData = data;
const index = /* @__PURE__ */ getDefaultExportFromCjs(dustgraveData), index$1 = /* @__PURE__ */ _mergeNamespaces({
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}, [dustgraveData]);
export {
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};
//# sourceMappingURL=index-f4cc1fa4.mjs.map
