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module/compendiums/swade-core-rules.swade-armor.json
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module/compendiums/swade-core-rules.swade-armor.json
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{
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"label": "SWADE Armures",
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"mapping": {
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"description": "system.description",
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"skill": {
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"path": "system.actions.skill",
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"converter": "gear_skill"
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},
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"range": {
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"path": "system.range",
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"converter": "gear_range"
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},
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"ammo": {
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"path": "system.ammo",
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"converter": "gear_ammo"
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}
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},
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"entries": {
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"Body Armor": {
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"name": "Armure",
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"description": "<div class=\"swade-core\">\n<p>Light, armored clothing made from complex polymers or advanced ballistic weave.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
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},
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"Ballistic Shield": {
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"name": "Ballistic Shield",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Modern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Battle Helmet w/ Energy Skin": {
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"name": "Battle Helmet w/ Energy Skin",
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"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}:</strong> This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
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},
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"Body Armor w/Energy Skin": {
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"name": "Body Armor w/Energy Skin",
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"description": "<div class=\"swade-core\">\n<p>Light, armored clothing made from complex polymers or advanced ballistic weave.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}:</strong> This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
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},
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"Bombproof suit": {
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"name": "Bombproof suit",
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"description": "<div class=\"swade-core\">\n<p>Bombproof suits aren’t built for flexibility except in the hands, which are uncovered. @Compendium[swade-core-rules.swade-rules.Traits]{Agility} and related skills that require more than manual dexterity cannot exceed d6 while wearing the suit, and @Compendium[swade-core-rules.swade-rules.Movement]{Pace} is reduced by 2 (in addition to @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} penalties).</p>\n</div>"
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},
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"Bronze Barding (horse)": {
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"name": "Bronze Barding (horse)",
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"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
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},
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"Bronze Corselet": {
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"name": "Bronze Corselet",
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"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
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},
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"Bronze Helmet": {
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"name": "Bronze Helmet",
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"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
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},
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"Cap (Cloth/Light Leather)": {
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"name": "Cap (Cloth/Light Leather)",
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"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
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},
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"Cap (Thick Leather/Tough Hides)": {
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"name": "Cap (Thick Leather/Tough Hides)",
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"description": "<div class=\"swade-core\"><p>Boiled leather, cuir bouilli, alligator hides.</p></div>"
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},
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"Battle Helmet": {
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"name": "Casque de bataille",
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"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
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},
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"Bike helmet": {
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"name": "Casque de vélo",
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"description": "<div class=\"swade-core\"></div>"
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},
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"Kevlar helmet": {
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"name": "Casque en Kevlar",
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"description": "<div class=\"swade-core\"><p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
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},
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"Chain Hood or Helm": {
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"name": "Chain Hood or Helm",
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"description": "<div class=\"swade-core\"><p>Chain, splint, metal scale, ring mail, samurai armor.</p></div>"
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},
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"Corselet (Plate Mail)": {
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"name": "Corselet (Plate Mail)",
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"description": "<div class=\"swade-core\">\n<p>Heavy steel armor made with “plates” of metal.</p>\n</div>"
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},
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"Flak Jacket (Vietnam-era)": {
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"name": "Flak Jacket (Vietnam-era)",
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"description": "<div class=\"swade-core\"></div>"
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},
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"Greaves (Bronze Armor)": {
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"name": "Greaves (Bronze Armor)",
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"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
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},
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"Greaves (Plate Mail)": {
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"name": "Greaves (Plate Mail)",
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"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
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},
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"Heavy Helm": {
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"name": "Heavy Helm",
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"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
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},
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"Heavy Helm, Enclosed": {
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"name": "Heavy Helm, Enclosed",
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"description": "<div class=\"swade-core\">\n<p>Heavy steel armor made with “plates” of metal.</p>\n<p>–1 to vision-based @Compendium[swade-core-rules.swade-skills.Notice]{Notice} rolls.</p>\n</div>"
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},
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"Infantry Battle Suit": {
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"name": "Infantry Battle Suit",
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"description": "<div class=\"swade-core\"><p>A full suit of armor with boots and gloves.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
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},
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"Infantry Battle Suit w/ Energy Skin": {
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"name": "Infantry Battle Suit w/ Energy Skin",
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"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} used by private or state armed forces.</p>\n<p>A full suit of armor with boots and gloves.</p>\n<p><strong>@Compendium[swade-core-rules.swade-rules.Energy Skin]{Energy Skin}:</strong> This armor is treated with an “energy skin” (or skein) to diffuse energy, reducing damage from lasers by 4. This costs 50% of the armor treated and is very shiny, subtracting 2 from @Compendium[swade-core-rules.swade-skills.Stealth]{Stealth} rolls based on vision.</p>\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
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},
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"Jacket (Cloth/Light Leather)": {
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"name": "Jacket (Cloth/Light Leather)",
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"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
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},
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"Jacket (Thick Leather/Tough Hides)": {
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"name": "Jacket (Thick Leather/Tough Hides)",
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"description": "<div class=\"swade-core\"><p>Boiled leather, cuir bouilli, alligator hides.</p></div>"
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},
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"Kevlar Riding Jacket": {
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"name": "Kevlar Riding Jacket",
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"description": "<div class=\"swade-core\"></div>"
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},
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"Kevlar Riding Jeans": {
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"name": "Kevlar Riding Jeans",
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"description": "<div class=\"swade-core\"></div>"
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},
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"Kevlar Vest": {
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"name": "Kevlar Vest",
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"description": "<div class=\"swade-core\">\n<p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p>\n</div>"
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},
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"Kevlar Vest with ceramic inserts": {
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"name": "Kevlar Vest with ceramic inserts",
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"description": "<div class=\"swade-core\"><p><strong style=\"box-sizing: border-box; user-select: text; color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Ballistic Protection]{Ballistic Protection}:</strong><span style=\"color: #191813; background-color: #dfe6f5;\"> Reduces the damage from bullets by 4. “Bullets” includes physical shot fired from a firearm.</span></p></div>"
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},
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"Large Shield": {
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"name": "Large Shield",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Leather Riding Chaps": {
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"name": "Leather Riding Chaps",
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"description": "<div class=\"swade-core\"></div>"
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},
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"Leggings (Chain Mail)": {
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"name": "Leggings (Chain Mail)",
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"description": "<div class=\"swade-core\"><p>Chain, splint, metal scale, ring mail, samurai armor.</p></div>"
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},
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"Leggings (Cloth/Light Leather)": {
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"name": "Leggings (Cloth/Light Leather)",
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"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
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},
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"Leggings (Thick Leather/Tough Hides)": {
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"name": "Leggings (Thick Leather/Tough Hides)",
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"description": "<div class=\"swade-core\"><p>Boiled leather, cuir bouilli, alligator hides.</p></div>"
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},
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"Medium Shield": {
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"name": "Medium Shield",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Motorcycle Helmet": {
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"name": "Motorcycle Helmet",
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"description": "<div class=\"swade-core\"></div>"
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},
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"Plate Barding (horse)": {
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"name": "Plate Barding (horse)",
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"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
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},
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"Polymer Shield, large": {
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"name": "Polymer Shield, large",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Polymer Shield, medium": {
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"name": "Polymer Shield, medium",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Polymer Shield, small": {
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"name": "Polymer Shield, small",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Polymer shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +4 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Riot Shield": {
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"name": "Riot Shield",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Modern shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 12 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Robes": {
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"name": "Robes",
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"description": "<div class=\"swade-core\"><p>Heavy winter clothing, supple leather armor, soft hides.</p></div>"
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},
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"Shirt (Chain Mail)": {
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"name": "Shirt (Chain Mail)",
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"description": "<div class=\"swade-core\">\n<p>Chain, splint, metal scale, ring mail, samurai armor.</p>\n</div>"
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},
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"Small Shield": {
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"name": "Small Shield",
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"description": "<div class=\"swade-core\">\n<p>Shields add to a character’s @Compendium[swade-core-rules.swade-rules.Characters]{Parry} as shown in the Parry rating. @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Cover} subtracts from ranged attacks from the front and shielded side (attacks from the rear or unprotected side ignore cover).</p>\n<hr />\n<p>Medieval shields are @Compendium[swade-core-rules.swade-rules.Breaking Things]{Hardness} 10 and provide +2 @Compendium[swade-core-rules.swade-rules.Armor]{Armor} should someone attempt to shoot through them (see @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{Obstacles}).</p>\n<p>While worn, shields can be used to bash for Str+d4 damage.</p>\n</div>"
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},
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"Thick Coat, Leather Jacket": {
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"name": "Thick Coat, Leather Jacket",
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"description": "<div class=\"swade-core\"></div>"
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},
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"Vambraces (Bronze Armor)": {
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"name": "Vambraces (Bronze Armor)",
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"description": "<div class=\"swade-core\"><p>Typically only found in ancient times or pre-iron civilizations.</p></div>"
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},
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"Vambraces (Plate Mail)": {
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"name": "Vambraces (Plate Mail)",
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"description": "<div class=\"swade-core\"><p>Heavy steel armor made with “plates” of metal.</p></div>"
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}
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}
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}
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156
module/compendiums/swade-core-rules.swade-modern-firearms.json
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156
module/compendiums/swade-core-rules.swade-modern-firearms.json
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{
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"label": "SWADE Armes modernes",
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"mapping": {
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"description": "system.description",
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"skill": {
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"path": "system.actions.skill",
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"converter": "gear_skill"
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},
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"range": {
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"path": "system.range",
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"converter": "gear_range"
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},
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"ammo": {
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"path": "system.ammo",
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"converter": "gear_ammo"
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}
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},
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"entries": {
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"AK47": {
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"name": "AK47",
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"description": "<div class=\"swade-core\"><p>Un chargeur peut s’acheter pour 10 % du prix de l’arme. Plein il pèse environ 500g</p></div>"
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},
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"Barrett": {
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"name": "Barrett",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Barretts use a 10-shot removable magazine that weighs 2 lbs when loaded. They are almost always fitted with a @Compendium[swade-core-rules.swade-equipment.Rifle Scope]{Rifle Scope}.</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p>\n</div>"
|
||||
},
|
||||
"Browning Automatic Rifle": {
|
||||
"name": "Browning Automatic Rifle",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 1 to 3. Uses magazines (one action to @Compendium[swade-core-rules.swade-rules.Reload]{Reload} instead of the usual 2).</p>\n<hr />\n<p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n</div>"
|
||||
},
|
||||
"Colt 1911": {
|
||||
"name": "Colt 1911",
|
||||
"description": "<div class=\"swade-core\"><p>Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.</p></div>"
|
||||
},
|
||||
"Colt Peacemaker": {
|
||||
"name": "Colt Peacemaker",
|
||||
"description": "<div class=\"swade-core\"><p>Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.</p></div>"
|
||||
},
|
||||
"Derringer": {
|
||||
"name": "Derringer",
|
||||
"description": "<div class=\"swade-core\">\n<p>Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.</p>\n<p>−2 to be @Compendium[swade-core-rules.swade-skills.Notice]{Noticed} if hidden.</p>\n</div>"
|
||||
},
|
||||
"Desert Eagle": {
|
||||
"name": "Desert Eagle",
|
||||
"description": "<div class=\"swade-core\"><p>Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.</p></div>"
|
||||
},
|
||||
"Hunting Rifle": {
|
||||
"name": "Fusil de chasse",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||||
},
|
||||
"Gatling": {
|
||||
"name": "Gatling",
|
||||
"description": "<div class=\"swade-core\"><p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||||
},
|
||||
"Glock (9mm)": {
|
||||
"name": "Glock (9mm)",
|
||||
"description": "<div class=\"swade-core\"><p>Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.</p></div>"
|
||||
},
|
||||
"H&K MP5": {
|
||||
"name": "H&K MP5",
|
||||
"description": "<article class=\"swade-core\"><p>Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.</p></article>"
|
||||
},
|
||||
"M-16": {
|
||||
"name": "M-16",
|
||||
"description": "<div class=\"swade-core\"><p>The A-2 version can also fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||||
},
|
||||
"M1 Garand": {
|
||||
"name": "M1 Garand",
|
||||
"description": "<div class=\"swade-core\"><p>The standard US infantry rifle in World War II.</p>\n<hr />\n<p><span style=\"color: #191813; background-color: #dfe6f5;\">Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</span></p></div>"
|
||||
},
|
||||
"M2 Browning": {
|
||||
"name": "M2 Browning",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</p>\n<hr />\n<p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p>\n</div>"
|
||||
},
|
||||
"M60": {
|
||||
"name": "M60",
|
||||
"description": "<div class=\"swade-core\"><p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||||
},
|
||||
"MG42": {
|
||||
"name": "MG42",
|
||||
"description": "<div class=\"swade-core\"><p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||||
},
|
||||
"Minigun": {
|
||||
"name": "Minigun",
|
||||
"description": "<div class=\"swade-core\"><p>Minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3, requires backpack harness with ammo which weighs an additional 85 pounds when full (carries 4000 linked rounds).</p>\n<hr />\n<p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||||
},
|
||||
"Pistol (Laser)": {
|
||||
"name": "Pistol (Laser)",
|
||||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.</p>\n<p><strong>Overcharge:</strong> This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.</p>\n<p><strong>No Recoil:</strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.</p>\n</div>"
|
||||
},
|
||||
"Police Revolver": {
|
||||
"name": "Police Revolver",
|
||||
"description": "<div class=\"swade-core\"><p><span style=\"color: #191813; background-color: #dfe6f5;\">Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.</span></p></div>"
|
||||
},
|
||||
"Pump Action Shotgun": {
|
||||
"name": "Pump Action Shotgun",
|
||||
"description": "<div class=\"swade-core\"><p><span style=\"color: #191813; background-color: #dfe6f5;\">@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.</span></p></div>"
|
||||
},
|
||||
"Rifle (Laser)": {
|
||||
"name": "Rifle (Laser)",
|
||||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.</p>\n<p><strong>Overcharge:</strong> This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.</p>\n<p><strong>No Recoil:</strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.</p>\n</div>"
|
||||
},
|
||||
"Ruger": {
|
||||
"name": "Ruger",
|
||||
"description": "<div class=\"swade-core\"><p>Semi-automatics are fed from a magazine. Additional magazines may be purchased for 10% of the weapon’s cost. They weigh about 1 lb each, fully loaded.</p></div>"
|
||||
},
|
||||
"SAW": {
|
||||
"name": "SAW",
|
||||
"description": "<div class=\"swade-core\"><p>Machine guns are heavy, fully automatic weapons built to withstand prolonged fire. Most are fed by belts or drums and thus have far more ammo capacity than assault rifles, despite similar calibers and rates of fire.</p>\n<p><strong>Weapon Mount:</strong> Most machine-guns require a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{Bipod/Tripod} or vehicle mount to fire, which eliminates any Strength requirement and the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Their @Compendium[swade-core-rules.swade-rules.Minimum Strength]{Minimum Strength} is listed as “NA,” or “Not Applicable.” If a weapon has a Minimum Strength listed, it may be fired from the hip with the @Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire} and Recoil penalties.</p>\n<p><strong>Minimum Rate of Fire:</strong> Machine-guns have a minimum @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} of 2 unless otherwise noted.</p>\n<p><strong>Reloading:</strong> Machine guns are @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 2, which includes changing belts or drums, cocking, etc.</p></div>"
|
||||
},
|
||||
"Sawed-Off Double-Barrel Shotgun": {
|
||||
"name": "Sawed-Off Double-Barrel Shotgun",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.</p></div>"
|
||||
},
|
||||
"Sharps Big 50": {
|
||||
"name": "Sharps Big 50",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}</p>\n<hr />\n<p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||||
},
|
||||
"Double-Barrel Shotgun": {
|
||||
"name": "Shotgun à double barillets",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.</p></div>"
|
||||
},
|
||||
"SMG (Laser)": {
|
||||
"name": "SMG (Laser)",
|
||||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.</p>\n<p><strong>Overcharge:</strong> This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.</p>\n<p><strong>No Recoil:</strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.</p>\n</div>"
|
||||
},
|
||||
"Smith & Wesson": {
|
||||
"name": "Smith & Wesson",
|
||||
"description": "<div class=\"swade-core\"><p>Revolvers typically have six chambers that must be reloaded one bullet at a time, though separate cylinders called “speed loaders” are also available for more modern firearms for about 10% of the weapon’s cost.</p></div>"
|
||||
},
|
||||
"Spencer Carbine": {
|
||||
"name": "Spencer Carbine",
|
||||
"description": "<div class=\"swade-core\"><p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||||
},
|
||||
"Steyr AUG": {
|
||||
"name": "Steyr AUG",
|
||||
"description": "<div class=\"swade-core\"><p>May fire a @Compendium[swade-core-rules.swade-rules.Three-Round Burst]{Three-Round Burst}.</p></div>"
|
||||
},
|
||||
"Streetsweeper Shotgun": {
|
||||
"name": "Streetsweeper Shotgun",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Shotguns]{Shotguns} fire a spread of pellets (called “shot” or “buckshot”) to increase the shooter’s chance of hitting his target. Up close, the blast can be devastating.</p></div>"
|
||||
},
|
||||
"Tommy Gun": {
|
||||
"name": "Tommy Gun",
|
||||
"description": "<div class=\"swade-core\">\n<p>Thompson submachine guns may also use a 50-round drum. This increases the weight by 2 lbs and each loaded drum costs $50.</p>\n<hr />\n<p>Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.</p>\n<p> </p>\n</div>"
|
||||
},
|
||||
"Uzi": {
|
||||
"name": "Uzi",
|
||||
"description": "<article class=\"swade-core\"><p>Typical magazine sizes are listed with each weapon. Additional magazines are available at 10% of the weapon’s cost and weigh about 1 lb each, fully loaded.</p></article>"
|
||||
},
|
||||
"Winchester ‘73": {
|
||||
"name": "Winchester ‘73",
|
||||
"description": "<div class=\"swade-core\"><p>Additional magazines or clips cost 10% of the rifle and weigh 1 lb each.</p></div>"
|
||||
}
|
||||
}
|
||||
}
|
232
module/compendiums/swade-core-rules.swade-personal-weapons.json
Normal file
232
module/compendiums/swade-core-rules.swade-personal-weapons.json
Normal file
@ -0,0 +1,232 @@
|
||||
{
|
||||
"label": "SWADE Armes personnelles",
|
||||
"mapping": {
|
||||
"description": "system.description",
|
||||
"skill": {
|
||||
"path": "system.actions.skill",
|
||||
"converter": "gear_skill"
|
||||
},
|
||||
"range": {
|
||||
"path": "system.range",
|
||||
"converter": "gear_range"
|
||||
},
|
||||
"ammo": {
|
||||
"path": "system.ammo",
|
||||
"converter": "gear_ammo"
|
||||
}
|
||||
},
|
||||
"entries": {
|
||||
"Crossbow": {
|
||||
"name": "Arbalète",
|
||||
"description": "<div class=\"swade-core\"><p>Chargement à la main.</p></div>"
|
||||
},
|
||||
"Crossbow, Heavy": {
|
||||
"name": "Arbalète, Lourde",
|
||||
"description": "<div class=\"swade-core\"><p>Chargement par levier uniquement. @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 2.</p></div>"
|
||||
},
|
||||
"Bow": {
|
||||
"name": "Arc",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Compound Bow": {
|
||||
"name": "Arc composite",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Long Bow": {
|
||||
"name": "Arc long",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Bayonet": {
|
||||
"name": "Baïonette",
|
||||
"description": "<div class=\"swade-core\">\n<p>Sur un fusil : For + d6, @Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1, attached to rifle, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains} +1 </p>\n</div>"
|
||||
},
|
||||
"Bangstick": {
|
||||
"name": "Bangstick",
|
||||
"description": "<div class=\"swade-core\"><p>Une cartouche de @Compendium[swade-core-rules.swade-rules.Shotguns]{chevrotine} sur un bâton, utilisable au corps-à-corps, une action pour recharger.</p></div>"
|
||||
},
|
||||
"Billy Club/Baton": {
|
||||
"name": "Matraque",
|
||||
"description": "<div class=\"swade-core\"><p>Souvent utilisé par les forces de l’ordre</p></div>"
|
||||
},
|
||||
"Brass Knuckles": {
|
||||
"name": "Poinf américain",
|
||||
"description": "<div class=\"swade-core\"><p>Pas considéré comme une arme pour la règle de @Compendium[swade-core-rules.swade-rules.Unarmed Defender]{Défenseur désarmé}</p></div>"
|
||||
},
|
||||
"Club, Heavy": {
|
||||
"name": "Gourdin, grand",
|
||||
"description": "<div class=\"swade-core\"><p>Signe de piètre statut ou de brute</p></div>"
|
||||
},
|
||||
"Club, Light": {
|
||||
"name": "Gourdin",
|
||||
"description": "<div class=\"swade-core\"><p>Signe de piètre statut ou de brute</p></div>"
|
||||
},
|
||||
"Crossbow (Hand Drawn)": {
|
||||
"name": "Arbalète (Légère)",
|
||||
"description": "<article class=\"swade-core\"><p>chargement à la main.</p></article>"
|
||||
},
|
||||
"Dagger/Knife (Throwing)": {
|
||||
"name": "Dague/Couteau (Lancer)",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Dagger/Knife (melee)": {
|
||||
"name": "Dague/Couteau (Mêlée)",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Flail": {
|
||||
"name": "Fléau",
|
||||
"description": "<div class=\"swade-core\">\n<p>Ignore @Compendium[swade-core-rules.swade-rules.Shields]{shield} bonus</p>\n</div>"
|
||||
},
|
||||
"Flintlock Pistol": {
|
||||
"name": "Pistolet à silex",
|
||||
"description": "<div class=\"swade-core\"><p>Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.</p></div>"
|
||||
},
|
||||
"Axe, Battle": {
|
||||
"name": "Hache, Bataille",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Axe, Hand": {
|
||||
"name": "Hache, Courte",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Axe, Great": {
|
||||
"name": "Hache, Grande",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Parry]{Parry} –1, @Compendium[swade-core-rules.swade-rules.Two Hands]{two hands}</p>\n</div>"
|
||||
},
|
||||
"Axe, Throwing": {
|
||||
"name": "Hache, Lancer",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Halberd": {
|
||||
"name": "Hallebarde",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, Deux mains</p></div>"
|
||||
},
|
||||
"Improvised Weapon (Heavy)": {
|
||||
"name": "Arme improvisée (Lourde)",
|
||||
"description": "<article class=\"swade-core\">\n<h2>Arme improvisée</h2>\n<p>HUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.</p>\n<p>Un personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :</p>\n<ul class=\"red-bullet-list\">\n<li><strong>PETITE: </strong>chope de bière en métal, pierre de la taille d’un poing, pistolet utilisé comme une massue. Portée 3/6/12, For + d4 de dégâts, Force min. d4.</li>\n<li><strong>MOYENNE: </strong>boule de bowling, fusil mitrailleur utilisé comme une massue. Portée 2/4/8, For + d6 de dégâts, Force min. d6.</li>\n<li><strong>LOURDE: </strong> pierre de la taille d’un crâne, chaise en métal, sac plein de flingues. Portée 1/2/4, For + d8 de dégâts, Force min. d8.</li>\n</ul>\n<p>Le MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).</p>\n</article>"
|
||||
},
|
||||
"Improvised Weapon (Light)": {
|
||||
"name": "Arme improvisée (Petite)",
|
||||
"description": "<article class=\"swade-core\">\n<h2>Arme improvisée</h2>\n<p>HUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.</p>\n<p>Un personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :</p>\n<ul class=\"red-bullet-list\">\n<li><strong>PETITE: </strong>chope de bière en métal, pierre de la taille d’un poing, pistolet utilisé comme une massue. Portée 3/6/12, For + d4 de dégâts, Force min. d4.</li>\n<li><strong>MOYENNE: </strong>boule de bowling, fusil mitrailleur utilisé comme une massue. Portée 2/4/8, For + d6 de dégâts, Force min. d6.</li>\n<li><strong>LOURDE: </strong> pierre de la taille d’un crâne, chaise en métal, sac plein de flingues. Portée 1/2/4, For + d8 de dégâts, Force min. d8.</li>\n</ul>\n<p>Le MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).</p>\n</article>"
|
||||
},
|
||||
"Improvised Weapon (Medium)": {
|
||||
"name": "Arme improvisée (Moyenne)",
|
||||
"description": "<article class=\"swade-core\">\n<h2>Arme improvisée</h2>\n<p>HUn héros se trouve fréquemment dans des situations où il est obligé d’utiliser des objets inhabituels en guise d’armes. Torche, vase, chaise, bouteille, tabouret, outils ou tout autre objet peut à tout instant se transformer en arme dangereuse.</p>\n<p>Un personnage doté d’une arme improvisée est considéré comme armé mais subit un malus de -2 à ses jets d’attaque. La Portée, les dégâts et la Force minimum pour utiliser une arme improvisée sont déterminés par son type :</p>\n<ul class=\"red-bullet-list\">\n<li><strong>PETITE: </strong>chope de bière en métal, pierre de la taille d’un poing, pistolet utilisé comme une massue. Portée 3/6/12, For + d4 de dégâts, Force min. d4.</li>\n<li><strong>MOYENNE: </strong>boule de bowling, fusil mitrailleur utilisé comme une massue. Portée 2/4/8, For + d6 de dégâts, Force min. d6.</li>\n<li><strong>LOURDE: </strong> pierre de la taille d’un crâne, chaise en métal, sac plein de flingues. Portée 1/2/4, For + d8 de dégâts, Force min. d8.</li>\n</ul>\n<p>Le MJ peut décider de réduire les dégâts d’un ou deux crans si l’objet est moins dur que les exemples donnés ci-dessus (comme par exemple pour un sac rempli de billets).</p>\n</article>"
|
||||
|
||||
},
|
||||
"Katana": {
|
||||
"name": "Katana",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}</p>\n</div>"
|
||||
},
|
||||
"Kentucky Rifle": {
|
||||
"name": "Carabine Kentucky",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 4. Le rainurage serré nécessite 4 actions de Rechargement au lieu des 3 habituelles.</p></div>"
|
||||
},
|
||||
"Lance": {
|
||||
"name": "Lance de cavalerie",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 2 en charge, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 2, @Compendium[swade-core-rules.swade-rules.Mounted Combat]{combat monté} uniquement</p>\n</div>"
|
||||
},
|
||||
"Laser Sword": {
|
||||
"name": "Epée laser",
|
||||
"description": "<div class=\"swade-core\">@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 12</div>"
|
||||
},
|
||||
"Mace": {
|
||||
"name": "Masse d’arme",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Warhammer": {
|
||||
"name": "Marteau de guerre",
|
||||
"description": "<div class=\"swade-core\">\n<p>A pointe, @Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 1</p>\n</div>"
|
||||
},
|
||||
"Maul": {
|
||||
"name": "Masse, grande",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}, +2 pour @Compendium[swade-core-rules.swade-rules.Breaking Things]{casser des trucs}.</p>\n</div>"
|
||||
},
|
||||
"Molecular Knife": {
|
||||
"name": "Couteau moléculaire",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 2. Ne peut être lancé</p></div>"
|
||||
},
|
||||
"Molecular Sword": {
|
||||
"name": "Épée moléculaire",
|
||||
"description": "<div class=\"swade-core\">@Compendium[swade-core-rules.swade-rules.Armor Piercing (AP)]{PA} 4</div>"
|
||||
},
|
||||
"Brown Bess or Similar Muskets": {
|
||||
"name": "Mousquets ou assimilés",
|
||||
"description": "<div class=\"swade-core\"><p>Les armes à poudre noire ont @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.</p></div>"
|
||||
},
|
||||
"Natural Bite": {
|
||||
"name": "Morsure",
|
||||
"description": "<article class=\"swade-core\"><strong>MORSURE:</strong> la créature peut mordre une cible qu’elle a Empoignée (en général, on peut seulement broyer une telle victime — voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03grappling00000]{Empoignade} p. 104)</article>"
|
||||
},
|
||||
"Natural Claws": {
|
||||
"name": "Griffes",
|
||||
"description": "<article class=\"swade-core\"><strong>GRIFFES:</strong> +2 en Athlétisme (escalade) sur toutes les surfaces tendres ou accidentées (pas sur verre, plaque de métal, etc.).</article>"
|
||||
},
|
||||
"Natural Horns": {
|
||||
"name": "Cornes",
|
||||
"description": "<article class=\"swade-core\"><strong>CORNES:</strong> +4 aux dégâts lors d’une action de Combat réussie utilisant les cornes avec une Course d’au moins 5 cases.</article>"
|
||||
},
|
||||
"Net (Weighted)": {
|
||||
"name": "Filet (lesté)",
|
||||
"description": "<div class=\"swade-core\"><p>en cas d’attaque réussie, la victime est @Compendium[swade-core-rules.swade-rules.Bound and Entangled]{Entravée}. Le filet a une @Compendium[swade-core-rules.swade-rules.Breaking Things]{Solidité} de 10 et n’est vulnérable qu’aux attaques tranchantes.</p></div>"
|
||||
},
|
||||
"Pike": {
|
||||
"name": "Pique",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 2, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}</p>\n</div>"
|
||||
},
|
||||
"Rapier": {
|
||||
"name": "Rapière",
|
||||
"description": "<div class=\"swade-core\"><p>@Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1</p></div>"
|
||||
},
|
||||
"Sling": {
|
||||
"name": "Fronde",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Spear": {
|
||||
"name": "Epieu/Lance",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1. @Compendium[swade-core-rules.swade-rules.Parry]{Parade} +1 si utilisé à @Compendium[swade-core-rules.swade-rules.Two Hands]{deux mains}</p>\n</div>"
|
||||
},
|
||||
"Spear/Javelin": {
|
||||
"name": "Epieu/Javelot",
|
||||
"description": "<div class=\"swade-core\"></div>"
|
||||
},
|
||||
"Springfield Model 1861": {
|
||||
"name": "Springfield Model 1861",
|
||||
"description": "<div class=\"swade-core\"><p>Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.</p></div>" },
|
||||
"Staff": {
|
||||
"name": "Baton",
|
||||
"description": "<div class=\"swade-core\">\n<p>+1 @Compendium[swade-core-rules.swade-rules.Parry]{Parade}, @Compendium[swade-core-rules.swade-rules.Reach]{Allonge} 1, @Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}</p>\n</div>"
|
||||
},
|
||||
"Survival Knife": {
|
||||
"name": "Couteau de survie",
|
||||
"description": "<div class=\"swade-core\"><p>Contient du matériel qui octroie un bonus de +1 aux jets de @Compendium[swade-core-rules.swade-skills.Survival]{Survie}</p></div>"
|
||||
},
|
||||
"Switchblade": {
|
||||
"name": "Cran d’arrêt",
|
||||
"description": "<div class=\"swade-core\">\n<p>−2 pour le @Compendium[swade-core-rules.swade-skills.Notice]{percevoir} si caché</p>\n</div>"
|
||||
},
|
||||
"Sword, Great": {
|
||||
"name": "Epée à deux mains",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Two Hands]{Deux mains}</p>\n</div>"
|
||||
},
|
||||
"Sword, Long": {
|
||||
"name": "Epée longue",
|
||||
"description": "<div class=\"swade-core\"><p>Cimeterres inclus</p></div>"
|
||||
},
|
||||
"Sword, Short": {
|
||||
"name": "Epée courte",
|
||||
"description": "<div class=\"swade-core\"><p>Sabres de cavalerie inclus</p></div>"
|
||||
},
|
||||
"Blunderbuss": {
|
||||
"name": "Tromblon",
|
||||
"description": "<div class=\"swade-core\"><p>Les armes à poudre ont la capacité @Compendium[swade-core-rules.swade-rules.Reload]{Rechargement} 3.</p>\n<p>Treater comme as @Compendium[swade-core-rules.swade-rules.Shotguns]{Chevrotine}.</p></div>"
|
||||
},
|
||||
"Chainsaw": {
|
||||
"name": "Tronçonneuse",
|
||||
"description": "<div class=\"swade-core\"><p> L'utilisateur se blesse lui même en cas d'@Compendium[swade-core-rules.swade-rules.Trait Rolls]{Echec critique}</p></div>"
|
||||
},
|
||||
"Unarmed": {
|
||||
"name": "Mains nues",
|
||||
"description": "<article class=\"swade-core\"><p><strong>Mains nues </strong> un combattant sans arme fait seulement Force de dégâts à moins qu’il ne dispose d’Atouts comme Arts martiaux (p. 41) ou Bagarreur (p. 41) lui accordant un dé de dégâts.</p></article>"
|
||||
}
|
||||
}
|
||||
}
|
189
module/compendiums/swade-core-rules.swade-racial-abilities.json
Normal file
189
module/compendiums/swade-core-rules.swade-racial-abilities.json
Normal file
@ -0,0 +1,189 @@
|
||||
{
|
||||
"label": "SWADE Capacités raciales",
|
||||
"entries": {
|
||||
"Adaptable": {
|
||||
"name": "Adaptable",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Adaptable\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Adaptable]{Adaptable} (1) : </span> l’espèce est extrêmement variée, que ce soit par sa culture ou sa façon d’être. Le personnage commence avec un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{atout} gratuit de Rang Novice de son choix en respectant les prérequis. </span</article>"
|
||||
},
|
||||
"Additional Action": {
|
||||
"name": "Action supplémentaire",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Additional_Action\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Additional Action]{Action supplémentaire} (1) : </span> le personnage possède un membre ou un appendice supplémentaire, des réflexes surhumains ou simplement une excellente coordination. Il peut ignorer 2 points de malus d’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03multiactions00]{actions multiples} chaque tour.</span</article>"
|
||||
},
|
||||
"Aquatic": {
|
||||
"name": "Aquatique",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Aquatic_Semi-Aquatic\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Aquatic]{Aquatique/semi-aquatique} (1) : </span> pour 1 point, le personnage est semi-aquatique et peut retenir son souffle pendant 15 minutes avant de devoir faire des jets de noyade. Pour 2 points, il est natif d’un environnement aquatique. Il ne peut se noyer dans un liquide contenant de l’oxygène et se déplace à son Allure lorsqu’il nage (voir <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Mouvement}</strong>).</span</article>"
|
||||
},
|
||||
"Armor": {
|
||||
"name": "Armure",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Armor\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Armor]{Armure} (3) : </span> l’espèce a la peau dure ou incrustée d’un matériau résistant comme des plaques écailleuses ou même minérales. Cette capacité octroie une @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armor000000000]{Armure} de +2 chaque fois qu’elle est choisie..</span</article>"
|
||||
},
|
||||
"Attribute Increase": {
|
||||
"name": "Augmentation d'attribut",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Attribute_Increase\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Attribute Increase]{Augmentation d'attribut} (U) : </span> le dé d’un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{attribut} spécifique (Agilité, Intellect, Âme, Force ou Vigueur) est amélioré d’un cran ainsi que sa limite.</span</article>"
|
||||
},
|
||||
"Attribute Penalty": {
|
||||
"name": "Malus d'attribut",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Attribute_Penalty\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Attribute Penalty]{Malus d'attribut} (1/Attribut) : </span> tous les jets d'un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{attribut} (mais pas des Compétences liées) subissent un malus de -1. Pour -3 points, le malus est de -2. Pour la @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Force}, cela s'applique aussi aux dégâts.</span</article>"
|
||||
},
|
||||
"Big": {
|
||||
"name": "Grand",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Big\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Big]{Grand} (1) : </span> l’espèce est grande par rapport aux autres. Elle subit un malus de -2 à ses jets de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{traits} lorsqu’elle utilise de l’équipement adapté aux espèces plus petites et ne peut pas porter leurs armures ou leurs vêtements. Équipement, armures, vêtements et nourriture coûtent le double pour le personnage.</span</article>"
|
||||
},
|
||||
"Bite": {
|
||||
"name": "Morsure",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Bite\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Bite]{Morsure} (1) : </span> le personnage est doté de crocs qui infligent For + d4 de dégâts. Voir <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03naturalweapo00]{Armes naturelles}</strong>.</span</article>"
|
||||
},
|
||||
"Burrowing": {
|
||||
"name": "Enfouissement",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Burrowing\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Burrowing]{Enfouissement} (1) : </span> cette espèce s’est développée dans un environnement souterrain. Le personnage peut s’enfouir dans la terre meuble et s’y mouvoir à la moitié de son Allure (et ne peut pas courir). Il ne peut normalement pas être attaqué lorsqu’il se trouve dans la terre, et peut tenter de surprendre un adversaire qui ne l’a pas vu venir en faisant un jet de @Compendium[swade-core-rules.swade-skills.Stealth]{Discrétion} opposé à la @Compendium[swade-core-rules.swade-skills.Notice]{Perception} de ce dernier. En cas de Succès, il bénéficie d’un bonus de +2 à ses jets d’attaque et aux dégâts lors de ce round, et de +4 en cas de Prouesse (c’est une <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03thedrop0000000]{Attaque surprise}</strong>).</span</article>"
|
||||
},
|
||||
"Cannot Speak": {
|
||||
"name": "Inintelligible",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Cannot_Speak\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Cannot Speak]{Inintelligible} (1) : </span> l’espèce n’a peut-être pas de cordes vocales, ou est incapable de produire des sons intelligibles par les autres espèces. Elle peut communiquer naturellement avec les membres de son espèce (que ce soit par des chants, des phéromones ou un langage corporel par exemple). Les autres espèces sont incapables de « parler » ce langage dans la mesure où leurs membres sont incapables d’en reproduire les éléments mais peuvent apprendre à le comprendre en prenant la Compétence de @Compendium[swade-core-rules.swade-skills.Langue]{Language} appropriée. L’espèce <em>peut</em> entendre et comprendre les autres langages habituels, et elle peut également communiquer avec les autres espèces via des moyens électroniques ou équivalents.</span</article>"
|
||||
},
|
||||
"Claws": {
|
||||
"name": "Griffes",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Claws\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Claws]{Griffes} (1) : </span> l’espèce dispose de griffes infligeant For + d4 de dégâts (ou For + d6 pour 1 point en plus). Bénéficier de @UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02armorpiercin00]{PA} 2 coûte 1 point de plus. Voir <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03naturalweapo00]{Arme naturelle}</strong>.</span</article>"
|
||||
},
|
||||
"Construct": {
|
||||
"name": "Créature artificielle",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Construct\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Construct]{Créature artificielle} (1) : </span> le personnage est un robot ou un être composé de matière non-organique. Il bénéficie d’un bonus de +2 pour annuler un état @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secoué}, ignore 1 point de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{malus de Blessure}, ne respire pas et est immunisé aux poisons et aux maladies. Ses @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} doivent être gérées en utilisant la Compétence @Compendium[swade-core-rules.swade-skills.Repair]{Réparation}. Chaque tentative dure une heure par niveau actuel de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure}, et ne tient pas compte de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03healing0000000]{\"L’heure d’or\"}. De nombreuses créatures artificielles sont affublées de la capacité innée négative Dépendance (les robots ont besoin d’une source d’énergie pour fonctionner).</span</article>"
|
||||
},
|
||||
"Dependency": {
|
||||
"name": "Dépendance",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Dependency\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Dependency]{Dépendance} (1) : </span> l’espèce doit consommer ou être en contact avec une substance relativement courante une heure chaque jour. Une créature issue d’un monde aquatique, par exemple, peut nécessiter de s’immerger dans l’eau, ou une créature végétale peut nécessiter de s’exposer à la lumière solaire. Un personnage dans l’incapacité de satisfaire ce besoin subit un niveau de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} chaque jour jusqu’à @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Incapacité}. Il décède après une journée supplémentaire. Chaque heure dans l’élément requis permet d’éliminer un niveau de Fatigue.</span</article>"
|
||||
},
|
||||
"Doesn't Breathe": {
|
||||
"name": "Anaérobie",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Doesnt_Breathe\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Doesn't Breathe]{Anaérobie} (1) : </span> l’espèce ne respire pas. Elle n’est pas affectée par les @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{toxines}, véhiculées par l’air, ne peut pas se @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04drowning000000]{noyer}, et ne suffoque pas dans le vide sidéral (mais elle peut toutefois geler).</span</article>"
|
||||
},
|
||||
"Edge": {
|
||||
"name": "Atout",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Edge\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Edge]{Atout} (U) : </span> l’espèce a un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Atout} spécifique choisi parmi ceux autorisés dans votre univers. Contrairement à Adaptable, cette Capacité ignore les prérequis à l’exception des autres @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01edges000000000]{Atouts}. Chaque @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01advancement000]{Rang} de l’Atout au-delà de Novice augmente le coût de 1, jusqu’à un maximum de 5 pour un Atout de Rang Héroïque.</span</article>"
|
||||
},
|
||||
"Environmental Resistance": {
|
||||
"name": "Résistance environnementale",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Environmental_Resistance\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Environmental Resistance]{Résistance environnementale} (U) : </span> l’espèce bénéficie d’un bonus de +4 pour résister à un effet environnemental précis, comme la @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04heat0000000000]{chaleur}, le @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04cold0000000000]{froid}, le manque d'oxygène ou les @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04radiation00000]{radiations}. Les dégâts des attaques basées sur cet élément sont également réduits de 4.</span</article>"
|
||||
},
|
||||
"Environmental Weakness": {
|
||||
"name": "Faiblesse environnementale",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Environmental_Weakness\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Environmental Weakness]{Faiblesse environnementale} (U) : </span> l’espèce subit un malus de -4 pour résister à un effet environnemental précis, comme la @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04heat0000000000]{chaleur}, le @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04cold0000000000]{froid}, etc. Ce malus agit également comme bonus aux @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03dealingdamag00]{dégâts} basés sur cet élément.</span</article>"
|
||||
},
|
||||
"Flight": {
|
||||
"name": "Vol",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Flight\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Flight]{Vol} (1) : </span> l’espèce peut voler à une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} de 6 (ou 12 pour 4 points), et « courir » normalement. Pour 6 points, elle peut voler à une Allure de 24 et « courir » de 2d6 cases. Utilisez la Compétence @Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsque des Manoeuvres sont nécessaires. Cette Capacité sous-entend que l’espèce dispose d’ailes qui peuvent être ciblées ou endommagées (un personnage <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03boundandenta00]{Entravé ou Immobilisé}</strong> ne peut pas voler).</span</article>"
|
||||
},
|
||||
"Frail": {
|
||||
"name": "Frêle",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Frail\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Frail]{Frêle} (2) : </span> le personnage est d’une constitution fragile. Sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance} est réduite de 1.</span</article>"
|
||||
},
|
||||
"Hardy": {
|
||||
"name": "Robuste",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Hardy\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Hardy]{Robuste} (1) :</span> un deuxième résultat @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Secoué} en combat n’est pas converti en @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure}.</span</article>"
|
||||
},
|
||||
"Hindrance": {
|
||||
"name": "Handicap",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Hindrance\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Hindrance]{Handicap} (U) : </span> l’espèce est affublée d’un @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01hindrances0000]{Handicap} Majeur pour un coût de -2, ou d’un Handicap Mineur pour un coût de -1. Cette Capacité n’affecte pas la possibilité de prendre d’autres Handicaps durant la création de personnage.</span</article>"
|
||||
},
|
||||
"Horns": {
|
||||
"name": "Cornes",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Horns\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Horns]{Cornes} (1) : </span> le personnage est doté d’une ou plusieurs cornes qui infligent For + d4 de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03dealingdamag00]{dégâts} (ou For + d6 pour 2 points). Voir <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03naturalweapo00]{Arme naturelle}</strong>.</span</article>"
|
||||
},
|
||||
"Immune to Poison or Disease": {
|
||||
"name": "Immunité aux poisons ou aux maladies",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Immune_Poison_Disease\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Immune to Poison or Disease]{Immunité aux poisons ou aux maladies} (2) : </span> l’espèce est immunisée soit aux @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poisons}, soit aux @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04disease0000000]{maladies} . Cette capacité peut être choisie deux fois pour bénéficier des deux effets.</span</article>"
|
||||
},
|
||||
"Infravision": {
|
||||
"name": "Infravision",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Infravision\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Infravision]{Infravision} (1) : </span> le personnage peut « voir » la chaleur, que ce soit par ses yeux ou d’autres organes sensoriels. Il réduit de moitié les malus liés à la @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Visiblité} lorsqu’il souhaite attaquer des créatures qui dégagent de la chaleur (y compris celles qui sont (including @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05powers00000000]{invisibles}.</span</article>"
|
||||
},
|
||||
"Leaper": {
|
||||
"name": "Bond",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Leaper\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Leaper]{Bond} (1) : </span> le personnage peut sauter deux fois plus loin qu’indiqué dans la section <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Mouvement}</strong>. En outre, il bénéficie d’un bonus de +4 aux dégâts au lieu de +2 lorsqu’il bondit pour faire une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03wildattack0000]{Attaque totale} (ne fonctionne pas dans les espaces confinés où les sauts horizontaux ou verticaux sont limités, à l’appréciation du MJ).</span</article>"
|
||||
},
|
||||
"Low Light Vision": {
|
||||
"name": "Vision nocturne",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Low_Light_Vision\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Low Light Vision]{Vision nocturne} (1) : </span> le personnage ignore les malus de Pénombre ou d’Obscurité mais pas ceux de Ténèbres (cf. @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03illumination00]{Visibilité}).</span</article>"
|
||||
},
|
||||
"No Vital Organs": {
|
||||
"name": "Pas d’organes vitaux",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_No_Vital_Organs\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.No Vital Organs]{Pas d’organes vitaux} (1) : </span> l’espèce possède des organes vitaux soit cachés, soit extrêmement résistants ou redondants. Une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03calledshots000]{Attaque ciblée} ne fait pas de dégâts supplémentaires contre elle.</span</article>"
|
||||
},
|
||||
"Pace": {
|
||||
"name": "Allure",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Pace\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Pace]{Allure} (2) : </span> l’@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} du personnage est augmentée de 2. Son dé de course passe au cran supérieur.</span</article>"
|
||||
},
|
||||
"Parry": {
|
||||
"name": "Parade",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Parry\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Parry]{Parade} (3) : </span> la @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Parade} naturelle de la créature est augmentée de +1. Ce bonus peut être obtenu grâce à une queue préhensile, des membres supplémentaires, des réflexes améliorés ou même un sixième sens.</span</article>"
|
||||
},
|
||||
"Poisonous Touch": {
|
||||
"name": "Contact empoisonné",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Poisonous_Touch\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Poisonous Touch]{Contact empoisonné} (1) : </span> suite à une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03touchattack000]{Attaque pour toucher}, une morsure ou une griffure réussie, la victime doit faire un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Vigueur} sous peine de subir les effets d’un @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04poison00000000]{poison Modéré}. Pour 3 points, le poison devient Soporifique, Létal ou Paralysant, mais chaque utilisation provoque la perte d’un niveau de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03fatigue0000000]{Fatigue} pour l’empoisonneur. Le personnage peut choisir de déclencher ou non l’effet du poison lors d’une attaque. Référez-vous au chapitre sur les Poisons et leurs effets.</span</article>"
|
||||
},
|
||||
"Poor Parry": {
|
||||
"name": "Parade faible",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Poor_Parry\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Poor Parry]{Parade faible} (3) : </span> l’espèce se défend mal au corps-à-corps. Sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Parade} diminue de 1.</span</article>"
|
||||
},
|
||||
"Power": {
|
||||
"name": "Pouvoir",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Power\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Power]{Pouvoir} (U) : </span> cette espèce a une Capacité innée qui fonctionne comme un @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05powers00000000]{pouvoir}. Pour 2 points, elle reçoit l’Atout @UUID[Compendium.swade-core-rules.swade-rules.swadecor05powers.JournalEntryPage.05arcanebackgr01]{Arcanes (Don)} et un pouvoir pour représenter cette dernière. Rerendre cette Capacité coûte 1 point et permet de choisir un nouveau pouvoir, mais sans augmenter les @Compendium[swade-core-rules.swade-edges.Power Points]{points de pouvoir}. Utilisez l’Atout Points de pouvoir pour cela.</span</article>"
|
||||
},
|
||||
"Racial Enemy": {
|
||||
"name": "Espèce ennemie",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Racial_Enemy\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Racial Enemy]{Espèce ennemie} (U) : </span> l’espèce cultive une haine tenace et ancestrale à l’égard d’une autre espèce relativement courante. Elle subit un malus de -2 à ses jets de @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion} lorsqu’elle traite avec cette dernière, et peut devenir hostile sur une simple provocation. Cette Capacité ne peut être choisie qu’une seule fois par espèce.</span</article>"
|
||||
},
|
||||
"Reach": {
|
||||
"name": "Allonge",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Reach\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Reach]{Allonge} (3) : </span> de longs membres, des tentacules, etc. augmentent l'@UUID[Compendium.swade-core-rules.swade-rules.swadecor02gear00.JournalEntryPage.02reach000000000]{Allonge} du personnage de 1.</span</article>"
|
||||
},
|
||||
"Reduced Core Skills": {
|
||||
"name": "Compétence de base réduite",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Reduced_Core_Skills\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Reduced Core Skills]{Compétence de base réduite} (5) : </span> l’espèce débute le jeu avec une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Compétence de base} en moins. Elle peut être apprise par la suite comme une Compétence normale mais n’a pas un score de d4 par défaut. Cette Capacité peut être choisie plusieurs fois mais pour des Compétences différentes.</span</article>"
|
||||
},
|
||||
"Reduced Pace": {
|
||||
"name": "Allure réduite",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Reduced_Pace\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Reduced Pace]{Allure réduite} (1) : </span> pour un coût de -1, l'@UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} est réduite de 1 et le dé de course d’un cran (un d4 passe à d4 - 1). Pour -2, l’Allure est réduite de 2 points supplémentaires et le personnage subit un malus de -2 à ses jets d'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} ou pour résister à l'@Compendium[swade-core-rules.swade-skills.Athletics]{Athlétisme} lorsque le mouvement ou la mobilité sont impliqués (au choix du MJ).</span</article>"
|
||||
},
|
||||
"Regeneration": {
|
||||
"name": "Régénération",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Regeneration\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Regeneration]{Régénération} (1) : </span> un individu se régénère très rapidement. Il fait un jet de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03healing0000000]{guérison naturelle} par jour (au lieu d’une fois tous les 5 jours). Pour 3 points, les @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{séquelles permanentes} finissent par disparaître lorsque toutes les autres @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessures} sont guéries. Considérez toute séquelle comme une @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03damageeffect00]{Blessure} supplémentaire pour ce qui concerne sa guérison et ne faites un jet qu’une fois par semaine.</span</article>"
|
||||
},
|
||||
"Size -1": {
|
||||
"name": "Taille -1",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Size_minus_1\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Size -1]{Taille -1} (1) : </span> l’espèce est plus petite que la moyenne. Sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Taille} et sa @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance} sont réduites de 1. Voir <strong>@UUID[Compendium.swade-core-rules.swade-rules.swadecor06bestia.JournalEntryPage.06sizetable00000]{table des Tailles}</strong>).</span</article>"
|
||||
},
|
||||
"Size +1": {
|
||||
"name": "Taille +1",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Size_1\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Size +1]{Taille +1} +1 (3) : </span> l’espèce est plus grande que la moyenne de l’univers. Chaque point de @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03sizeandscale00]{Taille} augmente de 1 la Résistance et d’un cran la limite de Force. L’espèce peut avoir des difficultés pour utiliser du matériel destiné à d’autres, plus petites. Voir @UUID[Compendium.swade-core-rules.swade-rules.swadecor06bestia.JournalEntryPage.06sizetable00000]{table des Tailles}.</span</article>"
|
||||
},
|
||||
"Skill": {
|
||||
"name": "Compétence",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Skill\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Skill]{Compétence} (1/Compétence) : </span> le personnage commence avec d4 dans une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{compétence} spécifique. Pour 2 points (1 seul pour une Compétence de base), le personnage commence avec d6 dans une Compétence spécifique avec d12 + 1 pour limite.</span</article>"
|
||||
},
|
||||
"Skill Bonus": {
|
||||
"name": "Bonus de Compétence",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Skill_Bonus\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Skill Bonus]{Bonus de Compétence} (1/Compétence) : </span> des facilités biologiques octroient un bonus de +1 / +2 dans une @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01traits00000000]{Compétence}spécifique. Par exemple, une espèce émettant des phéromones pourrait avoir +1 en @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}.</span</article>"
|
||||
},
|
||||
"Skill Penalty": {
|
||||
"name": "Malus de Compétence",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Skill_Penalty\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Skill Penalty]{Malus de Compétence} (U): </span> pour un coût de -1, l’espèce subit un malus de -1 à une Compétence fréquemment utilisée, comme @Compendium[swade-core-rules.swade-skills.Fighting]{Combat}, @Compendium[swade-core-rules.swade-skills.Persuasion]{Persuasion}, ou même @Compendium[swade-core-rules.swade-skills.Piloting]{Pilotage} dans un univers mettant l’accent sur des pilotes d’avion (au choix du MJ en fonction de l’univers). Pour une Compétence moins commune, le malus est de -2. Pour un coût de -2, les malus passent à -2 et -4.</span</article>"
|
||||
},
|
||||
"Sleep Reduction": {
|
||||
"name": "Besoin réduit en sommeil",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Sleep_Reduction\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Sleep Reduction]{Besoin réduit en sommeil} (2) : </span> le personnage a besoin de moitié moins de @UUID[Compendium.swade-core-rules.swade-rules.swadecor04theadv.JournalEntryPage.04sleep000000000]{sommeil} qu’un humain. Si cette Capacité est choisie une seconde fois, le personnage ne dort jamais.</span</article>"
|
||||
},
|
||||
"Super Powers": {
|
||||
"name": "Super-pouvoir",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Super_Powers\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Super Powers]{Super-pouvoir} (1) : </span> cette espèce dispose de Capacités réellement exceptionnelles issues du <em>Compagnon : Super-Pouvoirs pour Savage Worlds</em>. Le coût de cette Capacité est de 2 points (pour l’Atout Arcanes (Super-pouvoirs)) plus le nombre X de points du pouvoir choisi. Assurez-vous d’avoir l’aval de votre MJ avant de choisir cette Capacité</span</article>"
|
||||
},
|
||||
"Toughness": {
|
||||
"name": "Résistance accrue",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Toughness\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Toughness]{Résistance accrue} (3) : </span> le personnage a une peau dure, des écailles ou des tissus musculaires extrêmement denses. Il bénéficie d’un bonus de +1 en @UUID[Compendium.swade-core-rules.swade-rules.swadecor01charac.JournalEntryPage.01characters0000]{Résistance}.</span</article>"
|
||||
},
|
||||
"Wall Walker": {
|
||||
"name": "Adhérence",
|
||||
"description_full": "<article class=\"swade-core\"> <span class=\"SingleSource_SWADE_Racial_Wall_Walker\"><span class=\"lead-bold\">@Compendium[swade-core-rules.swade-racial-abilities.Wall Walker]{Adhérence} (1) : </span> l’espèce peut se déplacer normalement sur les surfaces verticales ou à la moitié de son @UUID[Compendium.swade-core-rules.swade-rules.swadecor03rules0.JournalEntryPage.03movement000000]{Allure} la tête en bas.</span</article>"
|
||||
}
|
||||
}
|
||||
}
|
1105
module/compendiums/swade-core-rules.swade-rules-secret.json
Normal file
1105
module/compendiums/swade-core-rules.swade-rules-secret.json
Normal file
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
228
module/compendiums/swade-core-rules.swade-special-weapons.json
Normal file
228
module/compendiums/swade-core-rules.swade-special-weapons.json
Normal file
@ -0,0 +1,228 @@
|
||||
{
|
||||
"label": "SWADE Armes spéciales",
|
||||
"mapping": {
|
||||
"description": "system.description",
|
||||
"skill": {
|
||||
"path": "system.actions.skill",
|
||||
"converter": "gear_skill"
|
||||
},
|
||||
"range": {
|
||||
"path": "system.range",
|
||||
"converter": "gear_range"
|
||||
},
|
||||
"ammo": {
|
||||
"path": "system.ammo",
|
||||
"converter": "gear_ammo"
|
||||
}
|
||||
},
|
||||
"entries": {
|
||||
"AT-4": {
|
||||
"name": "AT-4",
|
||||
"description": "<div class=\"swade-core\">\n<p>A heavy American anti-tank weapon of the modern era. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
|
||||
},
|
||||
"Bazooka": {
|
||||
"name": "Bazooka",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in World War II. Additional warheads weigh 9 lbs and cost $50. WWII price. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
|
||||
},
|
||||
"Bombs": {
|
||||
"name": "Bombes",
|
||||
"description": "<div class=\"swade-core\"><blockquote>\n<p>Bomb Damage: All of it.</p>\n<p>A Bomb is just an @Compendium[swade-core-rules.swade-skills.Intimidation]{Intimidation} @Compendium[swade-core-rules.swade-rules.Test]{Test} against everyone <em>not</em> in the affected area.</p>\n<p><cite>- Clint Black</cite></p>\n</blockquote></div>"
|
||||
},
|
||||
"Bouncing Betty": {
|
||||
"name": "Bouncing Betty",
|
||||
"description": "<div class=\"swade-core\">\n<p>These deadly anti-personnel mines are designed to pop up into the air and rain shrapnel down from about head-height. Only full overhead cover offers an @Compendium[swade-core-rules.swade-rules.Armor]{Armor} bonus against such devices. Simply being prone offers no protection from these deadly explosives. Use a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.</p>\n</div>"
|
||||
},
|
||||
"Cannon (12 lb), Canister": {
|
||||
"name": "Cannon (12 lb), Canister",
|
||||
"description": "<div class=\"swade-core\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).</p>\n<p><strong>Canister:</strong> Grapeshot or canister is a shell that detonates inside the barrel of a cannon and fires out a spray of deadly balls or other debris like a giant shotgun. The attack is the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} and moves in a straight line up to 24” (it affects [[/r d6]] targets if not using miniatures, or [[/r 2d6]] if they’re tightly packed).</p>\n<p>Compare the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll to every target within using a base TN of 4, adjusted for each target’s @Compendium[swade-core-rules.swade-rules.Cover and Obstacles]{cover}, special abilities like the @Compendium[swade-core-rules.swade-edges.Dodge]{Dodge} Edge, etc. A hit causes 2d6 damage and a raise causes 3d6.</p>\n<p><strong>Note:</strong> All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>"
|
||||
},
|
||||
"Cannon (12 lb), Shrapnel": {
|
||||
"name": "Cannon (12 lb), Shrapnel",
|
||||
"description": "<div class=\"swade-core\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).</p>\n<p><strong>Shrapnel:</strong> Explosive shells filled with small metal balls that explode outward in a shower of debris. This is an @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attack} and uses the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} unless otherwise noted.</p>\n<p><strong>Note:</strong> All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>"
|
||||
},
|
||||
"Cannon (12 lb), Solid Shot": {
|
||||
"name": "Cannon (12 lb), Solid Shot",
|
||||
"description": "<div class=\"swade-core\">\n<p>Cannons are used to destroy city walls or break up large troop formations. The leader of the weapon’s crew makes the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll.</p>\n<p><strong>Bombard:</strong> Assuming they have a rough idea of their target’s location, howitzers, mortars, and bombards may fire at targets they cannot see by lobbing projectiles over intervening terrain or obstacles. Bombarding suffers a −4 penalty in addition to all other modifiers, and doubles deviation when the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll is failed (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Reduce the penalty to −2 with precise coordinates (such as from a spotter).</p>\n<p><strong>Solid Shot:</strong> Heavy balls of iron, lead, or stone designed to batter walls or plow through packed ranks of troops. To fire, the leader of the crew makes a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll as usual. If successful, roll a die. If even, it bounces to another victim behind and within 6” of the first and hits him as well. Continue in this way until the die roll is odd.</p>\n<p><strong>Note:</strong> All types of shot are a @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} 8. Two crew members may reload at the same time.</p>\n</div>"
|
||||
},
|
||||
"2 pd AT Gun (HE Rounds)": {
|
||||
"name": "Canon antichar 2 pd (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"2 pd AT Gun (AP Rounds)": {
|
||||
"name": "Canon antichar 2 pd (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"37mm AT Gun (HE Rounds)": {
|
||||
"name": "Canon antichar de 37mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"37mm AT Gun (AP Rounds)": {
|
||||
"name": "Canon antichar de 37mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"57mm AT Gun (HE Rounds)": {
|
||||
"name": "Canon antichar de 57mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"57mm AT Gun (AP Rounds)": {
|
||||
"name": "Canon antichar de 57mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"20mm Cannon": {
|
||||
"name": "Canon de 20mm",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||||
},
|
||||
"25mm Cannon": {
|
||||
"name": "Canon de 25mm",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||||
},
|
||||
"30mm Cannon": {
|
||||
"name": "Canon de 30mm",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div>"
|
||||
},
|
||||
"40mm Cannon (HE Rounds)": {
|
||||
"name": "Canon de 40mm (HE Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"40mm Cannon (AP Rounds)": {
|
||||
"name": "Canon de 40mm (PA Rounds)",
|
||||
"description": "<div class=\"swade-core\">\n<p><strong>Cadence de tir minimum</strong> : les armes de véhicules ayant une @Compendium[swade-core-rules.swade-rules.Rate of Fire]{CdT} de 3 ou plus ont une CdT minimum de 2.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Armes Lourdes}</p>\n</div><div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"120mm Tank Gun (HE Rounds)": {
|
||||
"name": "Canon de tank de 120mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"120mm Tank Gun (AP Rounds)": {
|
||||
"name": "Canon de tank de 120mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"125mm Tank Gun (HE Rounds)": {
|
||||
"name": "Canon de tank de 125mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"125mm Tank Gun (AP Rounds)": {
|
||||
"name": "Canon de tank de 125mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"75mm Tank Gun (HE Rounds)": {
|
||||
"name": "Canon de tank de 75mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"75mm Tank Gun (AP Rounds)": {
|
||||
"name": "Canon de tank de 75mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"76mm Tank Gun (HE Rounds)": {
|
||||
"name": "Canon de tank de 76mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"76mm Tank Gun (AP Rounds)": {
|
||||
"name": "Canon de tank de 76mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"88mm Tank Gun (HE Rounds)": {
|
||||
"name": "Canon de tank de 88mm (HE Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"88mm Tank Gun (AP Rounds)": {
|
||||
"name": "Canon de tank de 88mm (PA Rounds)",
|
||||
"description": "<div class='swade-core'><p><strong>Canons et canons antichar:</strong> ces armes peuvent tirer des @Compendium [swade-core-rules.swade-rules.Armor Piercing (AP)]{munitions perforantes} (PA) ou @Compendium[swade-core-rules.swade-rules.High Explosive (HE)]{hautement explosives (HE)}. Les munitions PA font un dé de dégâts en plus jusqu’à la moitié de leur Portée Courte (4d10 + 2 devient 5d10 + 2 par exemple). </p>\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Arme lourde}</p></div>"
|
||||
},
|
||||
"Catapult": {
|
||||
"name": "Catapulte",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</p>\n<hr />\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.</p>\n</div>"
|
||||
},
|
||||
"Claymore Mine": {
|
||||
"name": "Claymore Mine",
|
||||
"description": "<div class=\"swade-core\">\n<p>Claymores fire a spray of deadly steel balls in a 60° frontal arc. Everyone within 12″ (24 yards) is automatically hit. Roll a die for all other targets up to 50″ (100 yards). Those who get an odd result are also hit. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Special Area Effect Damage}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.</p>\n</div>"
|
||||
},
|
||||
"Gatling (Laser)": {
|
||||
"name": "Gatling (Laser)",
|
||||
"description": "<div class=\"swade-core\">\n<p>Lasers fire intensely focused beams of light to penetrate and burn their targets.</p>\n<p><strong>Cauterize:</strong> Anyone Incapacitated by a laser blast adds +2 to his @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} rolls to keep from @Compendium[swade-core-rules.swade-rules.Damage Effects]{Bleeding Out}.</p>\n<p><strong>Overcharge:</strong> This weapon can overcharge to cause an extra d6 damage, but if any of the @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} dice are a 1, the weapon must cool down for a full round before it can be fired again.</p>\n<p><strong>No Recoil:</strong> Pistols, SMGs, and rifles ignore the @Compendium[swade-core-rules.swade-rules.Recoil]{Recoil} penalty. Gatling lasers still take the penalty, however, which is why they’re usually mounted on a @Compendium[swade-core-rules.swade-equipment.Bipod/Tripod]{tripod}.</p>\n</div>"
|
||||
},
|
||||
"Heavy Flamethrower": {
|
||||
"name": "Heavy Flamethrower",
|
||||
"description": "<div class=\"swade-core\">\n<p>Vehicular flamethrowers have longer ranges than personal devices. The wielder can use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template} or arc a blast the size of a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template} up to 18” (36 yards) distant. (Use the center of the template for the Range.) This shot can @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Deviate}.</p>\n</div>"
|
||||
},
|
||||
"Heavy Laser": {
|
||||
"name": "Heavy Laser",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon (HW)}</p>\n</div>"
|
||||
},
|
||||
"Heavy Machine Gun": {
|
||||
"name": "Heavy Machine Gun",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p></div>"
|
||||
},
|
||||
"Hellfire": {
|
||||
"name": "Hellfire",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A laser-guided missile fired from a vehicle-mounted launcher. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).</p>\n</div>"
|
||||
},
|
||||
"Flamethrower": {
|
||||
"name": "Lance-flammes",
|
||||
"description": "<div class=\"swade-core\">\n<p>Flamethrowers propel incendiary liquid or gas to incinerate their targets. They are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapons}, use the @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Cone Template}, and may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n<p>@Compendium[swade-core-rules.swade-rules.Armor]{Armor} protects normally, but flammable targets may @Compendium[swade-core-rules.swade-rules.Fire]{catch fire}.</p>\n<p>For vehicular flamethrowers, see @Compendium[swade-core-rules.swade-equipment.Heavy Flamethrower]{Heavy Flamethrower}.</p>\n</div>"
|
||||
},
|
||||
"M203 40MM": {
|
||||
"name": "M203 40MM",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. A grenade launcher mounted on the bottom of an assault rifle. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
|
||||
},
|
||||
"M72 Law": {
|
||||
"name": "M72 Law",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. The standard American anti-tank weapon in Vietnam. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
|
||||
},
|
||||
"Medium Machine Gun": {
|
||||
"name": "Medium Machine Gun",
|
||||
"description": "<div class=\"swade-core\"><p><strong>Minimum Rate of Fire:</strong> Vehicular weapons with a @Compendium[swade-core-rules.swade-rules.Rate of Fire]{Rate of Fire} 3 or higher have a minimum Rate of Fire of 2.</p></div>"
|
||||
},
|
||||
"Anti-Personnel Mine": {
|
||||
"name": "Mine Anti-Personnel",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.</p>\n</div>"
|
||||
},
|
||||
"Anti-Tank Mine": {
|
||||
"name": "Mine Anti-Tank",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, AP 5 vs. ½ the vehicle’s @Compendium[swade-core-rules.swade-rules.Armor]{Armor} value (round up), @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Mines are explosives planted beneath shallow dirt that detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}) when a person (for anti-personnel mines) or vehicle (for anti-tank mines) passes over them.</p>\n<p><strong>Minefields:</strong> For dramatic purposes, a character who steps on a mine should get a @Compendium[swade-core-rules.swade-skills.Notice]{Notice} roll. Success means she realizes it before stepping off and detonating it. Saving the victim requires a @Compendium[swade-core-rules.swade-skills.Repair]{Repair} roll at −4, but failure detonates the device immediately.</p>\n</div>"
|
||||
},
|
||||
"Mk II (WW2 Pineapple)": {
|
||||
"name": "Mk II (WW2 Pineapple)",
|
||||
"description": "<div class=\"swade-core\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
|
||||
},
|
||||
"Mk67 (Modern)": {
|
||||
"name": "Mk67 (Modern)",
|
||||
"description": "<div class=\"swade-core\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
|
||||
},
|
||||
"Panzerschreck": {
|
||||
"name": "Panzerschreck",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Snapfire]{Snapfire}. Literally, the “tank terror” rocket launcher used by German forces in World War II. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}.</p>\n</div>"
|
||||
},
|
||||
"Potato Masher (WW2)": {
|
||||
"name": "Potato Masher (WW2)",
|
||||
"description": "<div class=\"swade-core\">\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of Extreme Range (see @Compendium[swade-core-rules.swade-rules.Range]{Range}). @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
|
||||
},
|
||||
"Sidewinder": {
|
||||
"name": "Sidewinder",
|
||||
"description": "<div class=\"swade-core\">\n<p><span style=\"background-color: #dfe6f5; color: #191813;\">@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</span>. A short range, heat-seeking missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).</p>\n</div>"
|
||||
},
|
||||
"Smoke Grenade": {
|
||||
"name": "Smoke Grenade",
|
||||
"description": "<div class=\"swade-core\">\n<p>Creates an area of smoke in a @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template} that obscures vision (–4).</p>\n<hr />\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}.</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
|
||||
},
|
||||
"Sparrow": {
|
||||
"name": "Sparrow",
|
||||
"description": "<div class=\"swade-core\">\n<p><span style=\"background-color: #dfe6f5; color: #191813;\">@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}</span>. A medium range, radar-guided missile fired from an aircraft. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Small Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).</p>\n</div>"
|
||||
},
|
||||
"Stun Grenade": {
|
||||
"name": "Stun Grenade",
|
||||
"description": "<div class=\"swade-core\">\n<p>Targets must make a @Compendium[swade-core-rules.swade-rules.Traits]{Vigor} roll (at –2 with a raise) or be @Compendium[swade-core-rules.swade-powers.Stun]{Stunned}.</p>\n<hr />\n<p>Grenades activate when their safety pin is pulled, then detonate a few seconds later. They are thrown with the @Compendium[swade-core-rules.swade-skills.Athletics]{Athletics} skill at the Ranges listed, and cannot make use of @Compendium[swade-core-rules.swade-rules.Range]{Extreme Range}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}</p>\n<p>All grenades are @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon} and detonate in the listed blast template (see @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Area Effect Attacks}). Grenades may be @Compendium[swade-core-rules.swade-rules.Evasion]{Evaded}.</p>\n</div>"
|
||||
},
|
||||
"Torpedo": {
|
||||
"name": "Torpedo",
|
||||
"description": "<div class=\"swade-core\">\n<p>Rocket launchers and early torpedoes are direct-fire weapons that explode on contact with their target. @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Large Blast Template}.</p>\n</div>"
|
||||
},
|
||||
"TOW Missile Launcher": {
|
||||
"name": "TOW Missile Launcher",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}. A wire-guided missile fired from a portable or vehicle-mounted launcher. Doesn’t require a lock—just a @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll, and can’t be jammed. @Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}.</p>\n<hr />\n<p>Unless otherwise noted, missiles must “lock” onto their targets before they can be fired. This action is an opposed @Compendium[swade-core-rules.swade-skills.Electronics]{Electronics} roll versus the target’s maneuvering skill (@Compendium[swade-core-rules.swade-skills.Boating]{Boating}, @Compendium[swade-core-rules.swade-skills.Driving]{Driving}, or @Compendium[swade-core-rules.swade-skills.Piloting]{Piloting}, as appropriate). Success gives the attacker a “short” lock and allows him to fire up to half the missiles his particular craft can fire at once. A raise is a more solid lock and allows him to fire all of them.</p>\n<p>The enemy attempts to evade each missile separately by making a maneuvering roll at −4 (or −2 if the target has substantial cover to hide behind—such as asteroids, skyscrapers, canyon walls, or even large enemy ships. A @Compendium[swade-core-rules.swade-rules.Trait Rolls]{Critical Failure} means the craft goes @Compendium[swade-core-rules.swade-tables.Out of Control]{Out of Control}.</p>\n<p><strong>Anti-Missile Systems:</strong> Warships and futuristic space vessels often have “point defense” systems to shoot down incoming missiles. Operators must be on @Compendium[swade-core-rules.swade-rules.Hold]{Hold} to shoot down missiles; automated systems attack automatically. The system grants a single @Compendium[swade-core-rules.swade-skills.Shooting]{Shooting} roll per missile at Short @Compendium[swade-core-rules.swade-rules.Range]{Range} and any other relevant modifiers (including @Compendium[swade-core-rules.swade-rules.Speed]{Speed}—missiles move at Mach 1, a −6 penalty, unless otherwise noted). Unless otherwise noted, missiles are objects with a @Compendium[swade-core-rules.swade-rules.Breaking Things]{Toughness} of 8 (2).</p>\n</div>"
|
||||
},
|
||||
"Trebuchet": {
|
||||
"name": "Trebuchet",
|
||||
"description": "<div class=\"swade-core\">\n<p>@Compendium[swade-core-rules.swade-rules.Area Effect Attacks]{Medium Blast Template}, @Compendium[swade-core-rules.swade-rules.Heavy Weapon (HW)]{Heavy Weapon}, @Compendium[swade-core-rules.swade-rules.Reload]{Reload} time is every 5 minutes with a crew of 4.</p>\n<hr />\n<p>Catapults are simple devices that hurl large stones at enemy defenses or ranks of troops. They normally require a crew of eight to load the projectile, crank down the lever that propels it, then sight and aim it. Firing can be done by a single person, but loading the projectile takes at least four.</p>\n</div>"
|
||||
}
|
||||
}
|
||||
}
|
@ -53,7 +53,7 @@
|
||||
}
|
||||
],
|
||||
"url": "https://gitlab.com/sasmira/swade-fr",
|
||||
"version": "2.0.0",
|
||||
"version": "2.2.0",
|
||||
"esmodules": [
|
||||
"modules/swade-fr-init.js"
|
||||
],
|
||||
@ -69,7 +69,7 @@
|
||||
}
|
||||
],
|
||||
"manifest": "https://gitlab.com/sasmira/swade-fr-content/-/raw/master/module/module.json",
|
||||
"download": "https://gitlab.com/sasmira/swade-fr-content/-/jobs/artifacts/v2.0.0/raw/swade-fr-content.zip?job=build",
|
||||
"download": "https://gitlab.com/sasmira/swade-fr-content/-/jobs/artifacts/v2.2.0/raw/swade-fr-content.zip?job=build",
|
||||
"id": "swade-fr-content",
|
||||
"relationships": {
|
||||
"requires": [
|
||||
@ -100,7 +100,7 @@
|
||||
]
|
||||
},
|
||||
"compatibility": {
|
||||
"minimum": "9",
|
||||
"verified": "10.287"
|
||||
"minimum": "10",
|
||||
"verified": "10"
|
||||
}
|
||||
}
|
@ -3,11 +3,11 @@ const __compFolderTranslation = [
|
||||
{
|
||||
compendium: 'swade-core-rules.swade-vehicles',
|
||||
words: [
|
||||
{source: 'Vehicles', translation: 'Véhicules' },
|
||||
{source: 'Aircraft', translation: 'Avions' },
|
||||
{source: 'Civilian', translation: 'Civils' },
|
||||
{source: 'Modern Military Aircraft', translation: 'Avions Militaires Modernes' },
|
||||
{source: 'World War II Military Aircraft', translation: 'Avions Seconde Guerre Mondiale' },
|
||||
{ source: 'Vehicles', translation: 'Véhicules' },
|
||||
{ source: 'Aircraft', translation: 'Avions' },
|
||||
{ source: 'Civilian', translation: 'Civils' },
|
||||
{ source: 'Modern Military Aircraft', translation: 'Avions Militaires Modernes' },
|
||||
{ source: 'World War II Military Aircraft', translation: 'Avions Seconde Guerre Mondiale' },
|
||||
]
|
||||
}
|
||||
]
|
||||
@ -20,19 +20,19 @@ class FolderTranslate {
|
||||
let pack = game.packs.get(tData.compendium);
|
||||
let wasLocked = false;
|
||||
if (pack.locked) {
|
||||
await pack.configure({locked: false})
|
||||
await pack.configure({ locked: false })
|
||||
wasLocked = true;
|
||||
}
|
||||
let folders = await game.CF.FICFolderAPI.loadFolders(tData.compendium);
|
||||
|
||||
for (let trans of tData.words) {
|
||||
let folderToChange = folders.contents.find(f => f.name === trans.source );
|
||||
if (folderToChange ) {
|
||||
let folderToChange = folders.contents.find(f => f.name === trans.source);
|
||||
if (folderToChange) {
|
||||
await game.CF.FICFolderAPI.renameFolder(folderToChange, trans.translation);
|
||||
}
|
||||
}
|
||||
if ( wasLocked) {
|
||||
await pack.configure({locked: true})
|
||||
if (wasLocked) {
|
||||
await pack.configure({ locked: true })
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -45,21 +45,21 @@ Hooks.once('translateCompendiumFolders', () => {
|
||||
|
||||
/************************************************************************************/
|
||||
class swadeFrTranslator {
|
||||
static getRank( rank) {
|
||||
if ( rank == 'Novice') return 'Novice';
|
||||
if ( rank == 'Seasoned') return 'Aguerri';
|
||||
if ( rank == 'Veteran') return 'Vétéran';
|
||||
if ( rank == 'Heroic') return 'Héroïque';
|
||||
if ( rank == 'Legendary') return 'Légendaire';
|
||||
static getRank(rank) {
|
||||
if (rank == 'Novice') return 'Novice';
|
||||
if (rank == 'Seasoned') return 'Aguerri';
|
||||
if (rank == 'Veteran') return 'Vétéran';
|
||||
if (rank == 'Heroic') return 'Héroïque';
|
||||
if (rank == 'Legendary') return 'Légendaire';
|
||||
return false
|
||||
}
|
||||
static getAttribute( attr) {
|
||||
static getAttribute(attr) {
|
||||
console.log("Attr is", attr)
|
||||
if ( attr == "Agility") return 'Agilité';
|
||||
if ( attr == "Smarts") return 'Intellect';
|
||||
if ( attr == "Spirit") return 'Ame';
|
||||
if ( attr == "Strength") return 'Force';
|
||||
if ( attr == "Vigor") return 'Vigueur';
|
||||
if (attr == "Agility") return 'Agilité';
|
||||
if (attr == "Smarts") return 'Intellect';
|
||||
if (attr == "Spirit") return 'Ame';
|
||||
if (attr == "Strength") return 'Force';
|
||||
if (attr == "Vigor") return 'Vigueur';
|
||||
return false
|
||||
}
|
||||
}
|
||||
@ -68,7 +68,7 @@ class swadeFrTranslator {
|
||||
/************************************************************************************/
|
||||
Hooks.once('init', () => {
|
||||
|
||||
if(typeof Babele !== 'undefined') {
|
||||
if (typeof Babele !== 'undefined') {
|
||||
|
||||
console.log("BABELE LOADED !!!");
|
||||
Babele.get().register({
|
||||
@ -81,7 +81,7 @@ Hooks.once('init', () => {
|
||||
"gear_skill": (skill) => {
|
||||
let transl = skill
|
||||
if (skill) {
|
||||
let translated = game.babele.translate( "swade-core-rules.swade-skills", {name: skill.trim()}, true )
|
||||
let translated = game.babele.translate("swade-core-rules.swade-skills", { name: skill.trim() }, true)
|
||||
transl = translated.name || skill.trim()
|
||||
}
|
||||
return transl
|
||||
@ -94,29 +94,29 @@ Hooks.once('init', () => {
|
||||
//console.log("Keyword", item, keyName)
|
||||
if (keyName && keyName[2]) { // This is a skill or attribute
|
||||
let toTranslate = keyName[1].trim()
|
||||
let attr = swadeFrTranslator.getAttribute( toTranslate)
|
||||
if ( attr) { // Test if attribute
|
||||
results.push( attr + " " + keyName[2].trim())
|
||||
let attr = swadeFrTranslator.getAttribute(toTranslate)
|
||||
if (attr) { // Test if attribute
|
||||
results.push(attr + " " + keyName[2].trim())
|
||||
} else { // Test if skill
|
||||
let translated = game.babele.translate( "swade-core-rules.swade-skills", {name: toTranslate}, true )
|
||||
if ( !translated.name) {
|
||||
translated = game.babele.translate( "deadlands-core-rules.deadlands-skills", {name: toTranslate }, true )
|
||||
let translated = game.babele.translate("swade-core-rules.swade-skills", { name: toTranslate }, true)
|
||||
if (!translated.name) {
|
||||
translated = game.babele.translate("deadlands-core-rules.deadlands-skills", { name: toTranslate }, true)
|
||||
}
|
||||
let transResult = translated.name || toTranslate
|
||||
results.push( transResult + " " + keyName[2].trim() )
|
||||
results.push(transResult + " " + keyName[2].trim())
|
||||
}
|
||||
} else { // Rank or edge
|
||||
let itemName = item.trim()
|
||||
let rank = swadeFrTranslator.getRank(itemName)
|
||||
if (rank) {
|
||||
results.push( rank )
|
||||
results.push(rank)
|
||||
} else {
|
||||
let translated = game.babele.translate( "swade-core-rules.swade-edges", {name: itemName }, true )
|
||||
if ( !translated.name) {
|
||||
translated = game.babele.translate( "deadlands-core-rules.deadlands-edges", {name: itemName }, true )
|
||||
let translated = game.babele.translate("swade-core-rules.swade-edges", { name: itemName }, true)
|
||||
if (!translated.name) {
|
||||
translated = game.babele.translate("deadlands-core-rules.deadlands-edges", { name: itemName }, true)
|
||||
}
|
||||
let transResult = translated.name || itemName
|
||||
results.push( transResult )
|
||||
results.push(transResult)
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -125,75 +125,193 @@ Hooks.once('init', () => {
|
||||
},
|
||||
"gear_range": (range) => {
|
||||
if (range) {
|
||||
if (range== 'Cone Template') return 'Gabarit de cone';
|
||||
if (range == 'Cone Template') return 'Gabarit de cone';
|
||||
}
|
||||
return range;
|
||||
},
|
||||
"gear_ammo": (ammo) => {
|
||||
if (ammo) {
|
||||
if (ammo== 'Arrows/Bolts') return 'Flèches/Carreaux';
|
||||
if (ammo== 'Canister Shot (Cannon)') return 'Cartouches (Canon)';
|
||||
if (ammo== 'Shrapnel Shot (Cannon)') return 'Shrapnel (Canon)';
|
||||
if (ammo== 'Solid Shot (Cannon)') return 'Solide (Canon)';
|
||||
if (ammo== 'Bullets, Medium') return 'Balles, Moyenne';
|
||||
if (ammo== 'Shotgun Shells') return 'Cartouche de Shotgun';
|
||||
if (ammo== 'Laser Battery, Pistol') return 'Batterie pour laser, Pistolet';
|
||||
if (ammo== 'Laser Battery, Rifle / SMG') return 'Batterie pour laser, Fusil';
|
||||
if (ammo == 'Arrows/Bolts') return 'Flèches/Carreaux';
|
||||
if (ammo == 'Canister Shot (Cannon)') return 'Cartouches (Canon)';
|
||||
if (ammo == 'Shrapnel Shot (Cannon)') return 'Shrapnel (Canon)';
|
||||
if (ammo == 'Solid Shot (Cannon)') return 'Solide (Canon)';
|
||||
if (ammo == 'Bullets, Medium') return 'Balles, Moyenne';
|
||||
if (ammo == 'Shotgun Shells') return 'Cartouche de Shotgun';
|
||||
if (ammo == 'Laser Battery, Pistol') return 'Batterie pour laser, Pistolet';
|
||||
if (ammo == 'Laser Battery, Rifle / SMG') return 'Batterie pour laser, Fusil';
|
||||
}
|
||||
return ammo;
|
||||
},
|
||||
"powers_duration": (duration) => {
|
||||
if ( duration == 'One hour') return '1 heure';
|
||||
if ( duration == 'Instant (slot); 5 (speed)') return 'Instantanée (apathie), 5 (vitesse)';
|
||||
if ( duration == '(boost); Instant (lower)') return '5 (augmentation), Instantanée (diminution)';
|
||||
if ( duration == 'Instant') return 'Instantannée';
|
||||
if ( duration == 'Until the end of the victim\'s next turn') return 'Jusqu’à la fin du prochain tour de la victime';
|
||||
if ( duration == 'A brief conversation of about five minutes') return 'Une brève conversation d\'environ 5 minutes';
|
||||
if ( duration == '5 (detect), one hour (conceal)') return '5 (détection), 1 heure (dissimulation)';
|
||||
if ( duration == 'Instant (Sound); 5 (Silence)') return 'Instantanée (son), 5 (silence)';
|
||||
if (duration == 'One hour') return '1 heure';
|
||||
if (duration == 'Instant (slot); 5 (speed)') return 'Instantanée (apathie), 5 (vitesse)';
|
||||
if (duration == '(boost); Instant (lower)') return '5 (augmentation), Instantanée (diminution)';
|
||||
if (duration == 'Instant') return 'Instantannée';
|
||||
if (duration == 'Until the end of the victim\'s next turn') return 'Jusqu’à la fin du prochain tour de la victime';
|
||||
if (duration == 'A brief conversation of about five minutes') return 'Une brève conversation d\'environ 5 minutes';
|
||||
if (duration == '5 (detect), one hour (conceal)') return '5 (détection), 1 heure (dissimulation)';
|
||||
if (duration == 'Instant (Sound); 5 (Silence)') return 'Instantanée (son), 5 (silence)';
|
||||
return duration;
|
||||
},
|
||||
"powers_range": (range) => {
|
||||
if ( range == 'Smarts x5 (Sound); Smarts (Silence)')
|
||||
if (range == 'Smarts x5 (Sound); Smarts (Silence)')
|
||||
return 'Intellect ×5 (son), Intellect (silence)';
|
||||
if ( range == "Cone Template")
|
||||
if (range == "Cone Template")
|
||||
return "Gabarit de cône"
|
||||
if ( range == "Touch")
|
||||
if (range == "Touch")
|
||||
return "Toucher"
|
||||
if ( range == "Sm")
|
||||
if (range == "Sm")
|
||||
return "Intellect"
|
||||
if ( range == "Sm x 2" || range == "Sm x2")
|
||||
if (range == "Sm x 2" || range == "Sm x2")
|
||||
return "Intellect x2"
|
||||
if ( range == "Self")
|
||||
if (range == "Self")
|
||||
return "Personnel"
|
||||
return range;
|
||||
},
|
||||
"powers_rank": (rank) => {
|
||||
return swadeFrTranslator.getRank( rank)
|
||||
return swadeFrTranslator.getRank(rank)
|
||||
}
|
||||
} );
|
||||
});
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/************************************************************************************/
|
||||
const transFolder = { "Actor": "Acteur", "Edges": "Atouts"}
|
||||
const subFolder = { 'Social Edges': 'Atouts sociaux', 'Background Edges': 'Atouts de Background', 'Combat Edges': 'Atouts de combat',
|
||||
'Leadership Edges': 'Atouts de commandement', 'Legendary Edges': 'Atouts légendaires', 'Power Edges': 'Atouts de pouvoir',
|
||||
'Professional Edges': 'Atouts professionnels', 'Weird Edges': 'Atouts étranges', 'Edges': 'Atouts', 'Hindrances': 'Handicaps', 'Skills': 'Compétences',
|
||||
'Equipment': 'Equipement', 'Ammo': 'Munitions', 'Armor': 'Armure', 'Common Gear': 'Matériel commun', 'Modern Firearms': 'Armes à feu modernes',
|
||||
'Personal Weapons': 'Armes', 'Special Weapons': 'Armes spéciales', 'Bullet': 'Balles', 'Cannon': 'Canon', 'Laser Battery': 'Batterie Laser',
|
||||
'Adventuring Gear': 'Matériel d\'aventure', 'Animals and Tack': 'Animaux', 'Clothing': 'Vêtements', 'Computers & Electronics':'Ordinateurs et Electroniques',
|
||||
'Firearms Accessories': 'Accessoires armes à feu', 'Food': 'Nourriture', 'Personal Defense': 'Auto-défense', 'Futuristic': 'Futuriste',
|
||||
'Medieval & Ancient': 'Médiévale et Antiquité', 'Modern': 'Moderne', 'Shields': 'Boucliers', 'Laser (Futuristic)': 'Laser (Fururiste)',
|
||||
'Machine Guns': 'Mitraillettes', 'Pistols': 'Pistolets', 'Rifles': 'Fusils', 'Submachine Guns': 'Semi-automatiques', 'Cannons': 'Canons',
|
||||
'Catapults': 'Catapultes', 'Flamethrowers': 'Lance-flammes', 'Rocket Launchers & Torpedoes': 'Lance roquettes et torpilles',
|
||||
'Vehicular Weapons': 'Armes de véhicules' }
|
||||
|
||||
/* -------------------------------------------- */
|
||||
export class SwadeFRContentCommands {
|
||||
|
||||
static init() {
|
||||
if (!game.swadeFRContent) {
|
||||
const swadeFRCommands = new SwadeFRContentCommands()
|
||||
swadeFRCommands.registerCommand({ path: ["/montremonsecret"], func: (content, msg, params) => SwadeFRContentCommands.enableSecret(), descr: "Affiche les compendiums secrets" });
|
||||
swadeFRCommands.registerCommand({ path: ["/cachemonsecret"], func: (content, msg, params) => SwadeFRContentCommands.disableSecret(), descr: "Cache les compendiums secrets" });
|
||||
game.swadeFRContent = { commands: swadeFRCommands }
|
||||
}
|
||||
|
||||
Hooks.on("chatMessage", (html, content, msg) => {
|
||||
if (content[0] == '/') {
|
||||
let regExp = /(\S+)/g;
|
||||
let commands = content.match(regExp);
|
||||
if (game.swadeFRContent.commands.processChatCommand(commands, content, msg)) {
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true
|
||||
})
|
||||
|
||||
}
|
||||
constructor() {
|
||||
this.commandsTable = {}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
registerCommand(command) {
|
||||
this._addCommand(this.commandsTable, command.path, '', command);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_addCommand(targetTable, path, fullPath, command) {
|
||||
if (!this._validateCommand(targetTable, path, command)) {
|
||||
return;
|
||||
}
|
||||
const term = path[0];
|
||||
fullPath = fullPath + term + ' '
|
||||
if (path.length == 1) {
|
||||
command.descr = `<strong>${fullPath}</strong>: ${command.descr}`;
|
||||
targetTable[term] = command;
|
||||
}
|
||||
else {
|
||||
if (!targetTable[term]) {
|
||||
targetTable[term] = { subTable: {} };
|
||||
}
|
||||
this._addCommand(targetTable[term].subTable, path.slice(1), fullPath, command)
|
||||
}
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_validateCommand(targetTable, path, command) {
|
||||
if (path.length > 0 && path[0] && command.descr && (path.length != 1 || targetTable[path[0]] == undefined)) {
|
||||
return true;
|
||||
}
|
||||
console.warn("Commande invalide", targetTable, path, command);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
/* -------------------------------------------- */
|
||||
/* Manage chat commands */
|
||||
processChatCommand(commandLine, content = '', msg = {}) {
|
||||
// Setup new message's visibility
|
||||
let rollMode = game.settings.get("core", "rollMode");
|
||||
if (["gmroll", "blindroll"].includes(rollMode)) msg["whisper"] = ChatMessage.getWhisperRecipients("GM");
|
||||
if (rollMode === "blindroll") msg["blind"] = true;
|
||||
msg["type"] = 0;
|
||||
|
||||
let command = commandLine[0].toLowerCase();
|
||||
let params = commandLine.slice(1);
|
||||
|
||||
return this.process(command, params, content, msg);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
process(command, params, content, msg) {
|
||||
return this._processCommand(this.commandsTable, command, params, content, msg);
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
static enableSecret() {
|
||||
game.settings.set("world", "swade-fr-content-hidden-compendiums", true)
|
||||
}
|
||||
/* -------------------------------------------- */
|
||||
static disableSecret() {
|
||||
game.settings.set("world", "swade-fr-content-hidden-compendiums", false)
|
||||
}
|
||||
|
||||
/* -------------------------------------------- */
|
||||
_processCommand(commandsTable, name, params, content = '', msg = {}, path = "") {
|
||||
console.log("===> Processing command")
|
||||
let command = commandsTable[name];
|
||||
path = path + name + " ";
|
||||
if (command && command.subTable) {
|
||||
if (params[0]) {
|
||||
return this._processCommand(command.subTable, params[0], params.slice(1), content, msg, path)
|
||||
}
|
||||
else {
|
||||
this.help(msg, command.subTable);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (command && command.func) {
|
||||
const result = command.func(content, msg, params);
|
||||
if (result == false) {
|
||||
BoLCommands._chatAnswer(msg, command.descr);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
const transFolder = { "Actor": "Acteur", "Edges": "Atouts" }
|
||||
const subFolder = {
|
||||
'Social Edges': 'Atouts sociaux', 'Background Edges': 'Atouts de Background', 'Combat Edges': 'Atouts de combat',
|
||||
'Leadership Edges': 'Atouts de commandement', 'Legendary Edges': 'Atouts légendaires', 'Power Edges': 'Atouts de pouvoir',
|
||||
'Professional Edges': 'Atouts professionnels', 'Weird Edges': 'Atouts étranges', 'Edges': 'Atouts', 'Hindrances': 'Handicaps', 'Skills': 'Compétences',
|
||||
'Equipment': 'Equipement', 'Ammo': 'Munitions', 'Armor': 'Armure', 'Common Gear': 'Matériel commun', 'Modern Firearms': 'Armes à feu modernes',
|
||||
'Personal Weapons': 'Armes', 'Special Weapons': 'Armes spéciales', 'Bullet': 'Balles', 'Cannon': 'Canon', 'Laser Battery': 'Batterie Laser',
|
||||
'Adventuring Gear': 'Matériel d\'aventure', 'Animals and Tack': 'Animaux', 'Clothing': 'Vêtements', 'Computers & Electronics': 'Ordinateurs et Electroniques',
|
||||
'Firearms Accessories': 'Accessoires armes à feu', 'Food': 'Nourriture', 'Personal Defense': 'Auto-défense', 'Futuristic': 'Futuriste',
|
||||
'Medieval & Ancient': 'Médiévale et Antiquité', 'Modern': 'Moderne', 'Shields': 'Boucliers', 'Laser (Futuristic)': 'Laser (Fururiste)',
|
||||
'Machine Guns': 'Mitraillettes', 'Pistols': 'Pistolets', 'Rifles': 'Fusils', 'Submachine Guns': 'Semi-automatiques', 'Cannons': 'Canons',
|
||||
'Catapults': 'Catapultes', 'Flamethrowers': 'Lance-flammes', 'Rocket Launchers & Torpedoes': 'Lance roquettes et torpilles',
|
||||
'Vehicular Weapons': 'Armes de véhicules'
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
// Register world usage statistics
|
||||
function registerUsageCount( registerKey ) {
|
||||
if ( game.user.isGM ) {
|
||||
function registerUsageCount(registerKey) {
|
||||
if (game.user.isGM) {
|
||||
game.settings.register(registerKey, "world-key", {
|
||||
name: "Unique world key",
|
||||
scope: "world",
|
||||
@ -203,9 +321,9 @@ function registerUsageCount( registerKey ) {
|
||||
});
|
||||
|
||||
let worldKey = game.settings.get(registerKey, "world-key")
|
||||
if ( worldKey == undefined || worldKey == "" ) {
|
||||
if (worldKey == undefined || worldKey == "") {
|
||||
worldKey = randomID(32)
|
||||
game.settings.set(registerKey, "world-key", worldKey )
|
||||
game.settings.set(registerKey, "world-key", worldKey)
|
||||
}
|
||||
// Simple API counter
|
||||
let regURL = `https://www.uberwald.me/fvtt_appcount/count.php?name="${registerKey}"&worldKey="${worldKey}"&version="${game.release.generation}.${game.release.build}"&system="${game.system.id}"&systemversion="${game.system.version}"`
|
||||
@ -214,11 +332,56 @@ function registerUsageCount( registerKey ) {
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
async function loadSecretCompendiums() {
|
||||
|
||||
if (game.settings.get("world", "swade-fr-content-hidden-compendiums")) {
|
||||
console.log(">>>>> Load hidden compendiums!")
|
||||
/* Load rules */
|
||||
let urls = ["modules/swade-fr-content/compendiums/swade-core-rules.swade-rules-secret.json"]
|
||||
const [translations] = await Promise.all(
|
||||
[Promise.all(urls.map((url) => fetch(url).then((r) => r.json()).catch(e => { })))]);
|
||||
|
||||
let metadata = game.data.packs.find(p => p.name == "swade-rules")
|
||||
if (metadata) {
|
||||
let translation;
|
||||
translations.forEach(t => {
|
||||
if (t) {
|
||||
translation = t; // the last valid
|
||||
}
|
||||
});
|
||||
if (translation) {
|
||||
let babele = Babele.get()
|
||||
let entry = mergeObject(translation, { collection: metadata.id })
|
||||
babele.translations.push(entry)
|
||||
console.log(">>>>", babele.translations)
|
||||
babele.packs.set(metadata.id, new TranslatedCompendium(metadata, entry))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/************************************************************************************/
|
||||
Hooks.once('ready', () => {
|
||||
|
||||
// add hidden register
|
||||
game.settings.register("world", "swade-fr-content-hidden-compendiums", {
|
||||
name: "Montrer les compendiums cachés",
|
||||
scope: "world",
|
||||
config: false,
|
||||
default: false,
|
||||
type: Boolean,
|
||||
onChange: lang => window.location.reload()
|
||||
})
|
||||
|
||||
SwadeFRContentCommands.init()
|
||||
|
||||
//FolderTranslate.translateFolders()
|
||||
registerUsageCount("swade-fr-content")
|
||||
|
||||
});
|
||||
|
||||
/************************************************************************************/
|
||||
Hooks.once('babele.ready', () => {
|
||||
loadSecretCompendiums()
|
||||
});
|
||||
|
26
tools/convert_rules.lua
Normal file
26
tools/convert_rules.lua
Normal file
@ -0,0 +1,26 @@
|
||||
local jsonList = { 'old-rules.json' }
|
||||
|
||||
package.path = package.path .. ";luajson/?.lua"
|
||||
local JSON = require'json'
|
||||
|
||||
for _, jsonFile in pairs(jsonList) do
|
||||
local f= io.open(jsonFile, "r")
|
||||
local jsonIn = f:read("*a")
|
||||
f:close()
|
||||
|
||||
local output = {}
|
||||
local jsonInData = JSON.decode(jsonIn)
|
||||
for index, entry in pairs(jsonInData.entries) do
|
||||
output[entry.id] = {
|
||||
name = entry.name,
|
||||
text = entry.description
|
||||
}
|
||||
end
|
||||
|
||||
local jsonOut = JSON.encode( output )
|
||||
f= io.open("new-rules.json", "w+")
|
||||
f:write(jsonOut)
|
||||
f:close()
|
||||
|
||||
end
|
||||
|
Loading…
Reference in New Issue
Block a user