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Core Bonuses

John A edited this page Oct 19, 2025 · 8 revisions

Overview

Adds additional Core Bonuses for PCs to select on level up. These must be stored under a file named core_bonuses.json that contains a single array of core bonus data objects.

Many Core Bonus effects are hardcoded, which is something to keep in mind when writing LCPs that contain CORE Bonuses with unique mechanics. If the fields above can't mechanically satisfy bonus requirements you should make this explicit in the effect and mounted_effect descriptions.

Definition

core_bonuses.json

ICoreBonusData: {
  "id": string,
  "name": string,
  "source": string,
  "effect": string,
  "description": string,
  "mounted_effect"?: string,
  "active_effects"?: IEffectObject[],
  "actions"?: IActionData[],
  "bonuses"?: IBonusData[]
  "synergies"?: ISynergyData[]
  "deployables"?: IDeployableData[],
  "counters"?: ICounterData[],
  "integrated"?: string[]
  "special_equipment"?: string[]
}

Required Fields

id

Internal identifier. This must be globally unique. See Item ID Guidelines for more information.

name

The display name of the item

source

The source field must match a Manufacturer ID

effect

Rules text. HTML syntax is allowed.

description

Flavor text for Compendium and expanded item cards. HTML syntax is allowed.

Optional Fields

mounted_effect

mounted_effect furnishes the mount prepend panel when a mount-related CORE Bonus is installed.

active_effects

See Effect Objects

actions

See ItemActionData

bonuses

See ItemBonusData

synergies

See ItemSynergyData

deployables

See ItemDeployableData

counters

See ItemCounterData

integrated

An array of integrated Mech Equipment IDs.

Integrated weapons are automatically installed to the frame when their parent item is equipped and cannot be removed or modified by the player unless the parent item is removed. They are not considered to be "mounted" weapons, and do not count against the frame's mount limit.

NB: COMP/CON does not sanity check the integrated weapons against the parent item. Things like recursively referencing an integrated weapon will not be caught and will crash the app.

special_equipment

An array of Mech Equipment IDs.

Unlike integrated items, these are not automatically installed to the frame when their parent item is equipped. Instead, they are made available in the Mech Equipment selector when the parent item is equipped.

Example

from lancer-data/lib/core_bonuses.json

{
  "id": "cb_fomorian_frame",
  "name": "Fomorian Frame",
  "source": "IPS-N",
  "effect": "Increase your mech’s Size by one increment (e.g., from 1/2 to 1, 1 to 2, or 2 to 3) up to a maximum of 3 Size. You can’t be knocked Prone, pulled, or knocked back by smaller characters, regardless of what system or weapon causes the effect.",
  "description": "The Fomorian is an upscaled version of IPS-N’s stock template that has been adapted to meet the needs of long-haul Cosmopolitans looking for enhanced stability and robust impact protection, both micro- and macro-level.",
  "bonuses": [
    {
      "id": "size",
      "val": 1
    }
  ]
}

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