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Core Systems

John A edited this page Oct 19, 2025 · 1 revision

Overview

Core Systems define the unique CORE Power ability granted to a Frame. Each Frame must have exactly one Core System defined in its core_system field.

Definition

ICoreSystemData: {
  "name": string,
  "description": string,
  "active_name": string,
  "active_effect": string,
  "activation": ActivationType,
  "deactivation"?: ActivationType,
  "use"?: 'Round' | 'Next Round' | 'Scene' | 'Encounter' | 'Mission',
  "active_effects"?: IEffectObject[],
  "active_actions"?: IActionData[],
  "active_bonuses"?: IBonusData[],
  "active_synergies"?: ISynergyData[],
  "passive_name"?: string,
  "passive_effect"?: string,
  "passive_actions"?: IActionData[],
  "passive_bonuses"?: IActionData[],
  "passive_synergies": ISynergyData[],
  "deployables"?: IDeployableData[],
  "counters"?: ICounterData[],
  "integrated"?: string[]
  "special_equipment"?: string[]
  "tags"?: ITagData[]
}

Required Fields

name

The name of the CORE System.

description

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

active_name

The name of the active effect of the CORE System.

active_effect

The rules text for the active effect of the CORE System. HTML syntax is allowed.

activation

The type of action required to activate the CORE System. This must be one of Free, Protocol, Quick, Full, Reaction, Quick Tech, Full Tech, or Invade.

Optional Fields

deactivation

The type of action required to deactivate the CORE System. This must be one of Free, Protocol, Quick, Full, Reaction, Quick Tech, Full Tech, or Invade. If omitted, the CORE System remains active until the use condition is met (see below) or the mission ends.

use

Specifies how long the CORE System remains active after being activated. This must be one of Round, Next Round, Scene, Encounter, or Mission. If omitted, the CORE System remains active for the remainder of the mission or until deactivated (see above), whichever comes first.

active_effects

An array of Effect Objects that will be added to the parent Mech's stack when the Core Power is activated. See Effect Objects

active_actions

An array of Action Data that will be added to the parent Mech's action list when the Core Power is activated. See ItemActionData

active_bonuses

An array of Bonus Data that will be added to the parent Mech's bonus list when the Core Power is activated. See ItemBonusData

active_synergies

An array of Synergy Data that will be added to the parent Mech's synergy list when the Core Power is activated. See ItemSynergyData

passive_name

The name of the passive effect of the CORE System, if any.

passive_effect

The rules text for the passive effect of the CORE System, if any. HTML syntax is allowed.

passive_actions

An array of Actions that will be added to the parent Mech. These actions are always available. See ItemActionData

passive_bonuses

An array of Bonuses that will be added to the parent Mech. These bonuses are always active. See ItemBonusData

passive_synergies

An array of Synergies that will be added to the parent Mech. These synergies are always active. See ItemSynergyData

deployables

An array of Deployable data that will be usable from the Core System panel UI. See ItemDeployableData

counters

An array of Counter data that will be added to the parent Mech. These are always present. See ItemCounterData

integrated

An array of integrated Mech Equipment IDs. This is not dependent on activation state; integrated equipment is always considered installed.

special_equipment

An array of special equipment Mech Equipment IDs. This is not dependent on activation state; special equipment is always considered installed.

tags

An array of Tag data specific to the Core System. See Tag Data

Examples

from lancer-data/lib/frames.json

"core_system": {
  "name": "Cloudscout TACSIM Swarms",
  "description": "Cloudscout TACSIM Swarms are packets of networked microsensors, launched in nonlethal mortar canisters that detonate high above the battlefield. Once seeded, the swarm generates a TACSIM program that begins to run brevity cycles: tight, contained simulations of tactical possibility. Probability results are then fed to the Swallowtail’s choir processors, which in turn feed it to the pilot and networked squad members, ensuring a high probability of successful outcomes.",
  "active_name": "Prophetic Interjection",
  "active_effect": "Gain the Tactical Simulation reaction for the rest of the scene.",
  "active_actions": [
    {
      "name": "Tactical Simulation",
      "activation": "Reaction",
      "frequency": "1/round",
      "trigger": "An allied character in line of sight takes damage from another character in line of sight.",
      "detail": "Effect: Roll 1d6. On 4+, the attack was actually a simulation predicted by your processor - your ally gains Resistance to all damage dealt by the attack and may teleport up to 3 spaces, representing their “true” location. On 3 or less, there’s a glitch – your allied doesn’t gain Resistance, but can teleport up to 6 spaces.",
      "add_resist": [{ "resist": "all" }]
    }
  ],
  "use": "Encounter",
  "activation": "Protocol"
},

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