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Systems

John A edited this page Oct 19, 2025 · 3 revisions

Systems

Systems are installed into the Systems block of Mechs and represent any mech equipment that is not a weapon.

Definition

systems.json

  {
    "id": string,
    "name": string,
    "source": string,
    "license": string,
    "license_id": string,
    "license_level": number,
    "type"?: SystemType
    "effect"?: string,
    "description"?: string,
    "sp"?: number,
    "tags"?: ITagData[],
    "actions"?: IActionData[],
    "bonuses"?: IBonusData[],
    "no_bonus"?: boolean,
    "synergies"?: ISynergyData[],
    "no_synergy"?: boolean,
    "deployables"?: IDeployableData[],
    "counters"?: ICounterData[],
    "integrated"?: string[]
    "special_equipment"?: string[]
    "active_effects"?: IEffectObject[]
  },

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. This field is not required if the item is included in a License Collection.

license

The license field is the display name of the item's containing license. Usually this is the name of the Frame in the license. This field is not required if the item is included in a License Collection.

license_id

The license_id field must match a Frame ID. This field is not required if the item is included in a License Collection.

license_level

The license_level represents the license level of at which the equipment is unlocked for use. This is a value from 0-3, with 0 being available to all PCs at LL0.

Optional Fields

type

Must be a string of one of the following values: "AI", "Deployable", "Drone", "Flight System", "Shield", "System", or "Tech".

If omitted, the system is given the type "System".

effect

Rules text. HTML syntax is allowed.

description

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

sp

System Point cost. Must be an integer. Defaults to 0.

tags

See Tags

actions

See ItemActionData

bonuses

See ItemBonusData

no_bonus

Prevent this weapon from registering or being affected by Bonuses. This defaults to false.

synergies

See ItemSynergyData

no_synergy

Prevent this weapon from being marked by, or contributing to, Synergies. This defaults to false.

deployables

See ItemDeployableData

counters

See ItemCounterData

integrated

An array of 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 equipment 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 An array of integrated 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.

active_effects

See Effect Objects. These effects will be applied to the mech when the system is installed and are not dependent on system activation.

Example

from lancer-data/lib/systems.json

 {
  "id": "ms_hunter_lock",
  "name": "Hunter Lock",
  "sp": 2,
  "tags": [
    {
      "id": "tg_unique"
    }
  ],
  "source": "HORUS",
  "license": "Pegasus",
  "license_level": 1,
  "actions": [
    {
      "activation": "Quick",
      "detail": "Choose a character within Sensors: for the rest of the scene, your first successful ranged or melee attack against them each round deals +3 bonus damage. You cannot choose a new target until your current target is destroyed or the scene ends.",
      "add_special": [
        {
          "attribute": "Hunter Lock Target",
          "detail": "The Pegasus's first successful ranged or melee attack against you each round deals +3 bonus damage."
        }
      ]
    }
  ],
  "description": "“A mind’s first charge is to never lose sight of her enemy. When she can affix them in her eye, she can kill them with a blink.”<ul><li>Excerpt from the Boundary Codex.</li></ul>",
  "license_id": "mf_pegasus"
},

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