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

Tables

tables.json contains an array of rollable table data. These are available for use in Active Mode by players and GMs via the Roll Table tool.

Definition

tables.json

IRollableTableData: {
  "id": string,
  "name": string,
  "description": string,
  "die": number,
  "results": IRollableTableResultData[]
  "mult"?: number,
}

Required Fields

id

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

name

The display name of the table.

description

Rules text for the table. HTML syntax is allowed.

die

The die type used for rolls on this table. May be any integer, but must correspond to ranges defined in the results array. Die rolls outside of the defined ranges will throw an error.

results

An array of result objects defining the possible outcomes of a roll on this table in the following structure:

IRollableTableResultData: {
  "min": number,
  "max": number,
  "title": string
  "result": string
}

min

The minimum die roll (inclusive) for this result. Use the value -1 for "Multiple 1s".

max

The maximum die roll (inclusive) for this result. Use the value -1 for "Multiple 1s".

title

The title of this result, shown in the roll result header.

result

The result text for this outcome. HTML syntax is allowed.

Optional Fields

mult

The number of times to roll on this table when used. Defaults to 1 if not present.

Example

from lancer-data/lib/tables.json

{
  "id": "core-structure-damage",
  "title": "Structure Damage",
  "description": "When a mech is reduced to 0 HP and takes structure damage, its player (or the GM) makes a structure damage check. This represents the results of unusually powerful or accurate hits, which can disable a mech rapidly if not dealt with.<br/>To make a structure damage check, roll 1d6 per point of structure damage marked, including the structure damage that has just been taken. Choose the lowest result and check the structure damage chart to determine the outcome. Rolling multiple 1s has particularly catastrophic consequences.",
  "die": 6,
  "results": [
    {
      "min": 5,
      "max": 6,
      "title": "Glancing Blow",
      "result": "Emergency systems kick in and stabilize your mech, but it’s IMPAIRED until the end of your next turn."
    },
    {
      "min": 2,
      "max": 4,
      "title": "System Trauma",
      "result": "Parts of your mech are torn off by the damage. Roll 1d6. On a 1–3, all weapons on one mount of your choice are destroyed; on a 4–6, a system of your choice is destroyed. LIMITED systems and weapons that are out of charges are not valid choices. If there are no valid choices remaining, it becomes the other result. If there are no valid systems or weapons remaining, this result becomes a DIRECT HIT instead."
    },
    {
      "min": 1,
      "max": 1,
      "title": "Direct Hit",
      "result": "The result depends on your mech’s remaining STRUCTURE:<br>3+ STRUCTURE: Your mech is STUNNED until the end of your next turn.<br>2 STRUCTURE: Roll a HULL check. On a success, your mech is STUNNED until the end of your next turn. On a failure, your mech is destroyed.<br>1 STRUCTURE: Your mech is destroyed."
    },
    {
      "min": -1,
      "max": -1,
      "title": "Catastrophic Damage",
      "result": "Choose one of the following effects:<br/>- Your mech is STUNNED until the end of your next turn, and one of your mech’s systems is DISABLED until the end of your next turn.<br/>- You take 3 additional structure damage."
    }
  ]
},

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