diff --git a/Cyberrats/Cyberrats.css b/Cyberrats/Cyberrats.css index ce88d9cc60..542a7a245b 100644 --- a/Cyberrats/Cyberrats.css +++ b/Cyberrats/Cyberrats.css @@ -2971,6 +2971,13 @@ body.sheet-darkmode .threatlabel.threat4 { } .armament-divider { + margin: 8px 0; + border: none; + border-top: 1px solid #888; + width: 100%; +} + +.section-divider { margin: 15px 0; border: none; border-top: 5px solid #333; diff --git a/Cyberrats/Cyberrats.html b/Cyberrats/Cyberrats.html index a9120d6253..d79da7f6ac 100644 --- a/Cyberrats/Cyberrats.html +++ b/Cyberrats/Cyberrats.html @@ -478,8 +478,10 @@ +
+

Armaments

You've equipped /3 armaments.
@@ -587,8 +589,10 @@ +
+

Armaments

You've equipped /3 armaments. @@ -2835,7 +2839,7 @@ function getSubRoomDetails(room) { function getMechTug(mechType) { switch(mechType) { case "Beatbox": - return "You can spend Diesel as SP."; + return "You can spend Diesel as SP. Additionally, you have Mixtape. Instead of one loadout, you have an A side and a B side. When you obtain a munition or armament (a \"song\"), choose which side to record it on. You may not repeat munitions or armaments between sides. As an automatic action, you can switch to the opposite loadout. Between missions, you may modify both sides, as long as they never contain duplicates.\r\nUpgrade cost 3, repeatable: Buy a distortion for side A or side B. Each distortion affects every ability on that side. Each side can hold 3 distortions. Distortions may not be repeated between sides."; case "Boomwagon": return "Munition slots in your loadout can hold munitions or armaments. That is, you could have 6 armaments and 0 munitions, instead of the usual limit of 3 of each. Additionally, if you start your turn without any Diesel, you may take an additional action. If you are part of a supermech, the entire supermech must not have diesel. Each of your munitions with the \"blow a fuse\" condition can only activate if you have an unblown fuse to blow."; case "Dynamo": @@ -2843,7 +2847,7 @@ function getMechTug(mechType) { case "The Frog": return "You have a hopper, a big, unfillable void in your gut. As an action, you can attempt to Gobble a close creature smaller than yourself. This is an automatic action if the creature is willing. Gobbled creatures are stored in The Frog's belly and are considered to be carried and isolated from all non-gobbled creatures. They are considered Weakened when harming the frog from the inside. The frog can store a max of [2] creatures. Mechs cannot be stored inside the frog, they are too big. The frog can open its mouth without spending an action, allowing all gobbled creatures out. Gobbled creatures can spend an action to force the pilot to make an Attribute test of their (the gobbled creature's) choice. On a failure, the gobbled creature escapes. There are no other failure or mixed success consequences.\r\nUpgrade cost 2: You may pull a mounted Operative directly into The Frog's belly, dismounting them in the process."; case "The Germinator": - return "At the start of your turn, you may choose another mech at Close range. They gain Cycle: Gain [1] . If you choose the same mech multiple times, this effect stacks."; + return "You have a fertilizer trail, a Close aura. Whenever an ally in your aura would apply Burning, double it. Any enemy that dies in your aura generates 1 fuel drop, in addition to its normal drop.\r\nUpgrade cost 2: You may spend 1 to transform the extra drop to health instead of fuel."; case "Hotbox": return "Hotbox has to constantly monitor Heat. Many of its powers and armaments generate Heat when used. Certain abilities can only be used in specific Heat ranges. General armaments and munitions can be used in any Heat range, and generate 1 Heat. If a pilot exceeds maximum Heat, the mech cannot take any actions.\r\nAny stacks of Burn applied to the mech increase Heat instead of damaging SP."; case "The Juggler": @@ -2862,7 +2866,7 @@ function getMechTug(mechType) { function getMechMshop(mechType) { switch(mechType) { case "Beatbox": - return "You gain Stereo Select. Start each mission modeless and gain Cycle: switch to a new mode. The modes are Volume: All your armaments gain the Arc tag. Bass: All your armaments gain the Shred tag. Treble: Your armaments deal 1 True Harm before other effects. Subs: All of your armaments gain the Slowing keyword. That's right, you must switch modes each round!"; + return "Once per mission, as an automatic action you can remove all negative conditions (including Injured and Disabled) from one mech and its pilot. Restore the target's HP, SP, Biotech, and Diesel to starting values. Can't target a supermech."; case "Boomwagon": return "When you would blow a fuse on one of your armaments for any reason other than this ability, instead mark a 2-clock. When this clock fills, blow a fuse and clear the clock. Supermech armaments aren't yours!"; case "Dynamo": @@ -2870,7 +2874,7 @@ function getMechMshop(mechType) { case "The Frog": return "On your turn, you can spend 2 points of Biotech to apply one of the following effects to all creatures you have Gobbled: Deal 1 True Harm, Recover 1 HP, Recover 1 Biotech. This is not an action."; case "The Germinator": - return "Whenever you restore to yourself or another mech, increase the gained by your lowest Attribute."; + return "Cycle: Generate X Fuel or Health drops, where X is your lowest Attribute."; case "Hotbox": return "On your turn, you may spend 1 fuel to shift up or down one temperature zone. Your Heat changes by the smallest amount necessary to move into the new zone. You may do this as often as you'd like. This is not an action."; case "The Juggler":