diff --git a/GURPS/translations/en.json b/GURPS/translations/en.json
index 95fa6d2f80..f420216f07 100644
--- a/GURPS/translations/en.json
+++ b/GURPS/translations/en.json
@@ -77,14 +77,14 @@
"aiming-stats-label": "Aiming Stats",
"targeting-systems-title": "Targeting Systems",
"abbreviation-accuracy-label": "Acc",
- "accuracy-tooltip": "Accuracy B260. Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B354.",
+ "accuracy-tooltip": "Accuracy B260. Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B364.",
"accuracy-bonus-tooltip": "Accuracy",
"elevation-label": "Elevation",
"ranged-elevation-label": "Elevation. If you're above the target, enter a positive number of hexes. If you're below the target, enter a negative number of hexes. See B407.",
"range-speed-label": "Range/Speed",
"range-speed-tooltip": "Enter the range of target and factor in relative speed if target crosses path of shooter. See B372.",
"aim-bonus-label": "Aim Bonus",
- "aiming-bonus-tooltip": "Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B354. The sum of Acc and all extra aimed-fire bonuses can never exceed twice the base Acc of the attack, see Accuracy and Aimed Fire B372.",
+ "aiming-bonus-tooltip": "Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy, see Aim B364. The sum of Acc and all extra aimed-fire bonuses can never exceed twice the base Acc of the attack, see Accuracy and Aimed Fire B372.",
"abbreviation-rate-of-fire-label": "RoF",
"rate-of-fire-tooltip": "Rate of Fire
The maximum number of shots that can be fired in
one turn (by a regular person).
The minimum number of shots is 1.
Note: To view the Shots Fired popup box, please enter an integer of 2 or highter.
!: minimum RoF is 1/4 of the maximum, rounded up.
mxn: fires the first number of shots, which each then
split into the second number (eg. shotguns)
Jet: shoots a continuous stream of fluid. See page 106.",
"shots-fired-label": "Fired",
@@ -439,6 +439,10 @@
"tab-inventory": "Inventory",
"tab-grimoire": "Grimoire",
"tab-chase": "Chase",
+ "tab-vehicle": "Vehicle",
+ "tab-locations": "Locations",
+ "tab-crew": "Crew",
+ "tab-loadout": "Loadout",
"tab-updates": "Updates",
"tab-help": "Help",
"gear-tab-label": "Gear Tab",
@@ -902,7 +906,7 @@
"abbreviation-divisor-label": "Div",
"hitlocation-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.",
"abbreviation-disabled-label": "DIS",
- "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
If a single injury meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421",
+ "hitlocation-disabled-tooltip": "Disabled/Crippled Threshold.
If a single injury meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost, except where noted, such as the eyes.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421.",
"wounds-label": "Wounds",
"hitlocation-wounds-tooltip": "Enter individual wounds here, if limb is crippled, bleeding, etc.
Example: -6 pi (major wound), -2 burn.",
"hitlocation-notes-tooltip": "Notes that could apply to the hit location armor, damage, or other effects.",
@@ -947,7 +951,7 @@
"option-power-block-mental": "Power Block - Mental",
"option-other": "Other",
"formula-label": "Formula:",
- "active-defense-formula-tooltip": "Formula is based upon the active defense type.
If Apply Combat Reflexes is checked, a bonus wil be applied to the Formula Level.",
+ "active-defense-formula-tooltip": "Formula is based upon the active defense type.
NOTE: The formula only applies to a linked trait.
If Apply Combat Reflexes is checked, a bonus wil be applied to the Formula Level.",
"formula-as-is-description": "Enter a value or use the linked item value as is.",
"formula-parry-description": "3 + (Skill or DX)/2, rounded down.",
"formula-block-description": "3 + (Shield or Cloak skill)/2, rounded down.",
@@ -2068,5 +2072,142 @@
"calculated-roll-label": "Calculated Roll",
"modify-label": "Modify",
"on-value": "ON",
- "armor-on-toggle-tooltip": "Toggle the layer DR on or off. This will update summary column."
+ "armor-on-toggle-tooltip": "Toggle the layer DR on or off. This will update summary column.",
+ "vehicle-sheet-label": "Vehicle Sheet",
+ "vehicle-sheet-tooltip": "The vehicle sheet based on rules from GURPS Basic 462-470 and Damage to Objects 483.",
+ "vehicle-notes-tooltip": "Enter notes about the vehicle, such as modifiers to Health, Top Speed, and manuevering traits. A good example are vehicle options from GURPS Action 6 Tricked Out Rides.",
+ "vehicle-type-tooltip": "Enter a description for the type of vehicle.
- Ground
- Ground/Road
- Ground/Rail
- Watercraft
- Aircraft
- Spacecraft
- Amphibious
- Etc.
",
+ "vehicle-tech-level-tooltip": "Enter the tech level of the vehicle.",
+ "vehicle-strength-tooltip": "Enter the Strength of the Vehicle. An unpowered vehicle will have a Strength of zero. B462.",
+ "vehicle-hit-points-tooltip": "Enter the hit points of the vehicle. B462.",
+ "vehicle-handling-tooltip": "Vehicle Handling modifies Control Rolls, B466.",
+ "vehicle-stability-rating-tooltip": "Vehicle Stability Rating determines if the failed Control Roll is a minor or major failure, B466.",
+ "vehicle-health-tooltip": "Vehicle's Health. B466. Use the check-boxes to the right to identify fragile features of the vehicle. Unpowered vehicles are Homogenous with HT 12, while machines have HT 10, see Damage to Objects, B483.
Modifiers: - Cheap, temperamental, or poorly maintained, -1 to -3 HT.
- Well-made or rugged, +1 or +2 HT.
- Use the notes box for reasons why HT was modified.
",
+ "machine-option": "Machine (HT 10)",
+ "unpowered-option": "Unpowered (HT 12)",
+ "vehicle-flammable-tooltip": "A flammable vehicle will catch fire if it suffers 3 Hit Points of burning damage. If exposed to a flame that can't do 3 or more hit points, roll 3d6 every 10 seconds, on a 6 or less, the vehicle catches fire. Once on fire, vehicle suffers 1d6-1 burning damage per second. B433.",
+ "vehicle-combustible-tooltip": "A combustible vehicle would be made of wood or paper. Make a HT roll to avoid catching fire whenever the vehicle suffers a major wound from a burning or explosive attack, on a failure the vehicle catches fire. If the damge is 10+ HP, the vehicle catches fire automatically. Once on fire, the vehicle suffers 1d6-1 bruning per second until extinguished. B136.",
+ "vehicle-explosive-tooltip": "The vehicle contains explosive fuel or ammunition. If the vehicle suffers a major wound from a burning or explosive attack, make a HT roll, on critical failure, the vehicle explodes! The vehicle will also explode on any failed death roll by 3 or more. The explosion is 6d6x(HP/10) crushing explosion. B137.",
+ "abbreviation-acceleration-label": "Accel",
+ "top-label": "Top",
+ "vehicle-top-tooltip": "Enter the top speed of the vehicle. B463.",
+ "abbreviation-loaded-weight-label": "Lwt",
+ "vehicle-loaded-weight-tooltip": "Enter the vehicle's loaded weight, in tons, of the vehicle. This is the maximum payload and a full load of fuel. B463.",
+ "vehicle-load-tooltip": "The weight, in tons, of occupants and cargo the vehicle can carry, including the operator. B463.",
+ "abbreviation-capacity-label": "Cap",
+ "vehicle-cargo-capacity-tooltip": "Vehicle's cargo capacity, uses the formula of Load subtract weight of occupants, where each person is .1 tons. B463.",
+ "curb-label": "Curb",
+ "vehicle-curb-weight-tooltip": "Vehicle's curb weight (with fuel but no other payload), which is Loaded Weight minus Load. B463.",
+ "vehicle-size-modifier-tooltip": "Vehicle's size modifier, B463. Will automatically be applied to the To Hit Modifier for each Hit Location.",
+ "crew-label": "Crew",
+ "vehicle-crew-tooltip": "Enter the number of crew members needed to operate the vehicle. B463.",
+ "passengers-label": "Passengers",
+ "vehicle-passengers-tooltip": "Enter the number of passengers, non-essential crew members, the vehicle can carry. B463.",
+ "a-indicator-long-term-label": "A: Long-term",
+ "vehicle-long-term-tooltip": "The letter \"A\" indicates the vehicle is built for long-term accommodation, with room to sleep, cook, etc. B463.",
+ "p-indicator-pressure-support-label": "P: Pressure Support",
+ "vehicle-pressure-support-tooltip": "The letter \"P\" indicates the vehicle is built to support pressure (B77), such as a submarine or spacecraft. B463.",
+ "s-indicator-sealed-label": "S: Sealed",
+ "vehicle-sealed-tooltip": "The letter \"S\" indicates the vehicle is sealed (B82) against the environment, such as a spacecraft or submarine. B463.",
+ "p-indicator-vacuum-support-label": "P: Vacuum Support",
+ "vehicle-vacuum-support-tooltip": "The letter \"P\" indicates the vehicle has vacuum support (B96), such as a spacecraft. B463.",
+ "vehicle-damage-resistance-tooltip": "Vehicle's Damage Resistance, this can be used as a reference when building hit locations. B463.",
+ "vehicle-range-tooltip": "The travel distance before the vehicle runs of out fuel or provisions. B463.",
+ "cruise-percent-label": "Cruise %",
+ "vehicle-cruise-percent-tooltip": "Enter a percentage to calculate the vehicle's Cruising speed, which is typically about 60 to 70 percent of the top speed. B463.",
+ "cruising-label": "Cruising",
+ "vehicle-cruising-speed-tooltip": "The vehicle cruising speed, which is Top Speed times Cruise %. B463.",
+ "abbreviation-endurance-label": "End",
+ "vehicle-endurance-tooltip": "Vehicle's endurance in hours is the Range divided by Cruising speed. For situations where \"Loiter\" capability matters more than range. Vehicle must carry provisions in order to take advantage of endurance in excess of one day. B463.",
+ "abbreviation-location-label": "Loc",
+ "vehicle-location-tooltip": "Vehicle's hit locations, this can be used to help build the hit locations table. B463. The quantity precedes the abbreviation; e.g., \"3M\" for a three-masted ship.",
+ "vehicle-hit-location-abbreviations-tooltip": "Hit Location Abbreviations. B463.- A: arm
- C: caterpillar tracks
- D: draft animals
- E: exposed rider
- G: large glass windows
- g: small glass windows
- H: helicopter rotors
- L: leg
- M: mast and rigging
- O: open cabin
- R: runners or skids
- r: retractable
- S: large superstructure or gondola
- s: small superstructure
- T: main turret
- t: independent turret
- W: wheel
- Wi: a pair of wings
- X: exposed weapon mount
",
+ "draft-label": "Draft",
+ "vehicle-draft-tooltip": "For a watercraft, the minimum depth of water it can safely operate in. B463.",
+ "stall-label": "Stall",
+ "vehicle-stall-tooltip": "For an aircraft, the minimum speed, in yards/second, it must maint to take off and stay airborne. \"0\" means it can hover. B463.",
+ "light-speed-label": "Light Speed",
+ "vehicle-light-speed-tooltip": "The vehicle is capable of lightspeed. B463.",
+ "abbreviaion-earth-gravities-label": "G",
+ "vehicle-earth-gravities-tooltip": "The vehicle's acceleration due to gravity, in Earth gravities, calculated using vehicle Acceleration divided by 10. B463.",
+ "spacecraft-label": "Spacecraft",
+ "vehicle-spacecraft-tooltip": "The vehicle is a spacecraft. B463.",
+ "vehicle-cost-tooltip": "The cost of the vehicle. B463.",
+ "vehicle-acceleration-tooltip": "The vehicle's acceleration, in yards/second. B463.",
+ "maneuvering-label": "Maneuvering",
+ "top-percentage-label": "Top %",
+ "vehicle-top-speed-modification-percent-tooltip": "Enter a percentage to modify the vehicle's top speed.",
+ "abbreviation-location-percentage-label": "Loc %",
+ "vehicle-location-percent-tooltip": "The total modifier based on disabled hit locations.",
+ "fatigued-label": "Fatigued",
+ "vehicle-fatigued-tooltip": "Check this box if the power souce, such as horses, has become fatigued. This will affect the Top Speed.",
+ "vehicle-calculated-top-speed-tooltip": "The calculated top speed of the vehicle.",
+ "vehicle-maneuvering-status-interface-label": "Vehicle Maneuvering and Status Interface",
+ "vehicle-health-roll-tooltip": "Vehicle Health Roll. - If suffering a Major Wound.
- To avoid catching fire, exploding, etc.
- When reduced to zero or less HP.
- Being used if HP is less than zero.
- If -1xHP or -5xHP, HT Roll to avoid being destroyed.
",
+ "abbreviation-hit-points-scale-label": "HP Scale",
+ "vehicle-hit-points-scale-tooltip": "The scale of the vehicle's hit points. B470. This will update the Hit Points to the right and the hit location armor.",
+ "vehicle-current-hit-points-tooltip": "The current and maximum hit points of the vehicle.",
+ "vehicle-major-wound-tooltip": "Major Wound threshold of the vehicle. If the vehicle suffers a major wound, GM may call for a HT roll. On a failure, one or more systems fail. B484.",
+ "vehicle-current-velocity-tooltip": "The vehicle's current velocity.",
+ "altitude-label": "Altitude",
+ "vehicle-current-altitude-tooltip": "The vehicle's current altitude.",
+ "depth-label": "Depth",
+ "vehicle-current-depth-tooltip": "The vehicle's current depth.",
+ "hit-point-effects-label": "HP Effects",
+ "vehicle-hit-point-effects-tooltip": "Effects of the vehicle's hit points.",
+ "option-normal": "Normal",
+ "option-decade-scale": "Decade Scale",
+ "option-century-scale": "Century Scale",
+ "vehicle-location-notes-tooltip": "Enter notes about the vehicle's hit locations.",
+ "sync-hp-label": "Sync HP",
+ "vehicle-sync-hp-tooltip": "Check to sync the hit points with the vehicle's hit locations.",
+ "reset-hp-label": "Reset HP",
+ "option-automobile": "Automobile",
+ "option-aircraft": "Aircraft",
+ "option-row-boat": "Row Boat",
+ "option-speed-boat": "Speed Boat",
+ "option-sailboat": "Sailboat",
+ "option-submarine": "Submarine",
+ "option-hovercraft": "Hovercraft",
+ "option-motorcycle": "Motorcycle",
+ "option-biplane": "Biplane",
+ "option-monoplane": "Monoplane",
+ "option-helicopter": "Helicopter",
+ "option-tank": "Tank",
+ "vehicle-hit-location-tooltip": "Hit location name",
+ "vehicle-hit-location-modifier-tooltip": "To Hit modifier for the location.",
+ "to-hit-label": "To Hit",
+ "vehicle-hit-location-to-hit-tooltip": "The final To Hit modifier for the location, adds the Vehicle Size Modifier and the To Hit Modifier for the location.",
+ "vehicle-hit-location-defense-bonus-tooltip": "The Defense Bonus for the location.",
+ "vehicle-hit-location-damage-tooltip": "Enter the amount of damage this location has taken.
NOTE: If you want this column to affect the current Vehicle Hit Points,
click the checkbox for Sync HP.",
+ "vehicle-hit-location-divisor-tooltip": "Hit Point Divisor. If the number is 2 or higher, that means the location can be disabled and a value will be updated in the next column. See B421.",
+ "vehicle-hit-location-disabled-tooltip": "Disabled/Crippled Threshold.
If a single attack meets or exceeds this value, the extremity or structure is disabled.
NOTE: In most cases, if disabled/crippled in one injury, the excess damage is lost.
Dismemberment: If injury is twice the threshold, then extremity is destroyed. Cutting or Explosion will sever the limb.
See B421.",
+ "leak-label": "Leak",
+ "vehicle-hit-location-leak-tooltip": "Check if the location has a leak.",
+ "fire-label": "Fire",
+ "vehicle-hit-location-fire-tooltip": "Check if the location is on fire.",
+ "speed-percentage-label": "Speed %",
+ "vehicle-hit-location-reduced-tooltip": "Enter the percentage of change to the top speed when the location is disabled. This will automatically update the top speed. For example, if you enter 25, the top speed will be reduced by 25%. The total percentage can't exceed 100%.",
+ "vehicle-hit-location-damage-resistance-tooltip": "Enter the Damage Resistance for this hit location. Use the Notes text box to keep track of the original DR if armor is damaged.",
+ "scaled-label": "Scaled",
+ "vehicle-hit-location-scaled-tooltip": "The scaled value of the hit location's damage resistance. Will automatically update when the scale is selected.",
+ "hitlocation-hits-tooltip": "Enter individual hits here, if limb is crippled, burning, etc.
Example: -6 pi (major wound), -2 burn.",
+ "vehicle-crew-notes-tooltip": "Enter notes about the vehicle's crew.",
+ "vehicle-crew-name-tooltip": "Enter the name of the crew member.",
+ "role-label": "Role",
+ "vehicle-crew-role-tooltip": "Enter the role of the crew member.",
+ "vehicle-crew-location-tooltip": "Enter the location of the crew member.",
+ "abbreviation-fatigued-label": "Fat",
+ "vehicle-crew-fatigued-tooltip": "Check if the crew member is fatigued.",
+ "vehicle-crew-weight-tooltip": "Enter the weight of the crew member.",
+ "vehicle-crew-on-tooltip": "Check if the crew member is on or in the vehicle. If checked, the crew member weight will be added to the total weight of the crew.",
+ "vehicle-crew-skill-name-tooltip": "Enter the name of the skill that will be used for the roll, use a skill that is appropriate for the crew member's role on the vehicle. For example, if the person is a driver, enter Driving (automobile) as the skill name.",
+ "vehicle-crew-base-skill-level-tooltip": "Enter the base skill level of the crew member.",
+ "vehicle-crew-skill-modifier-tooltip": "Enter an optional long term skill modifier, this will be applied to the base skill level.",
+ "vehicle-crew-final-skill-level-tooltip": "The final skill level of the crew member that will be used for the roll.",
+ "control-label": "Control",
+ "vehicle-crew-control-roll-tooltip": "If checked, the skill roll is a vehicle control roll, the results will updated to reflect the roll type.",
+ "crew-member-notes-tooltip": "Enter notes about the crew member.",
+ "abbreviation-fatigued-current-max-label": "FP (Current/Max)",
+ "vehicle-loadout-notes-tooltip": "Enter notes about the vehicle's loadout."
}
\ No newline at end of file