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Reserves

John A edited this page Oct 19, 2025 · 4 revisions

Overview

Adds additional Reserve selections in the Compendium (under "Reserves") and in the "Reserves and Bonuses" selector on the Pilot Narrative Profile. These must be stored under a file named reserves.json that contains a single array of reserve data objects.

A character with a reserve will always have its associated action/bonus/synergy/deployable/counter available until the player manually disables (marks "Used") or deletes the reserve item. If the reserve is marked with consumable, the reserve will be automatically disabled when any of the associated actions or deployables are used in the Active Mode.

Definition

reserves.json

IReserveData: {
  "id": string,
  "name": string,
  "type": "Mech" | "Tactical" | "Resource" | "Bonus",
  "label"?: string,
  "description"?: string,
  "consumable"?: boolean
  "actions"?: IActionData[],
  "bonuses"?: IBonusData[]
  "synergies"?: ISynergyData[]
  "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.

type

Dictates an item's tab group in the UI. No mechanical effect. Must be a string of Mech, Tactical, Resource, or Bonus

Optional Fields

label

Alternate label for the text field in the Reserve item UI. Defaults to item name.

description

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

consumable

If consumable is marked as true, the reserve will need to be used in order to activate any associated actions, bonuses, synergies, deployables, or counters. Once used, the reserve will be marked as "Used" in the UI and the associated items will be disabled until the player manually re-enables the reserve. This field defaults to false.

actions

See ItemActionData

bonuses

See ItemBonusData

synergies

See ItemSynergyData

deployables

See ItemDeployableData

counters

See ItemCounterData

integrated

See ItemIntegratedData

special_equipment

See ItemSpecialEquipmentData

active_effects

See Effect Objects

Examples

from lancer-data/lib/reserves.json

  {
    "id": "reserve_knowledge",
    "name": "Knowledge",
    "type": "Resource",
    "label": "Subject",
    "description": "An understanding of local history, customs, culture, or etiquette."
  },

from lancer-data/lib/reserves.json

  {
    "id": "reserve_bombardment",
    "name": "Bombardment",
    "type": "Tactical",
    "label": "Resource",
    "description": "The ability to call in artillery or orbital bombardment once during mech combat (full action, RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage).",
    "actions": [
      {
        "name": "Bombardment",
        "activation": "Full",
        "detail": "Call in artillery or orbital bombardment:<br>RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage",
        "range": [
          {
            "type": "Range",
            "val": 30
          },
          {
            "type": "Blast",
            "val": 2
          }
        ],
        "damage": [
          {
            "type": "Explosive",
            "val": "3d6",
            "aoe": true
          }
        ]
      }
    ]
  },

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