Pack manifest lcp_manifest.json
Dependencies {{ lcp.lcp_manifest.dependencies.length }}
Other packs that must be installed for this one to work. COMP/CON loads dependencies first and refuses to load this pack if one is missing.
Version history {{ lcp.lcp_manifest.version_history.length }}
Contents
Open channels from across the sector. Connecting also switches the editor theme.
establishing carrier...
routing through {{ (networks.find(n => n.id === commsPending) || {}).code }} relay...
▊
Manufacturers manufacturers.json
Define these first — frames, weapons and systems reference a manufacturer by its id via their source field.
Corporations that make frames, weapons and systems. Add these first — everything licensed points back to one by id.
Frames frames.json
Add a manufacturer first — a frame's source must match one.
The chassis a pilot pilots. Each frame is its own license, with weapons and systems unlocked at its ranks.
Weapons weapons.json
Weapons attach to a license — usually a frame. Add a frame first so you can pick its License ID.
Mech weapons, unlocked at a license rank. They attach to a frame’s license.
Systems systems.json
Mech systems — utility gear, drones, shields, tech — unlocked at a license rank.
Weapon Mods mods.json
A mod is a system with extra fields for which weapons it can attach to and what it adds. Added tags / damage / range are applied to the host weapon while the mod is installed.
Attachments that change a host weapon while installed: added tags, damage, range or effects.
CORE Bonuses core_bonuses.json
Many CORE Bonus effects are special-cased in COMP/CON — if the Bonuses builder can't fully express the rule, spell it out in the effect text.
Extra CORE Bonuses pilots can choose at LL0, LL5 and LL10, on top of their frame’s.
Talents talents.json
Every talent has exactly three ranks. Put the mechanical parts of each rank into its Actions / Bonuses / Synergies.
Pilot talents. Each has three ranks; put the mechanics (actions, bonuses, synergies) on the ranks.
Skill Triggers skills.json
Purely narrative — no mechanical fields. family only decides where in the list the skill appears.
Narrative skill triggers — the checks pilots roll out of combat. Purely descriptive, no mechanics.
Backgrounds backgrounds.json
Where a pilot came from before they started piloting. Flavour and a couple of suggested skills.
Reserves reserves.json
Resources a pilot can bank between missions — gear, personnel, favours, extra supplies.
Pilot Gear pilot_gear.json
Pilot weapons, armor and equipment all live in one file, split by type. Pilot-scale — bonuses here apply to the pilot on foot, not the mech.
What the pilot carries on foot: weapons, armour and equipment. Pilot-scale, not mech-scale.
Bonds bonds.json
Karrakin Trade Baronies narrative rules. The Bond UI only appears in COMP/CON if the KTB LCP is installed — add it as a dependency on the Manifest tab.
Bonds (Field Guide to the Karrakin Trade Baronies) — playbooks with questions, powers, ideals and burdens.
NPC Classes npc_classes.json
A class needs its stats and a list of feature ids. Build the features on the NPC Features tab first, then reference them here by id (comma-separated). Stats take a single number, or three comma-separated numbers for tier 1 / 2 / 3.
The core stat block for an NPC type, scaled across the three tiers, plus its base and optional features.
NPC Templates npc_templates.json
Templates (Grunt, Elite, Veteran…) layer features onto any class. "template": true is written automatically.
Modifiers layered onto an NPC class — Elite, Veteran, Ultra and the like.
NPC Features npc_features.json
Traits, systems, reactions, tech and weapons for NPCs. Tie a feature to its class/template with Origin + Base, or list its id under that class's base/optional features.
Traits, systems, reactions, tech and weapons that NPC classes and templates draw from.
Environments environments.json
Battlefield-wide conditions that colour a whole scene — low gravity, dense fog, hard vacuum.
SITREPs sitreps.json
Preset scenarios for the Encounter Builder.
Mission types: the objective, win condition and deployment rules for a combat.
Statuses & Conditions statuses.json
Custom statuses and conditions beyond the core set, with their rules text and an icon.
Rollable Tables tables.json
Dice tables usable from Active Mode's Roll Table tool. Every possible roll on the die must be covered by a result's min–max range. Use min = max = -1 for a "multiple 1s" row.
Weighted result tables you can roll in play or reference from other content.
Name Lists lists.json
Rollable name lists that add options to COMP/CON's pilot / mech creation screens. One entry per line. Only non-empty lists are exported.
Custom Stats custom_stats.json
Experimental in COMP/CON. A custom stat appears on every combat entity that has anything referencing it, and can't be shared across LCPs.
Extra derived stats to track on the mech sheet for a mechanic the core rules don’t cover.
Custom Tags tags.json
Only needed if your equipment uses a tag that isn't in the Lancer core data. The core tags (Accurate, Loading, Reliable X, …) are already in the tag picker on weapons and systems — you don't define those here. Note that a brand-new custom tag id is shown as text everywhere but isn't automated by COMP/CON or Foundry (they only automate a fixed list of known ids).
Display-only labels for your items. COMP/CON shows the text; tags don’t drive automation on their own.
Factions factions.json
Named groups NPCs can belong to — a corpro-state, a pirate fleet, a cult. Referenced by an NPC's faction.
Eidolons eidolons.json
Layered paracausal war-machines. Each layer is peeled as the Eidolon takes damage — give each its own statblock and feature ids (drawn from NPC Features).
Each is a stack of layers, and each layer is its own statblock.
Clearance is stored in this browser only. Revoke it.
PARACAUSAL CONTAINMENT · CLEARANCE OMEGA
There is a room the Division keeps off every map, and in it are drawings of things that should not have survived being drawn. We keep them regardless. Someone always does.
What you are asking to open was not built. It was permitted — drawn up out of the narrow dark between what is true and what is only enforced. It does not answer to range. It does not answer to armour. Given enough sky and enough years, the officers who watch it are no longer certain it answers to us.
So the file was not hidden. It was taken apart. Its key was cut into five and handed to five houses that do not, as a rule, return each other's calls — each piece folded into something their pilots already carry from port to port and never think to guard. No hand holds the whole. That was the design. That is always the design.
If you have walked every band and listened past the weather and the gossip and the requisition forms, you may already know the word each house was given to keep. That is further than most of the people who sealed this ever got.
Speak them — in any order, one at a time — and the shade will let go a finger at a time.
Base Actions actions.json
These define or override entries in the core action list (the panel with Boost, Ram, Grapple…). Use a new id to add one, or an existing core id to replace it.
New entries for the core action list — the always-available actions, not the ones granted by items.
Glossary glossary.json
Term definitions COMP/CON surfaces in its rules glossary and in hover tooltips where the term appears.
Define a keyword or piece of jargon once here and COMP/CON explains it everywhere it's used.
Rules Overrides rules.json
Advanced. Overrides core-rules constants for anyone with this pack installed. Keys must match what COMP/CON expects (e.g. max_pilot_weapons, max_frame_size) — a typo'd key is silently ignored. Numbers and true/false are read as such; anything else stays a string.
Export
Builds a flat .lcp zip: lcp_manifest.json plus one file per non-empty category. Import it into COMP/CON via Content Pack Manager → Install Pack.
- {{ p }} {{ p }}
Contents
- lcp_manifest.json
- {{ c }}.json — {{ lcp[c].length }} item(s)
{{ jsonPreview }}