diff --git a/lang/en.json b/lang/en.json
index 01f1d1a..6844ea2 100644
--- a/lang/en.json
+++ b/lang/en.json
@@ -7,7 +7,7 @@
"BITD.Vice": "Vice",
"BITD.Class": "Class",
"BITD.Stress": "Stress",
- "BITD.Alias": "Alias",
+ "BITD.Alias": "Callsign",
"BITD.Designation": "Designation",
"BITD.Look": "Colors/Look",
"BITD.System": "System",
@@ -36,7 +36,7 @@
"BITD.Adversaries": "Adversaries",
"BITD.Enemies": "Enemies",
"BITD.AtWar": "At War!",
- "BITD.Trauma": "Trauma",
+ "BITD.Trauma": "Scar",
"BITD.TraumaCold": "Cold",
"BITD.TraumaHaunted": "Haunted",
"BITD.TraumaObsessed": "Obsessed",
@@ -47,7 +47,7 @@
"BITD.TraumaVicious": "Vicious",
"BITD.Harm": "Harm",
"BITD.Healing": "Healing",
- "BITD.Armor": "Armor",
+ "BITD.Armor": "Armour",
"BITD.NeedHelp": "Need Help",
"BITD.Light": "Light",
"BITD.Normal": "Normal",
@@ -57,8 +57,8 @@
"BITD.Description": "Description",
"BITD.Loadout": "Loadout",
"BITD.Load": "Load",
- "BITD.CrewType": "Crew Type",
"BITD.CrewTypeBox": "Click to choose a Crew Type",
+ "BITD.CrewType": "Squad Type",
"BITD.FactionType": "Faction Type",
"BITD.Price": "Price",
"BITD.Logic": "Logic",
@@ -67,7 +67,7 @@
"BITD.AbilityClass": "Ability Class",
"BITD.Information": "Information",
"BITD.CohortType": "Cohort Type",
- "BITD.GangType": "Gang Type",
+ "BITD.GangType": "Fireteam Type",
"BITD.ExpertType": "Expert Type",
"BITD.ScaleAndQuality": "Scale and Quality",
"BITD.ChooseOneOrTwoEdges": "Choose one or two edges and an equal number of flaws",
@@ -75,19 +75,21 @@
"BITD.Flaws": "Flaws",
"BITD.Scale": "Scale",
"BITD.Quality": "Quality",
- "BITD.AddAdditionalTypeOfGangText": "You can add an additional type to a gang or expert by spending two crew upgrades.
When a cohort performs actions for which its types apply, it uses its full quality rating. Otherwise, its quality is zero. A given cohort can have up to two types. Some crew upgrades will add the “Elite” feature to a gang, which gives them +1d when they roll for a given Type.",
+ "BITD.AddAdditionalTypeOfGangText": "You can add an additional type to a fireteam or expert by spending two crew upgrades.
When a cohort performs actions for which its types apply, it uses its full quality rating. Otherwise, its quality is zero. A given cohort can have up to two types. Some crew upgrades will add the “Elite” feature to a fireteam, which gives them +1d when they roll for a given Type.",
"BITD.ClassExpClue1": "Every time you roll a desperate action, mark xp in that action's attribute.",
"BITD.ClassExpClue2": "You expressed your beliefs, drives, heritage, or background.",
"BITD.ClassExpClue3": "You struggled with issues from your vice or traumas during the session.",
"BITD.ClassExpClueDescription": "At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.",
"BITD.Turf": "Turf",
"BITD.Turfs": "Turfs",
- "BITD.Lair": "Lair",
- "BITD.Coin": "Coin",
- "BITD.Coins": "Coins",
- "BITD.Stash": "Stash",
- "BITD.CrewReputation": "Crew Reputation",
- "BITD.CrewUpgrades": "Crew Upgrades",
+ "BITD.Lair": "HQ",
+ "BITD.Coin": "Materiel",
+ "BITD.Coins": "Materiel",
+ "BITD.Materiel": "Materiel",
+ "BITD.Personnel": "Personnel",
+ "BITD.Stash": "Supply",
+ "BITD.CrewReputation": "Squad Reputation",
+ "BITD.CrewUpgrades": "Squad Upgrades",
"BITD.Hold": "Hold",
"BITD.Weak": "Weak",
"BITD.Strong": "Strong",
@@ -102,11 +104,32 @@
"BITD.Notes": "Notes",
"BITD.AllItems": "All Items",
"BITD.CrewXP": "Crew XP",
+ "BITD.PlaybookXP": "Playbook XP",
"BITD.CrewExpClue1": "At the end of each session, for each item below, mark 1 xp (or instead mark 2xp if that item occurred multiple times).",
"BITD.SpecialAbilities": "Special Abilities",
- "BITD.Gang": "Gang",
+ "BITD.Drive": "Drive",
+ "BITD.DriveClock1": "Drive Clock 1",
+ "BITD.DriveClock2": "Drive Clock 2",
+
+ "BITD.Connections": "Connections",
+ "BITD.Discoveries": "Discovered Truths",
+
+ "BITD.VehicleName": "Vehicle",
+ "BITD.VehicleModel": "Model",
+ "BITD.VehicleDescrition": "Vehicle Desc",
+ "BITD.VehicleArmour": "Armour",
+ "BITD.VehicleDamage": "Damage",
+ "BITD.VehicleRepair": "Repair",
+ "BITD.VehicleLoadout": "Mech Load",
+ "BITD.VehicleQuirks": "Quirks and breakdown",
+ "BITD.VehicleEnhance": "Enhance",
+ "BITD.VehicleBreakdown": "Breakdown",
+ "BITD.VehicleFaction": "Associated Faction",
+
+ "BITD.Gang": "Fireteam",
"BITD.Expert": "Expert",
+ "BITD.Difficulty": "Difficulty",
"BITD.GangTypeAdepts": "Adepts",
"BITD.GangTypeAdeptsDescription": "Scholars, tinkerers, occultists, and chemists.",
"BITD.GangTypeRooks": "Rooks",
@@ -123,16 +146,16 @@
"BITD.EdgesIndependent": "Independent",
"BITD.EdgesIndependentDescription": "The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.",
"BITD.EdgesLoyal": "Loyal",
- "BITD.EdgesLoyalDescription": "The cohort can't be bribed or turned against you.",
+ "BITD.EdgesLoyalDescription": "The cohort can’t be bribed or turned against you.",
"BITD.EdgesTenacious": "Tenacious",
- "BITD.EdgesTenaciousDescription": "The cohort won't be deterred from a task.",
+ "BITD.EdgesTenaciousDescription": "The cohort won’t be deterred from a task.",
"BITD.FlawsPrincipled": "Principled",
- "BITD.FlawsPrincipledDescription": "The cohort has an ethic or values that it won't betray.",
+ "BITD.FlawsPrincipledDescription": "The cohort has an ethic or values that it won’t betray.",
"BITD.FlawsSavage": "Savage",
"BITD.FlawsSavageDescription": "The cohort is excessively violent and cruel.",
"BITD.FlawsUnreliable": "Unreliable",
- "BITD.FlawsUnreliableDescription": "The cohort isn't always available, due to other obligations, stupefaction from their vices, etc.",
+ "BITD.FlawsUnreliableDescription": "The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.",
"BITD.FlawsWild": "Wild",
"BITD.FlawsWildDescription": "The cohort is drunken, debauched, and loud-mouthed.",
@@ -143,9 +166,9 @@
"BITD.HarmImpaired": "Impaired",
"BITD.HarmImpairedDescription": "The cohort operates with reduced quality (-1d).",
"BITD.HarmBroken": "Broken",
- "BITD.HarmBrokenDescription": "The cohort can't do anything until they recover.",
+ "BITD.HarmBrokenDescription": "The cohort can’t do anything until they recover.",
"BITD.HarmDead": "Dead",
- "BITD.HarmDeadDescription": "The cohort is destroyed. You can spend coin equal to your Tier +2 to restore it, plus two downtime activities to recruit new gang members, or hire a new expert.",
+ "BITD.HarmDeadDescription": "The cohort is destroyed. You can spend coin equal to your Tier +2 to restore it, plus two downtime activities to recruit new fireteam members, or hire a new expert.",
"BITD.Roll": "Roll",
"BITD.RollFailure": "Failure",
@@ -158,11 +181,11 @@
"BITD.RollDoWithIncreasedEffect": "You do it with increased effect.",
"BITD.RollDo": "You do it.",
"BITD.RollPartialSuccessPositionControlled": "You hesitate. Withdraw and try a different approach, or else do it with a minor consequence: a minor complication occurs, you have reduced effect, you suffer lesser harm, you end up in a risky position.",
- "BITD.RollPartialSuccessPositionRisky": "You do it, but there's a consequence: you suffer harm, a complication occurs, you have reduced effect, you end up in a desperate position.",
- "BITD.RollPartialSuccessPosition": "You do it, but there's a consequence: you suffer severe harm, a serious complication occurs, you have reduced effect.",
+ "BITD.RollPartialSuccessPositionRisky": "You do it, but there’s a consequence: you suffer harm, a complication occurs, you have reduced effect, you end up in a desperate position.",
+ "BITD.RollPartialSuccessPosition": "You do it, but there’s a consequence: you suffer severe harm, a serious complication occurs, you have reduced effect.",
"BITD.RollFailurePositionControlled": "You falter. Press on by seizing a risky opportunity, or withdraw and try a different approach.",
- "BITD.RollFailurePositionRisky": "Things go badly. You suffer harm, a complication occurs, you end up in a desperate position, you lose this opportunity.",
- "BITD.RollFailurePositionDesperate": "It's the worst outcome. You suffer severe harm, a serious complication occurs, you lose this opportunity for action.",
+ "BITD.RollFailurePositionRisky": "Things go badly. You suffer harm a complication occurs, you end up in a desperate position, you lose this opportunity.",
+ "BITD.RollFailurePositionDesperate": "It’s the worst outcome. You suffer severe harm, a serious complication occurs, you lose this opportunity for action.",
"BITD.RollResistance": "You reduce or avoid the effects of the consequence (GM chooses).
Suffer {stress} stress.",
"BITD.RollResistanceCritical": "You reduce or avoid the effects of the consequence (GM chooses).
Clear 1 stress.",
@@ -178,22 +201,34 @@
"BITD.SkillsHunt": "Hunt",
"BITD.SkillsStudy": "Study",
"BITD.SkillsSurvey": "Survey",
- "BITD.SkillsTinker": "Tinker",
+ "BITD.SkillsTinker": "Engineer",
"BITD.SkillsProwess": "Prowess",
"BITD.SkillsProwessShort": "Prowess",
"BITD.SkillsFinesse": "Finesse",
"BITD.SkillsProwl": "Prowl",
- "BITD.SkillsSkirmish": "Skirmish",
+ "BITD.SkillsSkirmish": "Struggle",
"BITD.SkillsWreck": "Wreck",
"BITD.SkillsResolve": "Resolve",
"BITD.SkillsResolveShort": "Resolve",
- "BITD.SkillsAttune": "Attune",
+ "BITD.SkillsAttune": "Interface",
"BITD.SkillsCommand": "Command",
"BITD.SkillsConsort": "Consort",
"BITD.SkillsSway": "Sway",
+ "BITD.SkillsExpertise": "Expertise",
+ "BITD.SkillsExpertiseShort": "Expertise",
+ "BITD.SkillsBattle": "Battle",
+ "BITD.SkillsDestroy": "Destroy",
+ "BITD.SkillsManeuver": "Maneuver",
+
+ "BITD.SkillsAcuity": "Acuity",
+ "BITD.SkillsAcuityShort": "Acuity",
+ "BITD.SkillsBombard": "Bombard",
+ "BITD.SkillsManipulate": "Manipulate",
+ "BITD.SkillsScan": "Scan",
+
"BITD.AddAbility": "Add Ability",
"BITD.AddItem": "Add Item",
"BITD.Uses": "No. of Uses",