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40k RPG Macro's

I have made several macro's and put them on the wiki. <a href="https://wiki.roll20.net/Dark_Heresy_2nd_Edition" rel="nofollow">https://wiki.roll20.net/Dark_Heresy_2nd_Edition</a> They should work with Black Crusade, Only War, and Dark Heresy 2nd Edition. I cannot think of any other macro's to make, if you have any suggestions or feedback feel free to comment.
can you make Warhammer fantasy RPG (fantasy flight version) macros? the dice roller would be super sweet
Added a macro for semi- and full-auto or scatter weapons from my campaign. Unfortunately it has to be redone for each weapon with the damage it does.
1406776734

Edited 1406780735
Samuel L.
Sheet Author
Robert said: Added a macro for semi- and full-auto or scatter weapons from my campaign. Unfortunately it has to be redone for each weapon with the damage it does. I dont think it will work well since you cant easily calculate soak, you cannot just go Hits*Soak because that may give you negative numbers, so you are still going in and calculating how much damage each shot did within the [[Macro]]. I dont think this will work well. It also wont work with scatter since you only get +3 damage and +10 to hit now. I have been trying to find a way to calculate thses but without api nothing seems to work. Here is the solution, <a href="https://app.roll20.net/forum/post/1053114/macro-cr" rel="nofollow">https://app.roll20.net/forum/post/1053114/macro-cr</a>... Get roll20 to implement that and we will be golden.
1406805597

Edited 1406805746
the soak calculation is easy enough, you just add mod to any the dice rolls, unless i remember the rules wrong. so (4+7)+4*2 is just 8 and 11, not exactly difficult in and of itself as the macro is just meant to speed up play. it also seems that we have different versions of the rulebook, most likely me not being up to date. i also want to ask you to try something, if i understand it correctly it should solve the problem, i copied it off the wiki: {3d20+5}&gt;21f&lt;10 - Roll 3 d20's, for each roll add 5 and then count a success for each result of 21 or more and count a failure for each result of 10 or less. so {3d20+5} should roll (1d20+5) 3 separete times and give the resoults of each right? unfortunately i haven't been able to get it to work, perhaps there are subscriber only commands? here's the link to it <a href="https://wiki.roll20.net/Dice_Reference#Failures_.28B.2CF.29_-_fCP_2" rel="nofollow">https://wiki.roll20.net/Dice_Reference#Failures_.28B.2CF.29_-_fCP_2</a>
1406826064

Edited 1406827428
Samuel L.
Sheet Author
The failure system only calculates success or failures it does not show you the final numbers; for many games, like shadowrun, you only need to know the number of successes not the finial roll number. Once again the issue with your macro is that it is harder to translate EX: /me deals [[(1*?{Hits|2})d10+{4*?{Hits|2}})]] damage. =(5+8)+(4*2) =21 So that would be 7, 10. My issue is that you have to do the math manualy, at that point there is no purpose to having the 4*2 . Since the total number is irrelavent. And you cannot just go -(8*2) for the soak since the total of 7 would give you a -1 from the total damage. It would only work if you know the enemy cannot soak your minimum amount of damage. Also I am using the Dark Heresy 2nd edition 2.0. Version 1.0 is only 33-34mb, and has no wound system, version 2.0 is basicly Only War. This is only a simple example but if you are using larger more complex guns, at that point it would be better just to either A: Spam a single attack that calulated everything or B: Simply roll your number of hits Xd10.
1406827852
The Aaron
Roll20 Production Team
API Scripter
I'd love to try and help with your macros, but I have zero knowledge of the game mechanics and can't follow what the problem is. If you could explain it a bit more thoroughly, there might be people that could figure out what you need.
Aaron said: I'd love to try and help with your macros, but I have zero knowledge of the game mechanics and can't follow what the problem is. If you could explain it a bit more thoroughly, there might be people that could figure out what you need. Ok Aaron let me explain the basics, the 40k Rpgs use a percentile system, so to succeed on a test you have to hit equal or under your characters characteristic in percentile EX: Ballistic Skill = 40 1d100 = 41 = Failure 1d100 = 39 = Success Simple. For weapons they each deal Xd10/XD5 Damage plus modifiers. EX: Las Pistol Damage(1d10+2) So If I were to hit someone I would deal them somewhere between 3 and 12 damage. Now that I have hit them they automatically ignore (Soak) a set amount of damage based on their Armour+ToughnessBonus (TB) . The ToughnessBonus is simply the first number of there characteristic Toughness (EX:42 TB = 4) So if a person where to have 4 armour and 42 Toughness there total Soak would be 8 . Now most guns have multiple rates of fire, such as semi-auto and automatic. If A gun where to have a rate of fire for automatic of 10, he could in theory hit someone 10 times in one attack. If he were to deal 1d10+2 for each attack, each attack would have to be calculated against the persons soak individually. EX: 1d10+2= 6 - 8(Soak) = -2 damage (WRONG) 1d10+2= 6 - 8(Soak) = 0 damage 1d10+2= 9 - 8(Soak) = 1 damage 1d10+2= 12 - 8(Soak) = 4 damage Etc... With the Macro above there is no way to calculate soak easily, and it takes into account to +X damage on each attack but does not show the addition for each dice roll, it only shows it for the total calculation. Which you cannot use for calculating soak since you cannot simply do Hits*Soak because it may give you negative numbers against each hit.
1406883009

Edited 1406883708
Gauss
Forum Champion
So based on your explanation: To hit: 1d100&lt;Ballistic Skill Damage: 1d10+2 - armor - floor(Toughness/10) Now, to deal with the negative damage we can do the following: Damage: /roll {(1d10+2-armor-floor(toughness/10)), 0d0}kh1 I wrote this out in basic english rather than include Attributes (I don't know what attributes you are using) but this should be clear enough to modify to suit your needs. The floor(toughness/10) portion will give you the first digit of Toughness which, according to what you wrote, is your ToughnessBonus. The kh1 allows you to keep the damage if it is greater than zero and ignore it if it is less than zero. Regarding automating multiple damage rolls (Xd10) there is no way to do that in the (simple) setup above without using the API. However, what you could do is put in a bunch of those in a row (using inline rolls) and then use a calculation to ignore hits that did not happen. Here is the calculation: ceil((?{hits|0}- 0 )/10) The bolded number should be increased by one for every additional attack. Example, the second attack should read 1, the third attack read 2, fourth attack read 3...etc. Example: /roll [[ ceil((?{hits|0}- 0 )/10)* ({(1d10+2-armor-floor(toughness/10)), 0d0}kh1) ]] + [[ ceil((?{hits|0}-1)/10)* ({(1d10+2-armor-floor(toughness/10)), 0d0}kh1) ]] +[[ ceil((?{hits|0}- 2 )/10)* ({(1d10+2-armor-floor(toughness/10)), 0d0}kh1) ]] +[[ ceil((?{hits|0}- 3 )/10) *({(1d10+2-armor-floor(toughness/10)), 0d0}kh1) ]] ........ When you select the number of hits all attacks that are above that number will read zero. If I have misunderstood what you need or you need further help with this let me know.
1406931523

Edited 1406931937
Samuel L.
Sheet Author
Yes that would work for the Gm, not for the players since the players wont know what the enemies Toughness and Armour are. What we need is a system that spits out each individial roll + modifiers. (1d10+2), (1d10+2), (1d10+2), (1d10+2), (1d10+2) =4, 6, 7, 9, 12 So the Gm or the players can easily calculate the final damage. But that did give me an idea. [[(1d10+2)]] [[(1d10+2)]] [[(1d10+2)]] Spits out X Y Z I think we were all over thinking this...
1406932109
Gauss
Forum Champion
You do not necessarily need to know what the enemies toughness and armor are if the GM is putting them in the character sheets and you can target the tokens.
Gauss said: You do not necessarily need to know what the enemies toughness and armor are if the GM is putting them in the character sheets and you can target the tokens. And now I feel dumb, I forgot about that.