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Cyberpunk RED by Roll20

September 11 (1 year ago)

Believability still does not work correctly. You cannot select 1+4 pieces of evidence. The algorithm still does not match the game mechanics. We fussed around for a while tonight but ended up doing it by hand.


Charles C. 
Plus 
October 03 (11 months ago)
Just played a game with a Media, with a Credibility rank 4 Role Ability. He wanted to make an active Believability roll in our game tonight. Game mechanics says with his 4 distinct verifiable pieces of evidence, it should be "two higher".

For Pieces of Evidence, if I selected "One + Four Or More" the "Roll Believability" button just didn't do anything. If I select "Four or more pieces" it works.

If I mouse over the left number, it says I rolled a 1d10 = (4). The mouse over on the right number says Rolling +2 = 2.

But what are we rolling here? The core mechanics says for a rank 4, believability is 3 out of 10 chance the audience buys it. Because it is +2, that means that there is a 5/10 chance the audience buys it.

So rolling a 4 was a failure. Then after the game I rolled again and rolled a 6, and that was also a failure. So are we rolling above or below some requirement? The core book is not clear at all, and it seems like either the 4 or the 6 should have worked (but not both).  I followed that by just rolling a whole bunch of times. getting between 4-9 each time. Eventually I was able to roll a natural 2, and that finally gave me a success. It seems like this math is not set up correctly.

Math should be (roll - evidence modifier) vs (believability). If you roll equal to or under your believability, it is a success. Thus my player's original roll of a (4) - 2 (modifier) is less than his believability of 3 (for being rank 4).  I know, a bit to kludgy, but that's how some RPGs are.


Rank 1 or 2 : Believability (roll less than after modifier) 2

Rank 3 or 4: Believability (roll less than after modifier) 3
Rank 5 or 6: Believability (roll less than after modifier) 4
Rank 7 or 8: Believability (roll less than after modifier) 5
Rank 9: Believability (roll less than after modifier) 6
Rank 10: Believability (roll less than after modifier) 7


morgdalaine 
Roll20 Production Team
 
Sheet Author
 
API Scripter
January 03 (8 months ago)

Sheet Update


Tiny update for the new year!

Role: Media

Believability is now a calculated field!

You can roll for both Active and Passive rumors! The roll template contains a skill roll (selected via drop down from the role ability card), the passive GM roll, and the Rumor DV table from page 151.

NOTE: If you want to roll a rumor check from a repeating skill, you’ll need to roll from skill itself.






September 16 (1 year ago)

I'm trying to find the character sheet element for ammo so I can use the chatsetattr API to tick down ammo used when they press a token action to reload their weapon.

When inspected it says the attribute name is {ammo_count} and it's numbered as most sheets are ($0, $1, etc.), but using something like @{selected|ammo_count_$0} doesn't work.. so I'm wondering if anyone knows the translation needed to allow me to pinpoint these ammos.

September 17 (1 year ago)

Hi, I ist possible (an legal) to get the code for the Roll20 CP Red Charactersheet? It seems not to be up on GitHub. Its a pretty well made sheet but there are some things that I dont like that much (especially the roll templates) that I woul really like to change for my campaing. 

September 17 (1 year ago)

Edited September 17 (1 year ago)
Gauss
Forum Champion


Markus M. said:

Hi, I ist possible (an legal) to get the code for the Roll20 CP Red Charactersheet? It seems not to be up on GitHub. Its a pretty well made sheet but there are some things that I dont like that much (especially the roll templates) that I woul really like to change for my campaing. 


Any "by Roll20" character sheet is proprietary and is not going to be available on GitHub. 

September 17 (1 year ago)
MoG Felixel
Pro
Translator


benjamin F. said:

I'm trying to find the character sheet element for ammo so I can use the chatsetattr API to tick down ammo used when they press a token action to reload their weapon.

When inspected it says the attribute name is {ammo_count} and it's numbered as most sheets are ($0, $1, etc.), but using something like @{selected|ammo_count_$0} doesn't work.. so I'm wondering if anyone knows the translation needed to allow me to pinpoint these ammos.

Nabend,
I think the comand line you are looking for is

@{selected|repeating_ammo_$0_ammo_count}
Where $0 is the first ammo in the list

October 02 (1 year ago)

Edited October 02 (1 year ago)
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter

Hey Charles C.


Reading over both of your posts, it’s possible the Believability value is uninitialized/corrupted on the sheet, perhaps in the backend and invisible to the user. Could you change the Media rank and verify the corresponding Believability value appears on the role card? If it fails, please check the Developer Console in your browser to see if any error is given (link: How to Open the Developer Console).


Concerning the roll template, the values presented are [[1d10]] vs [[Believability + Evidence]] (evidence should increase your chances of success rather than decreasing your roll). In order to get a Success, the 1d10 must be equal to or less than the right-hand side.


Charles C. said:

Believability still does not work correctly. You cannot select 1+4 pieces of evidence. The algorithm still does not match the game mechanics. We fussed around for a while tonight but ended up doing it by hand.


Charles C. 
Plus 
October 03 (11 months ago)
Just played a game with a Media, with a Credibility rank 4 Role Ability. He wanted to make an active Believability roll in our game tonight. Game mechanics says with his 4 distinct verifiable pieces of evidence, it should be "two higher".

For Pieces of Evidence, if I selected "One + Four Or More" the "Roll Believability" button just didn't do anything. If I select "Four or more pieces" it works.

If I mouse over the left number, it says I rolled a 1d10 = (4). The mouse over on the right number says Rolling +2 = 2.

But what are we rolling here? The core mechanics says for a rank 4, believability is 3 out of 10 chance the audience buys it. Because it is +2, that means that there is a 5/10 chance the audience buys it.

So rolling a 4 was a failure. Then after the game I rolled again and rolled a 6, and that was also a failure. So are we rolling above or below some requirement? The core book is not clear at all, and it seems like either the 4 or the 6 should have worked (but not both).  I followed that by just rolling a whole bunch of times. getting between 4-9 each time. Eventually I was able to roll a natural 2, and that finally gave me a success. It seems like this math is not set up correctly.

Math should be (roll - evidence modifier) vs (believability). If you roll equal to or under your believability, it is a success. Thus my player's original roll of a (4) - 2 (modifier) is less than his believability of 3 (for being rank 4).  I know, a bit to kludgy, but that's how some RPGs are.


Rank 1 or 2 : Believability (roll less than after modifier) 2

Rank 3 or 4: Believability (roll less than after modifier) 3
Rank 5 or 6: Believability (roll less than after modifier) 4
Rank 7 or 8: Believability (roll less than after modifier) 5
Rank 9: Believability (roll less than after modifier) 6
Rank 10: Believability (roll less than after modifier) 7

Does the -2 penalty to all rolls apply when a character reaches -50% HP?
I can't seem to trigger it.

All social skills have disappeared from my sheet. Using the Roll20 Cyberpunk RED sheet. I just prepped a ton of NPCs for a game and I'm really not looking forward to having to copy all these stats to another external sheet that won't randomly delete entire blocks of stats. Was this a typo on your end disabling proper sorting or something?

is it possible to take into account the modifier from the cyberware in the character stats and skills? 

For example, i have a cyberoptics with "Image Enhance" that gives me +2 to Perception, Lip Reading, and Conceal/Reveal Object. If i add this to modifiers i still must manually add this modifier to skills instead of just write perception_mod +2 etc.

It's not that big of a deal at first, but when you need to count all modifiers from cyberware, wounds, addictions, armors, weather and change it manually every time when something of conditions is changed it realy hard to keep in mind, other than select/unselect it like in dnd5e sheet

October 23 (1 year ago)
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter

Heya, this has been confirmed to be a result of using an adblocker. Try disabling it and refreshing your game window. It's a false positive, I promise we're not actually including ads in the cyberpunk sheet. You might look into whitelisting the page.


Thanks!


devil's fav demon said:

All social skills have disappeared from my sheet. Using the Roll20 Cyberpunk RED sheet. I just prepped a ton of NPCs for a game and I'm really not looking forward to having to copy all these stats to another external sheet that won't randomly delete entire blocks of stats. Was this a typo on your end disabling proper sorting or something?




October 27 (1 year ago)

Edited October 27 (1 year ago)

Hello all , found a bug in a compandium pack and i am unsure where to put this. .

This is regarding the Cyberpunk RED: EASY MODE (free package)

I own every official marketplace object from R. Talsorian so i am able to validate and check if these items got put under something else. It does not seem to be the case.

Issue 1:

The Cyberpunk easy mode art addon does not appear in the Premium arts assets list. (There are 4 unique tokens in this pack not in any of the other ones.)

The compendium addon objects do appear in the compendium though. such as the (DIRTY COP, NPC template)


Issue 2: 

The NPC templates from this pack appear to be broke. I am unable to drag and drop any of them to a Character sheet to make the NPC. I have tested this with many other NPC templates from the other packs and all work flawless.

I am available to help troubleshoot this with any dev willing to look at it. 

Thanks !!!

October 30 (1 year ago)


morgdalaine said:

Hey Charles C.


Reading over both of your posts, it’s possible the Believability value is uninitialized/corrupted on the sheet, perhaps in the backend and invisible to the user. Could you change the Media rank and verify the corresponding Believability value appears on the role card? If it fails, please check the Developer Console in your browser to see if any error is given (link: How to Open the Developer Console).


Concerning the roll template, the values presented are [[1d10]] vs [[Believability + Evidence]] (evidence should increase your chances of success rather than decreasing your roll). In order to get a Success, the 1d10 must be equal to or less than the right-hand side.

Wow, yes this was the issue. Took me a little while to reply, we had to take a few weeks break. I was able to reapply his Rank and this correctly set the Believability. Thank you for helping.


November 03 (1 year ago)
Eve
Roll20 Team


GM Scott said:

Hello all , found a bug in a compandium pack and i am unsure where to put this. .

This is regarding the Cyberpunk RED: EASY MODE (free package)

I own every official marketplace object from R. Talsorian so i am able to validate and check if these items got put under something else. It does not seem to be the case.

Issue 1:

The Cyberpunk easy mode art addon does not appear in the Premium arts assets list. (There are 4 unique tokens in this pack not in any of the other ones.)

The compendium addon objects do appear in the compendium though. such as the (DIRTY COP, NPC template)


Issue 2: 

The NPC templates from this pack appear to be broke. I am unable to drag and drop any of them to a Character sheet to make the NPC. I have tested this with many other NPC templates from the other packs and all work flawless.

I am available to help troubleshoot this with any dev willing to look at it. 

Thanks !!!


Could I ask you to write in to our support team with information about exactly which 4 tokens are missing and details about the NPC templates that aren't working as expected? Please be as detailed as you can and they'll be able to open a bug ticket for this.

Bulletproof shield when dragged into character sheet tries to populate as Head or Body armor only. Does not offer shield option.

November 19 (1 year ago)
MoG Felixel
Pro
Translator

I got a little Idea/suggestion as i finished my CP:R Round today

Is it maybe possible to give the d6 damage role in attacks a cs6 trait
In CP:R two 6s are a Critical injuries



But with the attack rolls right now the Damage does not get a green mark when a 6 gets rolled


So if you give the roll the cs6 trait it would get highlighted in Green like the 1 gets red right?


That would improve the visibility of a potential Critical injuries
//Felix

November 21 (1 year ago)


Eve said:


GM Scott said:

Hello all , found a bug in a compandium pack and i am unsure where to put this. .

This is regarding the Cyberpunk RED: EASY MODE (free package)

I own every official marketplace object from R. Talsorian so i am able to validate and check if these items got put under something else. It does not seem to be the case.

Issue 1:

The Cyberpunk easy mode art addon does not appear in the Premium arts assets list. (There are 4 unique tokens in this pack not in any of the other ones.)

The compendium addon objects do appear in the compendium though. such as the (DIRTY COP, NPC template)


Issue 2: 

The NPC templates from this pack appear to be broke. I am unable to drag and drop any of them to a Character sheet to make the NPC. I have tested this with many other NPC templates from the other packs and all work flawless.

I am available to help troubleshoot this with any dev willing to look at it. 

Thanks !!!


Could I ask you to write in to our support team with information about exactly which 4 tokens are missing and details about the NPC templates that aren't working as expected? Please be as detailed as you can and they'll be able to open a bug ticket for this.


Hello, Quick follow up to this item, 

On a whim i tried one more time to install this yesterday and it INSTALLED!...

I have all the assets and compendium content now and the broken cop template works.

No idea what fixed or happened, chalk it up to gremlins???

November 29 (1 year ago)
Raf
Pro


Rodrigo .. said:

Does the -2 penalty to all rolls apply when a character reaches -50% HP?
I can't seem to trigger it.


It doesn't. The -4 penalty from reaching 0HP does not apply, either.

December 11 (1 year ago)

Stat Blocks for Black Ice

My appologies if this already exists and I was unable to find it, but I'd love to be able to roll Black Ice functions with a macro just as you would with an NPC built with a character sheet.  I tried building a 'Black Ice' using the existing character sheet so I could drag it onto the map as a token with rollable macros, but I didn't have a lot of luck since Black Ice has fewer stats and works a bit differently than a standard NPC would.  I was hoping to find something with a stat block in the compendium ( recently bought the Roll20 Cyberpunk Red core rules bundle and addons) but they only have a handout with the stats listed in the handout, leaving me to make any rolls manually.  I can do this, of course, but one of the advantages of a VTT is the ability to minimize the amount of manual tasks you have and create a button to do it for you streamlining gameplay and minimizing human error in math.  Can anyone point out what I'm missing if it already exists or perhaps share work-arounds they've used for the same scenario?

December 11 (1 year ago)

Edited December 11 (1 year ago)

I came here to Report this as well, I think its a Bug.  This is a major bug as combat in Cpunk is fast and we are missing critical hit notifications on damage unless we mouse over every single damage roll to determine if its a crit.

It correctly denotes a crit when using Autofire only! no other attack. 

This is a Melee attack with crit, and no indicator. 


MoG Felixel said:

I got a little Idea/suggestion as i finished my CP:R Round today

Is it maybe possible to give the d6 damage role in attacks a cs6 trait
In CP:R two 6s are a Critical injuries



But with the attack rolls right now the Damage does not get a green mark when a 6 gets rolled


So if you give the roll the cs6 trait it would get highlighted in Green like the 1 gets red right?


That would improve the visibility of a potential Critical injuries
//Felix




December 11 (1 year ago)

I submitted a help ticket for this issue, lets see if we have a solution soonish!???

December 13 (1 year ago)

Edited December 13 (1 year ago)

Hello Chooms, 

so I got a reply from KM

Thanks for sending this our way and sorry for the trouble! This CyberPunk Red rolling bug is something our team is aware of and is on our radar -- I've made sure to add your report to our ongoing ticket to make sure it is prioritized accordingly!

No ETA was given but at least they are aware of it and its in the queue. I did emphasize that this is a bug that's front and center every combat roll, so it kind of really visible. 

December 13 (1 year ago)

Thanks for the follow up!

GM Scott said:

Hello Chooms, 

so I got a reply from KM

Thanks for sending this our way and sorry for the trouble! This CyberPunk Red rolling bug is something our team is aware of and is on our radar -- I've made sure to add your report to our ongoing ticket to make sure it is prioritized accordingly!

No ETA was given but at least they are aware of it and its in the queue. I did emphasize that this is a bug that's front and center every combat roll, so it kind of really visible. 




December 14 (1 year ago)
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter

Hello,

The intended behavior of Program entries in the compendium is to be used alongside a Netrunner character: dragging the entry onto an existing character will add the program to the character’s cyberdeck. My suggestion would be to peruse the Macro section of the Repeating Section article and use the existing Interface roll template to create your own macro. The repeating section name for programs is repeating_interface-programs.

Here is the Interface roll template for a selected token. See the title field below as an idea on how to get started. You’ll need to format it into a single line before you can use it.

@{selected|wtype}&{template:interface}
{{character_name=@{selected|character_name}}}
{{title=@{repeating_interface-programs_$0_program_name}}}
{{interface=@{selected|interface_rank}}}
{{roll=[[1d10+@{selected|interface_rank}+?{Roll Bonus|0}]]}}
{{roll_bonus=?{Roll Bonus|0}}}
{{roll2=[[1d10]]}}
{{damage=1d6}}
{{roll_damage=[[1d6+?{Extra Damage Dice?|0}d6]]}}
{{damage_bonus=?{Extra Damage Dice?|0}}}

Additionally, the field names are as follows. You can also hover over a field to learn it’s attribute name directly:
Name: program_name
Class: program_class
Class (View): program_class_display
Slots: program_slots_required
PER: program_per
SPD: program_spd
ATK: program_atk
DEF: program_def
REZ: program_rez
REZ Max: program_rez_max
Effect: program_effect
Icon: program_icon
Description: program_description



Eightbit said:

Stat Blocks for Black Ice

My appologies if this already exists and I was unable to find it, but I'd love to be able to roll Black Ice functions with a macro just as you would with an NPC built with a character sheet.  I tried building a 'Black Ice' using the existing character sheet so I could drag it onto the map as a token with rollable macros, but I didn't have a lot of luck since Black Ice has fewer stats and works a bit differently than a standard NPC would.  I was hoping to find something with a stat block in the compendium ( recently bought the Roll20 Cyberpunk Red core rules bundle and addons) but they only have a handout with the stats listed in the handout, leaving me to make any rolls manually.  I can do this, of course, but one of the advantages of a VTT is the ability to minimize the amount of manual tasks you have and create a button to do it for you streamlining gameplay and minimizing human error in math.  Can anyone point out what I'm missing if it already exists or perhaps share work-arounds they've used for the same scenario?

December 31 (1 year ago)

How do you all generate implanted defenses like gun turrets? Do you just treat them like NPCs with their own Journal Characters?

Hi, I've been struggling with the character sheets for Cyberpunk RED. In particular I notice that they don't actually calculate damage and SP loss post attack for example. And Critical Wounds once the HP has dropped past a certain threshold.  Its a bit problematic and slows down combat if you struggle with the maths like myself. 


Is it possible to revise the character sheet so that it can properly calculate the damage for ranged and melee attacks against armor and the ablation mechanics? I feel like in general the sheet might need some updating with the new content that's released like full body conversions n such.

Should the line "{{title=@{repeating_interface-programs_$0_program_name}}}"  be "{{title=@{selected|repeating_interface-programs_$0_program_name}}}"? First variant didn't work for me :/

morgdalaine said:

Hello,

The intended behavior of Program entries in the compendium is to be used alongside a Netrunner character: dragging the entry onto an existing character will add the program to the character’s cyberdeck. My suggestion would be to peruse the Macro section of the Repeating Section article and use the existing Interface roll template to create your own macro. The repeating section name for programs is repeating_interface-programs.

Here is the Interface roll template for a selected token. See the title field below as an idea on how to get started. You’ll need to format it into a single line before you can use it.

@{selected|wtype}&{template:interface}
{{character_name=@{selected|character_name}}}
{{title=@{repeating_interface-programs_$0_program_name}}}
{{interface=@{selected|interface_rank}}}
{{roll=[[1d10+@{selected|interface_rank}+?{Roll Bonus|0}]]}}
{{roll_bonus=?{Roll Bonus|0}}}
{{roll2=[[1d10]]}}
{{damage=1d6}}
{{roll_damage=[[1d6+?{Extra Damage Dice?|0}d6]]}}
{{damage_bonus=?{Extra Damage Dice?|0}}}

Additionally, the field names are as follows. You can also hover over a field to learn it’s attribute name directly:
Name: program_name
Class: program_class
Class (View): program_class_display
Slots: program_slots_required
PER: program_per
SPD: program_spd
ATK: program_atk
DEF: program_def
REZ: program_rez
REZ Max: program_rez_max
Effect: program_effect
Icon: program_icon
Description: program_description

Also i have a problem with "chat" template while default template works as intended (screenshots below). Same result with simple rolls like this:

@{selected|wtype}&{template:chat}{{character_name=@{selected|repeating_interface-programs_$0_program_name}}}{{name=speed = [[@{selected|repeating_interface-programs_$0_program_spd}+1d10]]}}

It happend ONLY in light theme, in dark theme it's also work as intended, so please change selection color (or how it called) for light theme if it possible

this was helpful, thank you! :)

April 30 (8 months ago)
Gaz
Pro

I own all of the Roll20 content for Cyberpunk Red and I've noticed that some of the NPC's stat blocks are missing in the compendium under NPC's. Has anyone else experienced this issue or found a way around it?

I've also noticed that when a PC scores a Crit (2 or more 6's on D6 damage rolls) there is no visual indication on the chat bar like their is when a skill rolls a crit success or crit fail?

April 30 (8 months ago)
Gaz
Pro

I can see that the crit issue was raised above 4 months ago. How often are these threads updated with progress posts?

Looks like almost every second user here ask about it :D
Also someone here said that it really difficult to make indication for crit (some tecnical problems, i guess) 

Gaz said:

I've also noticed that when a PC scores a Crit (2 or more 6's on D6 damage rolls) there is no visual indication on the chat bar like their is when a skill rolls a crit success or crit fail?

May 26 (8 months ago)

Edited May 26 (8 months ago)
Victor B.
Pro
Sheet Author
API Scripter

It's not impossible to check for a crit, the challenge is that you have to track each dice individually rather than a single combined roll.  The Roll20 syntax then makes it challenging to poll through each roll to determine a critical.  Challenging based on the number of dice that may be rolled for any given attack, but not impossible.   And since there's only a single die roll for a failure with poor weapons, that's actually quite easy to show.  

I'd like to 2nd another's request.  If you are getting to the end of supporting the char sheet, open it up.  I'd like to add tabs for example.  I find the sheet way to vertical, but I need access to the source.  The community created sheets all have their plusses and weaknesses.  And it looks like none of them have been brought up to speed for black chrome.  

Could NPCs ignore the humanity loss from cyberware by default? I've been having to go through the ones from the compendium and set it all to 0 to get them to have their published EMP scores.


This on top of the above issues about cyberdecks, improperly applied armor penalties, and skills just missing from a lot of Compendium NPCs when they're imported (something I submitted a bug report about), has really quashed my desire to keep buying CPR books on Roll20. There's no point getting Danger Gal Dossier if I'm going to have to jury-rig every NPC I want to use.

I understand as a less popular game it's low priority, but I hope we can get some updates before too long :/

July 27 (5 months ago)

Has anybody created some macros to speed up rolls with the Cyberpunk Red Sheet, similar to what exists for DnD 5e (Checks, saves, attack rolls, etc.)?

Thank you very much and my apologies if somebody posted this already.

August 06 (5 months ago)

Edited August 06 (5 months ago)
MoG Felixel
Pro
Translator


Miguel R. said:

Has anybody created some macros to speed up rolls with the Cyberpunk Red Sheet, similar to what exists for DnD 5e (Checks, saves, attack rolls, etc.)?

Thank you very much and my apologies if somebody posted this already.

One that i have created for my game is a Death Save check

&{template:macro} {{name=Death Save}} {{Death Save= [[@{selected|death_save}-?{Death Save Penelty}]]}} {{@{selected|character_name}s Roll= [[1d10cf>[[@{selected|death_save}-?{Death Save Penelty}]]cs<[[[[@{selected|death_save}-?{Death Save Penelty}]]-1]]]]}}

When you have questions you can send me a PM and i will try to help

August 30 (4 months ago)


MoG Felixel said:


Miguel R. said:

Has anybody created some macros to speed up rolls with the Cyberpunk Red Sheet, similar to what exists for DnD 5e (Checks, saves, attack rolls, etc.)?

Thank you very much and my apologies if somebody posted this already.

One that i have created for my game is a Death Save check

&{template:macro} {{name=Death Save}} {{Death Save= [[@{selected|death_save}-?{Death Save Penelty}]]}} {{@{selected|character_name}s Roll= [[1d10cf>[[@{selected|death_save}-?{Death Save Penelty}]]cs<[[[[@{selected|death_save}-?{Death Save Penelty}]]-1]]]]}}

When you have questions you can send me a PM and i will try to help


Thank you very much, I will incorporate it in my game for sure.


This is what I managed to do so far at least for light melee weapons and I am trying to reverse engineer it to all the other skills, but I am having a hard time finding out the exact name of all the attributes and skills.

@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Light Melee Weapon}}{{weapon_type=melee_light}}{{=true}}{{hide_range=true}}{{=true}}{{weapon_damage=1d6}}{{weapon_range=}}{{weapon_skill_display=}}{{weapon_skill=@{selected|melee_weapon_level}}}{{weapon_stat_display=}}{{weapon_stat=@{selected|dexterity}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|melee_weapon_level}+@{selected|dexterity}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[1d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Light Melee}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Light Melee Weapon. Damage: 1d6. ROF: 2. Hands Required: Varies.}}

September 15 (4 months ago)

Edited September 15 (4 months ago)

Ok I reverse engineered most of the skills required for combat as MACROS, and also created a little menu that compiles them on the chat. There might be typos or errors but so far I have found that it is functional and speeds up the whole combat rolls. Incorporated MoG's Death-Save in the mix btw :)

Here they go:


-------------------------------------

COMBAT MENU

%NEWLINE%

%NEWLINE%

**COMBAT MENU**                   

[Initiative](!&#13;`#Initiative)[Brawl](!&#13;`#Grapple)[Evasion](!&#13;`#Evasion)[Death Save](!&#13;`#Death-save)[L.Melee](!&#13;`#Light-Melee)[M.Melee](!&#13;`#Medium-Melee) [H.Melee](!&#13;`#Heavy-Melee)[V.H.Melee](!&#13;`#Very-Heavy-Melee)[M.Pistol](!&#13;`#Medium-Pistol)[H.Pistol](!&#13;`#Heavy-Pistol)[V.H.Pistol](!&#13;`#Very-Heavy-Pistol)[Supress](!&#13;`#Suppressive-Fire)[SMG](!&#13;`#SMG)[HSMG](!&#13;`#Heavy-SMG)[AutoSMG](!&#13;`#Auto-SMG)[Sniper.Rifle](!&#13;`#Sniper-Rifle)[A.Rifle](!&#13;`#A.RIFLE)[Auto.A.Rifle](!&#13;`#Auto-Assault-Rifle)[Archery](!&#13;`#Archery)[Shotgun](!&#13;`#Shotgun)[Shell](!&#13;`#Shell)[Grenade.Launch](!&#13;`#Grenade-Launcher)[Throw](!&#13;`#Throw)[Rocket.Launcher](!&#13;`#Rocket-Launcher)

---------------------------
Initiative
&{template:initiative}{{name=^{initiative}}}{{reflexes=@{selected|reflexes}}}{{character_name=@{selected|character_name}}}{{bonus=[[@{selected|initiative_mod}[MOD]]]}}{{combo1_tag= ^{REACT}}}{{combo1=[[@{selected|initiative_react}]]}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|reflexes}[REF]+@{selected|initiative_mod}[MOD]+1d10 &{tracker}]]}}
---------------------------
Brawl
@{selected|wtype}&{template:skills}{{character_name=@{selected|character_name}}}{{skill_name=^{athletics}}}{{skill_level=@{selected|athletics_level}}}{{skill_mod=[[@{selected|athletics_mod}]]}}{{skill_stat=^{DEX}}}{{roll2=[[1d10+0]]}}{{skill_stat_value=@{selected|dexterity}}}{{roll=[[@{selected|athletics_level}[LVL]+@{selected|dexterity}[STAT]+@{selected|athletics_mod}[MOD]+1d10]]}}
--------------------------
Evasion
@{selected|wtype}&{template:skills}{{character_name=@{selected|character_name}}}{{skill_name=^{evasion}}}{{skill_level=@{selected|evasion_level}}}{{skill_mod=[[@{selected|evasion_mod}]]}}{{skill_stat=^{DEX}}}{{roll2=[[1d10+0]]}}{{skill_stat_value=@{selected|dexterity}}}{{roll=[[@{selected|evasion_level}[LVL]+@{selected|dexterity}[STAT]+@{selected|evasion_mod}[MOD]+1d10]]}}
--------------------------
Death-Save
&{template:macro} {{name=Death Save}} {{Death Save= [[@{selected|death_save}-?{Death Save Penalty}]]}} {{@{selected|character_name}s Roll= [[1d10cf>[[@{selected|death_save}-?{Death Save Penalty}]]cs<[[[[@{selected|death_save}-?{Death Save Penalty}]]-1]]]]}}
--------------------------
Light-Melee
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Light Melee Weapon}}{{weapon_type=melee_light}}{{=true}}{{hide_range=true}}{{=true}}{{weapon_damage=1d6}}{{weapon_range=}}{{weapon_skill_display=}}{{weapon_skill=@{selected|melee_weapon_level}}}{{weapon_stat_display=}}{{weapon_stat=@{selected|dexterity}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|melee_weapon_level}+@{selected|dexterity}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[1d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Light Melee}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Light Melee Weapon. Damage: 1d6. ROF: 2. Hands Required: Varies.}}
-------------------------
Medium-Melee
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Medium Melee Weapon}}{{weapon_type=melee_medium}}{{=true}}{{hide_range=true}}{{=true}}{{weapon_damage=2d6}}{{weapon_range=}}{{weapon_skill_display=}}{{weapon_skill=@{selected|melee_weapon_level}}}{{weapon_stat_display=}}{{weapon_stat=@{selected|dexterity}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|melee_weapon_level}+@{selected|dexterity}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[2d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Light Melee}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Medium Melee Weapon. Damage: 2d6. ROF: 2. Hands Required: Varies.}}
-------------------------
Heavy-Melee
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Heavy Melee Weapon}}{{weapon_type=heavy_medium}}{{=true}}{{hide_range=true}}{{=true}}{{weapon_damage=3d6}}{{weapon_range=}}{{weapon_skill_display=}}{{weapon_skill=@{selected|melee_weapon_level}}}{{weapon_stat_display=}}{{weapon_stat=@{selected|dexterity}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|melee_weapon_level}+@{selected|dexterity}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[3d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Heavy Melee}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Heavy Melee Weapon. Damage: 3d6. ROF: 2. Hands Required: Varies.}}
------------------------
Very-Heavy-Melee
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Very Heavy Melee Weapon}}{{weapon_type=heavy_medium}}{{=true}}{{hide_range=true}}{{=true}}{{weapon_damage=4d6}}{{weapon_range=}}{{weapon_skill_display=}}{{weapon_skill=@{selected|melee_weapon_level}}}{{weapon_stat_display=}}{{weapon_stat=@{selected|dexterity}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|melee_weapon_level}+@{selected|dexterity}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[4d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Very Heavy Melee}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Heavy Melee Weapon. Damage: 4d6. ROF: 1. Hands Required: Varies.}}
-----------------------
Medium-Pistol
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Medium Pistol}}{{weapon_type=ranged_pistol_medium}}{{pistol=true}}{{show_range=true}}{{handgun=true}}{{weapon_damage=2d6}}{{weapon_range=pistol}}{{weapon_skill_display=Handgun}}{{weapon_skill=@{selected|handgun_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[2d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Medium Pistol}}{{quality=Excellent}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Medium Pistol. Skill: Handgun. Single Shot Damage: 2d6. Standard Magazine: 12 (M Pistol). ROF: 2. Hands Required: 1. Can be concealed. 
Alternate Fire Modes and Special Features: None}}
-----------------------
Heavy-Pistol
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Heavy Pistol}}{{weapon_type=ranged_pistol_heavy}}{{pistol=true}}{{show_range=true}}{{handgun=true}}{{weapon_damage=3d6}}{{weapon_range=pistol}}{{weapon_skill_display=Handgun}}{{weapon_skill=@{selected|handgun_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[3d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Heavy Pistol}}{{quality=Excellent}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Heavy Pistol. Skill: Handgun. Single Shot Damage: 3d6. Standard Magazine: 8 (H Pistol). ROF: 2. Hands Required: 1. Can be concealed. 
Alternate Fire Modes and Special Features: None}}
------------------------
Very-Heavy-Pistol
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Very Heavy Pistol}}{{weapon_type=ranged_pistol_very_heavy}}{{pistol=true}}{{show_range=true}}{{handgun=true}}{{weapon_damage=4d6}}{{weapon_range=pistol}}{{weapon_skill_display=Handgun}}{{weapon_skill=@{selected|handgun_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[4d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Very Heavy Pistol}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Very Heavy Pistol. Skill: Handgun. Single Shot Damage: 4d6. Standard Magazine: 8 (VH Pistol). ROF: 1. Hands Required: 1. 
Alt. Fire Modes & Special Features: None}}
-------------------------
Suppressive-Fire
@{selected|wtype}&{template:skills}{{character_name=@{selected|character_name}}}{{skill_name=^{Suppressive}}}{{skill_level=@{selected|autofire_level}}}{{skill_mod=[[@{selected|autofire_mod}]]}}{{skill_stat=^{REF}}}{{roll2=[[1d10+0]]}}{{skill_stat_value=@{selected|reflexes}}}{{roll=[[@{selected|autofire_level}[LVL]+@{selected|reflexes}[STAT]+@{selected|autofire_mod}[MOD]+1d10]]}}
-------------------------
SMG
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=SMG}}{{weapon_type=ranged_smg}}{{smg=true}}{{show_range=true}}{{handgun=true}}{{weapon_damage=2d6}}{{weapon_range=smg}}{{weapon_skill_display=Handgun}}{{weapon_skill=@{selected|handgun_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[2d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=SMG}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: SMG. Skill: Handgun. Single Shot Damage: 2d6. Standard Magazine: 30 (M Pistol). ROF: 1. Hands Required: 1. Can be concealed. 
Alt. Fire Modes &amp; Special Features: Autofire (3) • Suppressive Fire}}
------------------------
Heavy-SMG
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=HSMG}}{{weapon_type=ranged_smg}}{{smg=true}}{{show_range=true}}{{handgun=true}}{{weapon_damage=3d6}}{{weapon_range=smg}}{{weapon_skill_display=Handgun}}{{weapon_skill=@{selected|handgun_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[3d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=SMG}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: SMG. Skill: Handgun. Single Shot Damage: 3d6. Standard Magazine: 40 (M Pistol). ROF: 1. Hands Required: 1. Can't be concealed. 
Alt. Fire Modes &amp; Special Features: Autofire (3) • Suppressive Fire}}
--------------------------
Auto-SMG
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=AutoSMG}}{{weapon_type=ranged_smg}}{{smg_autofire=true}}{{show_range=true}}{{autofire=true}}{{weapon_damage=2d6}}{{weapon_range=smg_autofire}}{{weapon_skill_display=Autofire}}{{weapon_skill=@{selected|autofire_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[2d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=ASMG}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: SMG. Skill: Handgun. Single Shot Damage: 2d6. Standard Magazine: 30 (M Pistol). ROF: 1. Hands Required: 1. Can be concealed. 
Alt. Fire Modes &amp; Special Features: Autofire (3) • Suppressive Fire}}
----------------------------
Sniper-Rifle
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Sniper Rifle}}{{weapon_type=ranged_sniper_rifle}}{{sniper_rifle=true}}{{show_range=true}}{{shoulder_arms=true}}{{weapon_damage=5d6}}{{weapon_range=sniper_rifle}}{{weapon_skill_display=Shoulder Arms}}{{weapon_skill=@{selected|shoulder_arms_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|shoulder_arms_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[5d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Sniper Rifle}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Sniper Rifle. Skill: Shoulder Arms. Single Shot Damage: 5d6. Standard Magazine: 4 (Rifle). ROF: 1. Hands Required: 2. 
Alt. Fire Modes &amp; Special Features: None}}
-------------------------------
A.RIFLE
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Assault Rifle}}{{weapon_type=ranged_assault_rifle}}{{assault_rifle=true}}{{show_range=true}}{{shoulder_arms=true}}{{weapon_damage=5d6}}{{weapon_range=assault_rifle}}{{weapon_skill_display=Shoulder Arms}}{{weapon_skill=@{selected|shoulder_arms_level}}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|shoulder_arms_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[5d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Assault Rifle}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=Autofire (4), Suppressive Fire}}{{notes=Type: Assault Rifle. Skill: Shoulder Arms. Single Shot Damage: 5d6. Standard Magazine: 25 (Rifle). ROF: 1. Hands Required: 2. 
Alternate Fire Modes and Special Features: Autofire (4) • Suppressive Fire}}
-----------------------------------
Auto-Assault-Rifle
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Assault Rifle}}{{weapon_type=ranged_assault_rifle}}{{assault_rifle_autofire=true}}{{show_range=true}}{{autofire=true}}{{weapon_damage=2d6}}{{weapon_range=assault_rifle_autofire}}{{weapon_skill_display=Autofire}}{{weapon_skill=@{selected|autofire_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|autofire_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[2d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Assault Rifle}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=Autofire (4), Suppressive Fire}}{{notes=Type: Assault Rifle. Skill: Shoulder Arms. Single Shot Damage: 5d6. Standard Magazine: 25 (Rifle). ROF: 1. Hands Required: 2. 
Alternate Fire Modes and Special Features: Autofire (4) • Suppressive Fire}}
------------------------------------
Archery
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Bow}}{{weapon_type=ranged_bows_crossbows}}{{bows_crossbows=true}}{{show_range=true}}{{archery=true}}{{weapon_damage=4d6}}{{weapon_range=bows_crossbows}}{{weapon_skill_display=Archery}}{{weapon_skill=@{selected|archery_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|archery_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[4d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Bows & Crossbows}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=}}{{notes=Type: Bows &amp; Crossbows. Skill: Archery. Single Shot Damage: 4d6. Standard Magazine: N/A (Arrow). ROF: 1. Hands Required: 2. 
Alternate Fire Modes and Special Features: Bows and Crossbows fire Arrows. Because loading an Arrow is part of attacking with a Bow or Crossbow, you never need to Reload a Bow or Crossbow using the Reload Action. Additionally, Basic Arrows can always be retrieved after they are fired, making buying basic ammunition for these weapons almost a one-time investment.}}
-------------------------------
Shotgun
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Shotgun}}{{weapon_type=ranged_shotgun}}{{shotgun=true}}{{show_range=true}}{{shoulder_arms=true}}{{weapon_damage=5d6}}{{weapon_range=shotgun}}{{weapon_skill_display=Shoulder Arms}}{{weapon_skill=@{selected|shoulder_arms_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[5d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Shotgun}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=Shotgun Shell}}{{notes=Type: Shotgun. Skill: Shoulder Arms. Single Shot Damage: 5d6. Standard Magazine: 4 (Slug). ROF: 1. Hands Required: 2. 
Alt. Fire Modes &amp; Special Features: Shotgun Shell}}
--------------------------------
Shell
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Shotgun}}{{weapon_type=ranged_shotgun}}{{shotgun=true}}{{show_range=true}}{{shoulder_arms=true}}{{weapon_damage=5d6}}{{weapon_range=shotgun}}{{weapon_skill_display=Shoulder Arms}}{{weapon_skill=@{selected|shoulder_arms_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|handgun_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[3d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Shotgun}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=Shotgun Shell}}{{notes=Type: Shell. When you fire a Shotgun Shell, you make 1 Ranged Attack (REF + Shoulder Arms + 1d10) vs. a DV13. If successful every target in front of you, within 6m/yds (3 squares), that you can see, takes 3d6 damage if you hit. You roll damage once for all targets. The Defender's armor will reduce the damage you do}}
--------------------------------
Grenade-Launcher
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Grenade Launcher}}{{weapon_type=ranged_grenade_launcher}}{{grenade_launcher=true}}{{show_range=true}}{{heavy_weapons=true}}{{weapon_damage=6d6}}{{weapon_range=grenade_launcher}}{{weapon_skill_display=Heavy Weapons}}{{weapon_skill=@{selected|heavy_weapons_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|heavy_weapons_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[6d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Grenade Launcher}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=Explosive}}{{notes=Type: Grenade Launcher. Skill: Heavy Weapons. Single Shot Damage: 6d6. Standard Magazine: 2 (Grenade). ROF: 1. Hands Required: 2. 
Alternate Fire Modes and Special Features: Explosive}}
-----------------------------
Throw
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Throw}}{{weapon_type=ranged_grenade_launcher}}{{grenade_launcher=true}}{{show_range=true}}{{heavy_weapons=true}}{{weapon_damage=6d6}}{{weapon_range=grenade_launcher}}{{weapon_skill_display=Athletics}}{{weapon_skill=@{selected|athletics_level}}}{{weapon_stat_display=DEX}}{{weapon_stat=@{selected|dexterity}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|athletics_level}+@{selected|dexterity}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[6d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Throw}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=Explosive}}{{notes=Type: Throw up to 25m/yds. Skill: Athletics. Single Shot Damage: 6d6. Standard Magazine: 1 (Grenade). ROF: 1. Hands Required: 2. 
Alternate Fire Modes and Special Features: Explosive}}
---------------------------------
Rocket-Launcher
@{selected|wtype}&{template:attack}{{character_name=@{selected|character_name}}}{{weapon_name=Rocket Launcher}}{{weapon_type=ranged_rocket_launcher}}{{rocket_launcher=true}}{{show_range=true}}{{heavy_weapons=true}}{{weapon_damage=8d6}}{{weapon_range=rocket_launcher}}{{weapon_skill_display=Heavy Weapons}}{{weapon_skill=@{selected|heavy_weapons_level}}}{{weapon_stat_display=REF}}{{weapon_stat=@{selected|reflexes}}}{{combo1=[[@{selected|precision_attack_bonus}]]}}{{combo1_tag=^{PRECISION}}}{{combo1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{dmgmod1=[[@{selected|spot_weakness}]]}}{{dmgmod1_tag=^{SPOT_WEAK}}}{{dmgmod1_toggle=[[@{selected|rolltoggle_combat_awareness}]]}}{{roll=[[@{selected|heavy_weapons_level}+@{selected|reflexes}+0[MODS]+1d10]]}}{{roll2=[[1d10]]}}{{roll_damage=[[6d6+0]]}}{{roll_autofire=[[2d6]]}}{{weapon_type_display=Rocket Launcher}}{{quality=Standard}}{{ammunition=Basic}}{{special_features=Explosive}}{{notes=Type: Rocket Launcher. Skill: Heavy Weapons. Single Shot Damage: 8d6. Standard Magazine: 1 (Rocket). ROF: 1. Hands Required: 2. 
Alt. Fire Modes &amp; Special Features: Explosive
}}

Hello, bit of an amateur post. I noticed the character sheet doesn't have an initiative_mod attribute. Adding it manually to the page attributes does work with the macro, but adding a kerenzikov still doesn't do anything. Maybe other initiative boosting items works but the kerenzikov at least doesn't.

September 26 (3 months ago)

Edited September 26 (3 months ago)
Raf
Pro


Miguel R. said:

Ok I reverse engineered most of the skills required for combat as MACROS, and also created a little menu that compiles them on the chat. There might be typos or errors but so far I have found that it is functional and speeds up the whole combat rolls. Incorporated MoG's Death-Save in the mix btw :)

Here they go:

[...]

This is actually huge. Thank you for doing this!

September 26 (3 months ago)

Edited September 26 (3 months ago)
Raf
Pro

I want to share my own Death Save macro, which uses the roll template for the Media's "Believability" Check in order to give you a big pretty "Success" or "Failure" outcome, along with the actual value rolled & tested against.

&{template:believability}{{character_name=@{selected|character_name}}}{{title=Death Save}}{{roll=[[1d10+?{Death Save Penalty|0}[Death Save]]]}} {{target=[[@{selected|body}[BODY]]]}}

An example of what it looks like in chat:


October 01 (3 months ago)

Edited October 16 (3 months ago)
Raf
Pro

[edit] this has since been fixed


There seems to be a new bug. It may be connected to the September 30th update, as I noticed this today, and the last time everything seemed normal was late September 29th.

My Chat Log is full of rolls which use the "chat" and "macro" Roll Templates, that suddenly look like this:

This was a custom macro, but there's supposed to be a paragraph of info underneath there. There literally was a paragraph of info visible two days ago.

It's not just custom macros, though.... when I try to use the "send to chat" buttons on the Character Sheet, the same thing happens. This is what it looks like trying to press the button on a piece of Gear:

This is happening to me across multiple browsers, computers, and even campaigns. My players also see it this way. Is this happening for anyone else or are all of my Cyberpunk Red campaigns just cursed? :P


[edit] this has since been fixed

October 16 (3 months ago)


Raf said:

There seems to be a new bug. It may be connected to the September 30th update, as I noticed this today, and the last time everything seemed normal was late September 29th.

My Chat Log is full of rolls which use the "chat" and "macro" Roll Templates, that suddenly look like this:

This was a custom macro, but there's supposed to be a paragraph of info underneath there. There literally was a paragraph of info visible two days ago.

It's not just custom macros, though.... when I try to use the "send to chat" buttons on the Character Sheet, the same thing happens. This is what it looks like trying to press the button on a piece of Gear:

This is happening to me across multiple browsers, computers, and even campaigns. My players also see it this way. Is this happening for anyone else or are all of my Cyberpunk Red campaigns just cursed? :P


I checked last night and everything is working fine, Did you try restarting the API?

October 16 (3 months ago)
Raf
Pro


Miguel R. said:

I checked last night and everything is working fine, Did you try restarting the API?


Didn't need to - I filed a bug report and Roll20 support told me they were aware. It was fixed a day or two later.

November 16 (2 months ago)

Don't know if anyone will see this, but on the issue of critical rolls not displaying correctly, it is all related to how many dice are rolled. Roll20 only displays a critical roll when all the dice roll a critical. For example, rolling a six on 1d6 will show critical green. The same is true for rolling 2 6's on 2d6. However, if you roll 2 6's on 4d6, Roll20 doesn't display that as a crit. This is a limitation of Roll20 as I am unaware of any way to determine a minimum number of crit dice to signify a crit roll.

In short, players, CHECK YOUR DAMAGE ROLLS.

November 16 (2 months ago)


Rob said:

Don't know if anyone will see this, but on the issue of critical rolls not displaying correctly, it is all related to how many dice are rolled. Roll20 only displays a critical roll when all the dice roll a critical. For example, rolling a six on 1d6 will show critical green. The same is true for rolling 2 6's on 2d6. However, if you roll 2 6's on 4d6, Roll20 doesn't display that as a crit. This is a limitation of Roll20 as I am unaware of any way to determine a minimum number of crit dice to signify a crit roll.

In short, players, CHECK YOUR DAMAGE ROLLS.

This is incorrect.

Any number of max rolls without any additional specifications results in critical (or mixed) highlight with standard inline rolls. The attack template of this sheet seems to be still bugged and not highlighting on max rolls, regardless of count. It uses "sheet-no-crit" instead of "sheet-full-crit", even when it should be highlighting crits.

November 18 (2 months ago)

Edited November 18 (2 months ago)
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter

We’ve got a fresh batch of updates for you!

Critical Damage

Our ripperdocs found a Custom Roll Parsing cyberware and shoved that straight into the sheet. That means you’ll get delicious new flavor enhancers for your attacks, skills, etc.! We’ve managed to even add critical damages into the mix! No matter how many damage dice you’re rolling, if two or more come up 6s, blammo, critical damage!


Facedown Rolls

Are you tired of facing down the local Rat Boyz only to find the sheet woefully missing a prime opportunity to roll facedown?? Well look no further than the Reputation sheet. Now included with every box of kibble is a fancy-dancy button allowing you to do just that! Whether you’re facing down the Bozos or just hitting up your grandma for lunch money, we’ve got you covered.


Wounded Thresholds

I’m sure you’ve never taken damage or even thought about tasting the floor, but if you should find yourself breathing through the shag carpeting of your murder-van, there’s a Wounded State for you. The next time you fall below half health, you’ll be Seriously Wounded and receive a -2 WOUND "bonus" to your rolls. Not that you’d ever deign to see single digits, let alone zero, should a friend fall to zero (0) health, they’ll be Mortally Wounded and receive a -4 WOUND "bonus" to all rolls. They’ll also see their MOVE score drop by -6 to a minimum of 1! Be sure to rub it in their face and tell ‘em Morg says hello.



November 24 (2 months ago)

Edited November 24 (2 months ago)

I'm having an issue with my NPC sheets keep having the -4 from mortally wounded on their sheets. I don't know how to turn it off cause it messes with the game and the whole calculating what's a fail or what hits.

Edit: i figured out how to turn it off for npc's just had to adjust the values in the attributes and abilities section

November 25 (1 month ago)

i hope we roll20 can add the Cyberpunk RED No Place Like Home HQ character sheet to roll20 since the DLC book is amazing and would love to see it on roll20 in the future or next year if can 


December 03 (1 month ago)

I really like the changes to the new character sheet!  In particular, the critical injury notification.  However, ever since we got this new sheet the "Macro Quick Bar" no longer works for me or any of my players.  We all have the "Show Macro Quick Bar" box checked.  I am having this issue in both a Jumpgate and non-Jumpgate version of the game.  I am not having this issue in other games that I am in.