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Deathwatch Improved Info and Bug Report

BUG: Not sure exactly what's going on, but the Normal Move calculator doesn't seem to be working properly. (shows 1/2/3/6 regardless of actual AB) Same for the Jump/Leap calcs. In reference to this, mine works just fine, and so does all the sheets on our Roll20. Have you manually put in the Agility Bonus into the box? It doesn't change your AB automatically when you put in your Agility. If you have and it still doesn't work, what browser and do you use Jump Gate? We're running the server on Jump Gate and most of us have Firefox or Chrome. Just to narrow down why yours dont work and ours does, assuming you have put in your AB manually at the top.
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Oh another thing (which is making it a bit messy to read) when sending the base Squad and Solo Mode abilities to chat, they show up like: Half Action (Free Action at Rank 3+) Cost 1 Cohesion Sustained: YES While this ability is active, the Kill-team does not suffer... Instead of Half Action (Free Action at Rank 3+) Cost: 1 Cohesion Sustained: YES While this ability is active, the Kill-team does not suffer...
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In reference to this, mine works just fine, and so does all the sheets on our Roll20. Have you manually put in the Agility Bonus into the box? It doesn't change your AB automatically when you put in your Agility. If you have and it still doesn't work, what browser and do you use Jump Gate? We're running the server on Jump Gate and most of us have Firefox or Chrome. Just to narrow down why yours dont work and ours does, assuming you have put in your AB manually at the top. Yeah I realised later that that box wasn't the Unnatural multiplier but the actual Bonus. False alarm! And more requests :) A button to quickly collapse/expand ALL lists in a tab. Add a box in Weapons to indicate Class/Type (things like Basic/Heavy and Flame/Bolter, etc). (Why was this removed in the first place? This is mechanically relevant info.) A box in the Gear/Tool list to indicate Requisition cost would be  very  useful. It'd also be nice to add that to Weapons, Force Fields, Implants, Vehicles, and anything that costs anything. A Craftsmanship box would also be great. BUG? Can't give you more diagnosis info at this point, but some of my characters' signature gears were not migrated. I'll update if I can find out more. Quasi-BUG: There should be a 0% option for Force Fields, for things like Terminator Armour that don't overload.
Add a box in Weapons to indicate Class/Type (things like Basic/Heavy and Flame/Bolter, etc). (Why was this removed in the first place? This is mechanically relevant info.) A Craftsmanship box would also be great. I removed class and craftsmanship in an attempt to try to limit the clutter in the weapons sections. You can argue that it's not a really good attempt, and I'll agree with you. But since they aren't used in any way in the sheet, it was just giving an information to the person reading the sheet. You can put these information in the description of the sheet if you want to see them.
BUG? Can't give you more diagnosis info at this point, but some of my characters' signature gears were not migrated. I'll update if I can find out more. Try to search for "SignatureGear" or "RequisitionedGear" in the Migrated data at the bottom of the "Extra" tab (the rightmost tab, with the tools). All the gears (not the weapons) that were under "Signature Gear" or "Requisitioned Gear" should be there.
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I removed class and craftsmanship in an attempt to try to limit the clutter in the weapons sections. You can argue that it's not a really good attempt, and I'll agree with you. But since they aren't used in any way in the sheet, it was just giving an information to the person reading the sheet. Of course I'd rather not add more clutter, but I don't think decluttering should come at the expense of usability & accuracy. The weapon's class/type is a key data in a weapon's stats block and it's mechanically relevant to many abilities. It deserves to be shown with decent prominence. IMO the fact that we can collapse/expand each weapon already mitigate the clutter sufficiently. Baleine said: BUG? Can't give you more diagnosis info at this point, but some of my characters' signature gears were not migrated. I'll update if I can find out more. Try to search for "SignatureGear" or "RequisitionedGear" in the Migrated data at the bottom of the "Extra" tab (the rightmost tab, with the tools). All the gears (not the weapons) that were under "Signature Gear" or "Requisitioned Gear" should be there. Not asking for tech support here,  I'm aware of where to find the lost data. I'm just reporting bugs as I find them. I've also found some Solo Abilities were not migrated (even while their corresponding Squad Ability was correctly migrated). This doesn't seem to have to do with the content of the Solo Ability, at least, since the identical ability was successfully migrated on other sheets.
Cloudyshine said: Oh another thing (which is making it a bit messy to read) when sending the base Squad and Solo Mode abilities to chat, they show up like: Half Action (Free Action at Rank 3+) Cost 1 Cohesion Sustained: YES While this ability is active, the Kill-team does not suffer... Instead of Half Action (Free Action at Rank 3+) Cost: 1 Cohesion Sustained: YES While this ability is active, the Kill-team does not suffer... In response to this, since you added it to your fixes: This is true for Solo Mode abilities as well, not just Squad Mode.
Zyriel Y. said: I removed class and craftsmanship in an attempt to try to limit the clutter in the weapons sections. You can argue that it's not a really good attempt, and I'll agree with you. But since they aren't used in any way in the sheet, it was just giving an information to the person reading the sheet. Of course I'd rather not add more clutter, but I don't think decluttering should come at the expense of usefulness & accuracy. The weapon's class/type is mechanically relevant to many abilities and deserves to be shown with decent prominence. I've already added your request to the requested features list. For the little I know Deathwatch, craftmanship mainly affect reliability (jamming/overloading). As for the class of the weapon, I've never encountered their effects. But I get it that it's important to you. I just don't know how to put a dedicated field for this without raising the level of clutter (maybe finding some image/color code, but it would have to be easy to understand the meaning)
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I've already added your request to the requested features list. For the little I know Deathwatch, craftmanship mainly affect reliability (jamming/overloading). As for the class of the weapon, I've never encountered their effects. But I get it that it's important to you. I just don't know how to put a dedicated field for this without raising the level of clutter (maybe finding some image/color code, but it would have to be easy to understand the meaning) Appreciate it. I think a simple text box would suffice — IMO it's important to even justify taking up space on the Name line. I'm surprised you've never encountered weapon class. Perhaps your table just chose to handwave them? Per RAW weapon class determines proficiency, possibility to fire in melee, hands required to wield, etc etc. There are also many talents/abilities that specifically affect some classes of weapons: Bolter Drill, Gunslinger, Eye of Vengeance, just to name a few — there are tons more. Per RAW this is rather crucial mechanical data, not optional fluff.
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Well done Baleine!, very impressed that you managed to implement the translation support and bug fixing currently i don't have much time to assist in bug fixing, but ill will continue to follow the progress  for forum users here, keep in mind that the base design of the sheet only uses the Deathwatch core rulebook, improvements and features found on supplements will be added later
Another fix/request: NPCs' stat & skill checks currently only show a Success/Fail without DoS. DoS should be added to the output.
Zyriel Y. said: Another fix/request: NPCs' stat & skill checks currently only show a Success/Fail without DoS. DoS should be added to the output. Thanks for this report. I had a bug in the roll command for NPCs. I'll fix it ASAP
Hello, I'm not sure the XP problem is fixed yet, so I'm sorry if you will , but if you have provided correction there's still a bug with remaining xp to spent calcultation . Example earned xp : 13400 , xp spent 13000 , i should have the remaining 400 xp to spent, an in the sheet it's 800.
Hi ! Like I said on the first post of this thread. I don't have the means alter the sheets in production. All I can do is create a proposal (it's called a Pull Request ) to the Roll20 team. They will examinate it and put it in production (aka merge it). Usually, they do that every tuesday. To allow everyone to be up to date with what is being done, what has been done, and such, I keep on the first post of this a list with bugs, features and improvements requested. If you look upon it, you'll see that the line corresponding to the xp bug is marked as " will be fixed next week ". Meaning that it's not yet in production. When it will be updated, I'll remove the line from the first post (I'll certainly create a " Fixed " section to keep an history of what has been done).
Cloudyshine said: Oh another thing (which is making it a bit messy to read) when sending the base Squad and Solo Mode abilities to chat, they show up like: Half Action (Free Action at Rank 3+) Cost 1 Cohesion Sustained: YES While this ability is active, the Kill-team does not suffer... Instead of Half Action (Free Action at Rank 3+) Cost: 1 Cohesion Sustained: YES While this ability is active, the Kill-team does not suffer... I remember noticing that. I didn't found a way to get a newline in translated text referenced with ^{translationKey} in a roll template. If you have a solution for that, I'll be happy to integrate it in the sheet.
Hey! I've not read all the way over, but I have another XP reading bug, namely the Third Colum is correctly adding to the XP Spent total where the middle column does not do so Otherwise I think I like it, good work :D
Haakon H. said: Hey! I've not read all the way over, but I have another XP reading bug, namely the Third Colum is correctly adding to the XP Spent total where the middle column does not do so I think there's something wrong with your specific sheet. Can you reproduce that bug with a new sheet?
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I'll post some screenshots 1   2 3 This has been a consistent issue in three campaigns As you can see the 'General advancements' works correctly while the Specialty advancements and the Chapter/Deathwatch coloums adds to XP to spend and XP Spent
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Haakon H. said: I'll post some screenshots 1   2 3 This has been a consistent issue in three campaigns As you can see the 'General advancements' works correctly while the Specialty advancements and the Chapter/Deathwatch coloums adds to XP to spend and XP Spent This is already being addressed if you check the first post in this thread, under List of known bugs
Thank you for the reply! Just wanted to clarify the issues I saw :)
Feature suggestion: Either a query when you click or the ability to add a modifier to Cohesion Challenges. Oath of Loyalty gives you a +1 and iirc other things may modify it too.
Feature Suggestion: Query for modifiers when rolling damage, or the option to toggle such a query. Plenty of talents give situational damage boosts, like Hunter of Aliens, e.t.c.
Feature Suggestion: Button to make a standalone Psychic Power test. Sometimes you simply need to make a Psychic Power test unrelated to a power
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Heightened senses (under Auto-Senses for Power Armour and under Heightened Senses for Astartes Talents, Traits, and Implants) still reads +20 to Awareness on all our sheets.
Damn… I thought the issue was that it was saying "awareness tests". Didn’t even check the value. I guess that’s a bug to add on the list…
Baleine said: Damn… I thought the issue was that it was saying "awareness tests". Didn’t even check the value. I guess that’s a bug to add on the list… Oh the bug is not that, it says correctly that it gives +10 from your implants and under power armour it says that it stacks with the implants for a +20, so that's all correct. The mistake is that it's not just Awareness, it gives +10 to ALL tests that are based on that sense. For example, a Tracking test using sight and hearing would benefit from the heightened senses. The book says: On Power Armour: "Auto-senses: The Space Marine gains the Dark Sight Trait, and Heightened Senses (+10 to relevant Tests ) for Sight and Sound." On the Talent description: "The character gains a +10 bonus to any tests specifically involving this sense ."
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I’m sorry, but I need specifics there, because I’m beginning to lose track of what is and what should be on the sheet. So currently, on the sheet, the Auto-Senses text says Grants Heightened Senses (Sight and Sound)
Stacks with Implants benefits (+20 to Awareness tests) But it should be Grants Heightened Senses (Sight and Sound)
Stacks with Implants benefits (+20 to relevant tests ) However, the Heightened Senses correctly says +10 bonus to Tests involving Sight or Sound
Stacks with Auto-Senses Power Armour Ability Am I correct?
BUG: The Righteous Fury buttons are still broken even after the fix. Per RAW RF explode infinite times, not just once. The dice code should be 1d10!! — with TWO exclamation marks.
Baleine said: I’m sorry, but I need specifics there, because I’m beginning to lose track of what is and what should be on the sheet. So currently, on the sheet, the Auto-Senses text says Grants Heightened Senses (Sight and Sound)
Stacks with Implants benefits (+20 to Awareness tests) But it should be Grants Heightened Senses (Sight and Sound)
Stacks with Implants benefits (+20 to relevant tests ) However, the Heightened Senses correctly says +10 bonus to Tests involving Sight or Sound
Stacks with Auto-Senses Power Armour Ability Am I correct? On my sheets, it still says +10 bonus to Awareness Tests on Heightened Senses , but yes you're correct in what it should say.
Zyriel Y. said: BUG: The Righteous Fury buttons are still broken even after the fix. Per RAW RF explode infinite times, not just once. The dice code should be 1d10!! — with TWO exclamation marks. Hello. I don’t really see the issue there. Dices are exploding multiple times right now, as you may see here (I changed the roll to 1d2! because I didn’t want to roll 100 times to get multiple explosions) Am I missing something? And by the way, if you know what to do to improve the sheet, please don’t wait out for me to do it. You are more than welcome to propose your own changes. I don’t own this sheet, I just proposed my skills.
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On my sheets, it still says +10 bonus to Awareness Tests on Heightened Senses , but yes you're correct in what it should say. This is strange. If you look on github, the changes have been rolled : <a href="https://github.com/Roll20/roll20-character-sheets/blob/f809252d26efde5fdb6ec477eb5227940f822f3d/Deathwatch/translation.json#L1031" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/blob/f809252d26efde5fdb6ec477eb5227940f822f3d/Deathwatch/translation.json#L1031</a>
Hmm curious. I tried uploading a screenshot but it won't let me. Even new sheets I make says +10 bonus to Awareness Tests . I guess we'll see next week if the text persists.
Also, a nice feature would be for melee weapons to have a toggle button for Sure Strike. It's the Talent that lets you reverse the number for Hit Location, so maybe a button that when toggled makes attacks print both regular Hit Location and reversed Hit Location (i.e if you roll a 52, it will show both Left Arm and Body as possible hit locations)
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Cloudyshine said: Hmm curious. I tried uploading a screenshot but it won't let me. Even new sheets I make says +10 bonus to Awareness Tests . I guess we'll see next week if the text persists. The file en.json has been updated last week by Roll20, and it has the wrong translation. I don’t really know why&nbsp; this happened and how it will be resolved, since the english is not available through crowdin. I think our best bet is wait a week and open a ticket if it’s not resolved by then.
Baleine said: Cloudyshine said: Hmm curious. I tried uploading a screenshot but it won't let me. Even new sheets I make says +10 bonus to Awareness Tests . I guess we'll see next week if the text persists. The file en.json has been updated last week by Roll20, and it has the wrong translation. I don’t really know why&nbsp; this happened and how it will be resolved, since the english is not available through crowdin. I think our best bet is wait a week and open a ticket if it’s not resolved by then. Yeah, no stress. It's a minor change and not game breaking. Overall low priority compared to other things imo
Another minor feature: Adding a query for Burning damage modifier or a button to toggle Astartes Flamer damage, since all Astartes flamers burn for 1d10+4
Bug: When manifesting a psychic power where the target is above 90, even if the number becomes red when you roll above a 91, it still reads "Success" even though all Focus Power Test results of 91 and higher fail no matter the target.
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Mistake (I think): On the sheet, maintaining a single psychic power lowers the PR of all powers by 1 and adds a +10 to Psychic Phenomena Rolls. According to the book, you only receive penalties when you maintain several psychic powers at once, taking a -(No. of Sustained Powers) PR to (as far as I understand it, but its up to interpretation) only the sustained Psychic Powers, and the +10 per Power to Psychic Phenomena also only applies when you're sustaining multiple powers. In other words Sustaining 1 Power: No penalties, use a half action on your turn to maintain Sustaining 2 Powers: -2 PR to the sustained powers, +20 to Psychic Phenomena rolls, use a half action on your turn to maintain Sustaining 3 Powers: -3 PR to the sustained powers, +30 to Psychic Phenomena rolls, use a half action on your turn to maintain ... Sustaining X Powers: -X PR to the sustained powers, +X0 to Psychic Phenomena rolls, use a half action on your turn to maintain The relevant part of the book reads: Sustaining Psychic Powers Some Psychic Powers can be sustained beyond a single round as noted in their description. A psyker may sustain such powers without the need to make further rolls. However, he must use a Half Action each turn to maintain concentration. Should the psyker be unable to expend a Half Action, fall unconscious, die or otherwise be unable to maintain the power, it will end. &nbsp;&nbsp;&nbsp; It is also possible (but taxing) for a psyker to sustain multiple powers at once . Such a feat still only requires the psyker to expend a Half Action each turn. However, each additional power reduces each power’s PR and thus their overall effectiveness. Maintaining two powers at the same time reduces the effective Psy Rating of both powers by 2 . Maintaining three powers reduces the Psy Rating of all powers by 3 , and so on. If the Psy Rating of a given power drops to 0, it is no longer maintainable and ends. If a character suffers Psychic Phenomena while maintaining multiple active powers , the additional energy he is channeling is likely to go out of control or otherwise worsen matters, adding +10 to the result rolled on Table 6–1: Psychic Phenomena for each power he has active.
Feature: Adding permanent modifiers to psychic power tests, wearing a psychic hood gives you +5 and this would save time from having to type it in every time you manifest a power
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Perils of the Warp rolls below 1 (in case you have negative modifiers) also shows nothing? Same with Psychic Phenomena.
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i have submitted a patch for the following issues Forcefields should have a 0% overload option (see terminator armour) Heightened sense title-text says it gives a +20 bonus instead of a +10 Also the .json file instructions seen on the sheet selection screen i have also published the sheet documentation page here, still needs some work thou <a href="https://wiki.roll20.net/Deathwatch_improved" rel="nofollow">https://wiki.roll20.net/Deathwatch_improved</a>
Another idea would be to have a dropdown menu on weapons for Craftsmanship. Exceptional and Master craftsmanship each adds +1 damage, and each adds +5 WS for Melee weapons or makes it Reliable and then Unable To Jam for Ranged weapons.
Request: Increase the Talents &amp; Traits list for NPCs — some RAW Followers have more than 8 Talents &amp; Traits out of the box (as many as 16!) Perhaps change the list to 2-columns, and fully use the space next to the Misc/Gear notes?
BUG: In Vehicles, changing the max Clip size of one weapon changes all 3 weapon slots' max Clip size.
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ok so i have compiled your feedback into one post and i will, split my responses in 4 camps, YES, Maybe, No and Explained Now this is my opinion, and although i disagree with some of the decisions archmagos Baleine made, i respect his vision and will not alter the design without his approval&nbsp; However there are some features that i will add, without changing the sheet or mess with his immaculate translation code "What does C.Leap and C.Jump mean"&nbsp; HIDDEN WITH AN ARROW TO THE RIGHT Is it possible to make it so that the Enhanced Strength modifier from the power armour is adjustable? YES this requires a series of fields to be added under the power armour section, to accommodate ALL characteristics, will feature a switch to turn them all off if possible. (Pending Research) "Cybernetics add 2 Toughness (before Unnatural Toughness) to the location they're on" YES (Pending Research) " Can you make it so its possible to add more armour histories to your armour?" IMPLEMENTED "Adding a separate Gear &amp; Tool list under the normal one for gear that is requisitioned for a mission, to separate standard issue and requisitioned gear." Not Really This would increase clutter in the Combat tab, however some smaller fields can be added for Requisition cost, that way players can tell whats requisitioned and not&nbsp; (Pending Research) " Adding another Psy Rating option for using psychic techniques: Invocation, which adds +1 PR to your Fettered tests, or -1 if you fail." No too complicated for something so minor, you can reduce/increase your PR before casting "2nd for Eye of Vengeance/Volatile/Gauss/whatever that makes Fury activate on 9s as well." Updated WIKI article with suggestion to accommodate this variable "On the multiple hits calculator, it asks "Number of hits", and then it prints out 1 more hit location..." Maybe? Not sure why Baleine changed this, it used to work like you describe, need to consult him on this. " Another thing I think seems odd is if you put in Leg or Arm as first hit, it will then say the second hit is opposite limb..." Explained Interestingly the core rulebook does not have the multi hit table that Rogue Trader has, this is the distribution provided there, is true to those rules (i agree it makes no sense, handwaving recommended) "On Unnatural Strength &amp; Toughness it says "House rule: Unnatural Chars. are Additive." Explained This is a house rule, based on how Unnatural Characteristics are dealt with in Only War and Black Crusade, this is not coded anywhere on the sheet, and serves only as a suggestion&nbsp; "And really low priority I'd guess but another Situational Weapon to add would be Betcher's Gland." YES WILL BE ADDED NEXT PATCH "Another idea: Being able to write what oath you picked..." No The amount of variables that Oaths and Custom oath bring, cannot be accommodated, this is better served via handout.&nbsp; "Bug report: All of the text boxes that previously allowed non-numeric values are now lost — they're now enforced as numeric values." Not a Bug The fields that are numbers only are done on purpose for 2 reasons, auto-calcs and Roll templates, without numbers only, these would break "In the core rulebook, the table "Perils of the warp" does not go beyond 100." Not a Bug The tables in the book DO go beyond 100, however those results equal the last entry in the table, same design for our roll template tables "I would like to see a power armour section that has a drop down menu that has armour options of Astartes Power Armour, Astartes Artificer Armour...." No this is too extensive and would require something like a compendium to hold all that info, you can request a compendium to be created.... "i PMed you about how to do tearing weapons, the solution was easy enough but there isn't anywhere on the sheet" Maybe Oh yes good ol tearing, my solution to this is a selector for some damage altering weapon qualities, i did this for the Rogue Trader Improved sheet, however this requires consultation with Baleine "And Finally, something i noticed while writing this is that there are A LOT of situational bonuses from equipment and talents." No It is indeed a lot of them, thus all macros (that roll tests) ask for modifier before rolling, some are accommodated to a degree but most are not, too many of them, you would be better served with a handout list. "Also, it reads that jumping height is (20xSBcm), but in the book it says base Jump is half a metre for an average standing jump" IMPLEMENTED "Things like Warp Conduit and other persistent mods GM may homebrew! :)" (Pending Research) Warp Conduit is already present in PR casting level, a mod box is possible but this requires further study on my part "Unify the Weapons layout between PC weapons and NPC/Vehicle weapons — no reason they should be different, and would make copy-pasting things easier!"&nbsp; "BUG: Vehicle Ranged Weapons are missing slots for weapon Range and Reload time." Not a Bug space is limited there, however the idea of turning this into a separate repeating section is interesting, needs consulting In the mean time if you need more weapons use the combat tab, use the "other modifiers" box to emulate a full BS score. "It'd be great to be able to expand/collapse Vehicles like NPCs and most other lists." YES but needs consulting "Psychic Powers are currently hard-coded to have a specific list of damage options." Not possible This was done because of the way the sheet calculates Final PR for casting, if the damage option the power uses is not listed, send me a PM to add it as an option. (Pending Research) "Add a box for persistent modifier to Psychic Phenomena rolls." No both macros ask for modifiers already "Feature suggestion: Either a query when you click or the ability to add a modifier to Cohesion Challenges." IMPLEMENTED "Feature Suggestion: Query for modifiers when rolling damage, or the option to toggle such a query." Sadly No this would make shooting automatic weapons a nightmare, since every hit will need a separate query, you can add the same weapon with a different damage dice, or add it to the special qualities field "Feature Suggestion: Button to make a standalone Psychic Power test." Not Needed A Simple solution for this is to add a psy power to your list named FOCUS POWER TEST, leave the rest blank "Also, a nice feature would be for melee weapons to have a toggle button for Sure Strike." Maybe Complicated but not impossible, needs consulting (Pending Research) "Another minor feature: Adding a query for Burning damage modifier or a button to toggle Astartes Flamer damage" YES but better All the negative effects such as blood-loss and burning will be merged into a single macro + selector, this selector will feature A.F. fire damage (Pending Research) " Bug: When manifesting a psychic power where the target is above 90, even if the number becomes red when you roll above a 91" YES Will patch ASAP (Pending Research) "Mistake (I think): On the sheet, maintaining a single psychic power lowers the PR of all powers by 1 and adds a +10 to Psychic Phenomena Rolls." YES but maybe Not your interpretation of the rule is sound, however this would require a very extensive rework of scripts and formulas that im not sure is gonna work as intended Functional Script already developed to address this issue, however other issues have come up which i will expand later. "Perils of the Warp rolls below 1 (in case you have negative modifiers) also shows nothing? Same with Psychic Phenomena." IMPLEMENTED "Another idea would be to have a dropdown menu on weapons for Craftsmanship. Exceptional and Master craftsmanship" maybe this needs consulting with Baleine "Request: Increase the Talents &amp; Traits list for NPCs — some RAW Followers have more than 8 Talents &amp; Traits out of the box (as many as 16!)" No Complex enemies are better served with their own character sheet, NPC tab is primarily intended for Troops. "BUG: In Vehicles, changing the max Clip size of one weapon changes all 3 weapon slots' max Clip size." IMPLEMENTED well guys imma get to work now, keep adding your suggestions, and hopefully archmagos Baleine will return from his data-meditation soon
"On the multiple hits calculator, it asks "Number of hits", and then it prints out 1 more hit location..." Maybe? Not sure why Baleine changed this, it used to work like you describe, need to consult him on this. The way it works now is perfect, and it didn't work that way before. You put in where it first hit and how many hits, then it prints all hits including the first one. Doesn't need changing.
REQUEST: A box between Base Cohesion and Current Cohesion to write down either the character's Starting Cohesion &nbsp;or Cohesion Bonuses . There are multiple abilities that adds permanent modifiers to a character's starting Cohesion point. These are separate from the Rank/Command based calculation. It'd be very useful to have a place to write down the total sum of these bonuses so they don't have to be manually calculated each mission.
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I have updated my post with some of the latest developments Cloudyshine said: The way it works now is perfect, and it didn't work that way before. You put in where it first hit and how many hits, then it prints all hits including the first one. Doesn't need changing. I was actually in error here, the table does exist in Page 239 DWCR, Baleine already fixed this table, no further modification needed Zyriel Y. said: REQUEST: A box between Base Cohesion and Current Cohesion to write down either the character's Starting Cohesion &nbsp;or Cohesion Bonuses . There are multiple abilities that adds permanent modifiers to a character's starting Cohesion point. These are separate from the Rank/Command based calculation. It'd be very useful to have a place to write down the total sum of these bonuses so they don't have to be manually calculated each mission. Well the kill-team has to manually calculate Cohesion points anyway, before every mission due to multiple variables, thats what the Current Cohesion field is for, can even be linked to tokens with the attribute "cohesion" However im not going to discard this suggestion, because there might be some other perma-mods that could be added to "Base" and are generic enough for all astartes to have regardless of specialty or chapter&nbsp; if you can provide me with some sources so i can read, that would be very helpful, you seem to be very experienced in the rules. "Unify the Weapons layout between PC weapons and NPC/Vehicle weapons — no reason they should be different, and would make copy-pasting things easier!"&nbsp; "BUG: Vehicle Ranged Weapons are missing slots for weapon Range and Reload time." Not a Bug i thought about a creative solution to this, eliminate the vehicle tab, and transplant the vehicle statistics part (left side) to the combat tab Add a switch on top of the "Armour and defenses" section, to toggle between character stuff and vehicle stuff substantial clutter removal (a whole tab) just like Baleine envisioned OTHER DEVELOPMENTS: *Working on removing printed roll in the Vs Xenos RF macro *Psy power roll template should mark 91+ rolls as automatic failure *Possible retooling of Psy Powers, to grant each entry its own Power Level selector *Experimenting with script to auto-deduce ammo spent when using the "Attack" macro