Jarren said: Lucifina said: Thanks. It seems to be working. For the damage reduction bit and the multiple damage types, is it possible to make something like an If/Then conditional? Such as asking if the target is armor or not, and if yes, use AT damage instead of AP damage. Or asking if the target is covered and if so, do 0.5x the total damage. Or would I need to make a separate macro for that? It's very likely possible, using either several queries, or possibly attributes from the target's character sheet if you explain the mechanics. The best way to explain is to pretend that you are in person, rolling physical dice - how would you explain the full range of options that a player could possibly take in this situation? I would explain it like this: When a player moves their unit and chooses to attack with them, they have to pick a target. Then, they pick a part on that target. The target has a Target Number equal to the amount of hexes away it is from the attacker, multiplied by the Range Multiplier of the part the attacker is shooting at. For a headshot, you could say it's 2x, so a target 5 hexes away would have a target number of 10 for that. The enemy would do their evasion check, dodging the attack if they succeed, or if they fail the attack goes through. Then, the player would choose which weapon they're attacking with. They typically only have one weapon, maybe an attached subweapon, and grenades. For example, we'll use their main gun. Depending on the target they chose (whether it's considered a person or armor), they would use their weapon's AP damage (for a person) or AT damage (for armor). For a person, a gun would have a high AP damage. The player would roll all of the gun's shots as d20s, and compare them to the target number, then calculate damage based on that. The main choice made here in the moment is just what weapon to use on what target and which part of that target to aim at. If you had, say, a rifle that does a 5-shot burst, you'd roll 5d20 and each die that hits 10 or over would hit their head, which is their critical spot and would deal double the rifle's total damage after all modifiers. You might go from dealing 7 damage to 14, or if you got an attack boost of 100%, it'd be 28. And if you got an accuracy boost, you might get +5 to your d20 rolls for example, giving a solid 75% hit rate. The player could also use a grenade, which even if it misses will still explode where it lands and deal splash damage. Other options taken outside of this are positioning, such as the defender hiding behind partial cover, or either player using an ability of some kind that gives their unit a buff, such as double damage or double defense. That, and whether or not they leveled up that class of unit to the point that they get a flat bonus in a stat. Everything else is pure math or RNG. It's a wargame, so choices in strategy are the focus instead of stacking options on a single character.