So I've been playing around with a macro to make a macro for an advanced combat weapon with multiple ammo types on two different firing setting that affect the to hit chance. Here is what I have so far: /em ?{Stablised?| Yes, /em Stabilises her rifle and lines up to fire ([[d20+37]]) hitting for, ?{Ammo Type?| Armour Piercing, [[5d10+10]] with 25% armour bypass with her Armour Piercing Rockets. | Heavy Electronic Piercing, [[6d10]] with stun for [[1d6]] turns and has a 25% armour bypass with her Heavy Electronic Piercing Rockets . | Armour Piercing Fragmentation, [[1d8+3]] on direct hit and [[1d6+2]] for up to 330ft away with a 15% ([[d100]]) chance to shred 40% of armour and 20% of damage will bypass armour with her Armour Piercing Fragmentation Rockets. | Fragmentation, [[2d8+6]] on direct hit and [[2d6+4]] for up to 330ft away with a 20% ([[d100]]) chance to shred 50% of armour with her Fragmentation Rockets. | Concussion, [[2d4+4]] on impact with 85% ([[d100]]) chance to stun, 45% ([[d100]]) chance to deafen, 45% ([[d100]]) chance to blind from debris and 15% ([[d100]]) chance to knock prone. } | No, Character fires her rifle unstablised for quickness or for emergency effect, lines up to fire ([[d20+37]]) hitting for, ?{Ammo Type?| Armour Piercing, [[5d10+10]] with 25% armour bypass with her Armour Piercing Rockets. | Heavy Electronic Piercing, [[6d10]] with stun for [[1d6]] turns and has a 25% armour bypass with her Heavy Electronic Piercing Rockets. | Armour Piercing Fragmentation, [[1d8+3]] on direct hit and [[1d6+2]] for up to 330ft away with a 15% ([[d100]]) chance to shred 40% of armour and 20% of damage will bypass armour with her Armour Piercing Fragmentation Rockets. | Fragmentation, [[2d8+6]] on direct hit and [[2d6+4]] for up to 330ft away with a 20% ([[d100]]) chance to shred 50% of armour with her Fragmentation Rockets. | Concussion, [[2d4+4]] on impact with 85% ([[d100]]) chance to stun, 45% ([[d100]]) chance to deafen, 45% ([[d100]]) chance to blind from debris and 15% ([[d100]]) chance to knock prone. } } Every modification I make to make this work still has it where the it accepts the Yes/No but then prints the entire rest of the choice in the chat rather than open a second query for each ammo type. Is their anything I can do to fix this or is there anyone with significantly more macro experience to walk me through on how to make this thing actually work? I am asking because this macro is the start of a series like this to ease the problems of my players I'm GM'ing for in a game.