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Deathwatch Improved Info and Bug Report

February 15 (1 month ago)

Edited March 22 (1 week ago)
Baleine
Sheet Author

Hi fellow brothers.

Some of you asked (with reason) why the new sheet wasn't there as advertised. I think I owe you some informations about this.


First, I want to apologize for this unexpected delay. I should have foreseen it. You have to know that we, humble community folks, can only propose Pull Requests, that the Roll20 team approve (or not) each tuesday (mostly). I thought that everything was in order with my sheet, but, as I was using copyrighted material (namely, images coming from DeathWatch book), Roll20 blocked my Pull Request, and thus, it won't be available before next tuesday (provided they don't find another problem).


So, I'm removing all images from my Pull request and will submit it to them next week (february 18th). Hopefully, it will be approved then.
This means we need some images. Not much, mostly a header and a footer for the sheet and the roll template, a logo, and an image of a space marine to go behind the armour's fields.


I'll try to keep this thread opened so that you may use it to report bug on the sheet.

List of known bugs

  • Dice rolls can have a result beyond 100 (is that a bug?)
  • Squad abilities chat message have their line-break missing
  • Psychic power with a target above 90 reads "Success" when rolling a 91+, even though tests of 91+ should always fail

Features requested

  • !Add collapsible container around vehicles
  • Add button to collapse all lists in a tab
  • !Try to make psychic powers damage a free text input
  • Find a new way to show weapons that would be unified with NPC and Vehicles
  • Find a way to add unlimited weapons to NPC and vehicles
  • Be able to update the Enhanced Strength from the power armour
  • Better than that, have the power armour have bonus on its own that can be turned on/off depending if the armor is donned/powered (also, think about the helmet)
  • Allow armour parts to handle the "Cybernetics" buff (+2 toughness before unn. tough.)
  • Adding a separate Gear & Tool list for requisitioned gear.
  • Adding another Psy Rating option for using psychic techniques: Invocation, which adds +1 PR to your Fettered tests, or -1 if you fail
  • Handle righteous fury triggering on 9+ etc… depending on various abilities
  • Add Betcher's gland as situational weapon (hideable so that marines without it won't be tempted to use it?)
  • Define custom oaths
  • Add a box to set custom modifiers on characteristics (see this)
  • Find a way to remember the player about the situational bonuses he can use
  • Add a box to set a modifier to psychic phenomena
  • Add class to weapons
  • Add Requisiton cost to gear / weapons
  • Add craftmanship to gear / weapons
  • Handle Sure Strike on weapon attacks (lets you reverse the number for Hit Location)
  • Adding a query for Burning damage modifier (or handle Astartes Flamer damage)
  • Expand the Vehicles' Size drop-down list to include options beyond Massive

Visual improvements

  • Don't show fake rolls on Righteous fury vs Xenos
  • When resizing the text boxes under abilities, the title on the top ability on the right column sometimes is pushed to the bottom of the left column
  • Align titles of abilities and stuff left-align (Need more opinions about that!)


Already fixed

  • On the XP sheet, all advancements put into the middle and right columns ADDS to the "XP to spend" rather than subtracting from it.
  • rollPsychicPhenomena75100Title has no translation
  • Parrys don’t show degrees of success / failure
  • Multi-hit shows one too many hit
  • Multi-hit starting on limbs should target the same limb on the second shot
  • Fix text about Heightened senses, that gives a bonus to all rolls relying on that sense
  • Psychic powers’ send to chat text have the text "t1" before range and there’s a carriage return between "Sustained" and "Opposed"
  • Righteous Fury damage dice against non-xenos should explode since it does not need more check if the dice rolls a 10
  • Vehicles' Melee Attack shows a "$[[1] Roll" in the result instead of the actual roll
  • Skill ordering is not updated according to translation
  • NPCs' stat & skill checks currently only show a Success/Fail without DoS
  • The grey-on-grey text is somewhat hard to read, especially with all the long lists. Higher contrast would be nice.
  • Forcefields should have a 0% overload option (see terminator armour)
  • Add a modifier to Cohesion Challenges (or query for modifier)
  • Changing max clip size to one vehicle weapon changes it for all 3 weapons
  • Sustaining 1 psychic power should not reduce PR and should not add +10 to psychic phenomena rolls (sustaining 2 works correctly)
  • Heightened sense title-text says it gives a +20 bonus instead of a +10
  • Perils of the warp rolling less than 1 shows nothing
  • Make Armour History a repeating field
  • Jumping height is incorrect
February 18 (1 month ago)
Baleine
Sheet Author

Let there be known to anyone interested that the new sheet has been rolled! Yay!

Your character sheet should automatically be migrated. If you encounter any issue in the migration process or after, don't hesitate to say so here. I'll try to address them quickly

Hi! I'd like to report a bug: On the XP sheet, all advancements put into the middle and right columns ADDS to the "XP to spend" rather than subtracting from it.

February 18 (1 month ago)

Edited February 18 (1 month ago)
Baleine
Sheet Author

Hello. Yikes? Really. Damn, I feel stupid. I thought I checked everything. I'll fix that asap (means it won't be fixed before next week)

Thanks for your report

Thanks! It happens, don't worry. Two other things I found, when rolling Psychic Phenomena and getting 75+, it says "[rollPsychicPhenomena75100Title]" in the middle. When resizing the text boxes under abilities, the title on the top ability on the right column sometimes is pushed to the bottom of the left column. Also, What does C.Leap and C.Jump mean? Below I've got a couple of suggestions:

Is it possible to make it so that the Enhanced Strength modifier from the power armour is adjustable? My armour history gives my armour an additional +10 Strength on top of the base +20, and it would be nice to add that in on the armour bonus.

Cybernetics add 2 Toughness (before Unnatural Toughness) to the location they're on, is it possible to add the option to add a modifier to specific body parts Toughness?

Can you make it so its possible to add more armour histories to your armour? Some people have several thanks to Rites of Battle.

February 19 (1 month ago)

Edited February 19 (1 month ago)
Baleine
Sheet Author

Cloudyshine said:

When resizing the text boxes under abilities, the title on the top ability on the right column sometimes is pushed to the bottom of the left column.

Yeah, I’ve noticed it while doing my tests. It’s a bit annoying. I may have an idea to prevent it from happening, but i’m not 100% percent satisfied about this way of handling abilities.

Also, What does C.Leap and C.Jump mean?

It’s short for "Custom Leap" and "Custom Jump", so that you can define your own custom movement speed. It’s a feature coming from the "Rogue Trader Improved" sheet.

Is it possible to make it so that the Enhanced Strength modifier from the power armour is adjustable? My armour history gives my armour an additional +10 Strength on top of the base +20, and it would be nice to add that in on the armour bonus.

Cybernetics add 2 Toughness (before Unnatural Toughness) to the location they're on, is it possible to add the option to add a modifier to specific body parts Toughness?

Can you make it so its possible to add more armour histories to your armour? Some people have several thanks to Rites of Battle.

I’ll put that in the backlog. My priority right now would be to fix bugs. If someone wants to do it right now, they are very welcome.

February 19 (1 month ago)

Edited February 19 (1 month ago)

Yes, naturally fixing bugs is highest priority. Since you didn't respond to it (just in case you missed it) I'll just reiterate this bit as well:

When rolling Psychic Phenomena and getting 75+, it says "[rollPsychicPhenomena75100Title]" in the middle.

Just saw you had added it to known bugs, my bad


Thanks for the hard work!

February 19 (1 month ago)

Edited February 19 (1 month ago)

Two more suggestions:

Adding a separate Gear & Tool list under the normal one for gear that is requisitioned for a mission, to separate standard issue and requisitioned gear.

Adding another Psy Rating option for using psychic techniques: Invocation, which adds +1 PR to your Fettered tests, or -1 if you fail.

February 19 (1 month ago)

I'd like to report a bug? Flaw? Don't know. Anyway: 

Righteous Fury just rolls a d10 and then another one on a 10, and so on; there should be 2 queries (or fields)

- 1st for the damage of the weapon you're using (RAW: the attacker may make an additional Damage roll and add it to the Damage total. (...) This process continues as long at least one Damage die results in a natural 10 — p.245), since it should roll the damage as a whole

- 2nd for Eye of Vengeance/Volatile/Gauss/whatever that makes Fury activate on 9s as well.


Qesting said:

- 1st for the damage of the weapon you're using (RAW: the attacker may make an additional Damage roll and add it to the Damage total. (...) This process continues as long at least one Damage die results in a natural 10 — p.245), since it should roll the damage as a whole

This was addressed in the Living Errata released for Death Watch, you're only supposed to roll an additional d10 for Righteous Fury:

Righteous Fury (page 245): The sentence “If that second attack hits, the attacker may make an additional Damage roll and add it to the Damage total” should change to “If that second attack hits, the attacker may roll one additional Damage dice (1d10) and add it to the Damage total.”

February 19 (1 month ago)

Edited February 19 (1 month ago)

Apologies for so many posts, I have ADHD so if I don't write it down right away I'll forget about it so I tend to address things as I come across them. A couple more ideas:

Removing the "Threshold, Roll, and Success" part of vs Xenos Righteous Fury, just printing the damage since a roll isn't necessary.

On the multiple hits calculator, it asks "Number of hits", and then it prints out 1 more hit location than indicated. If I put in 3 hits, it will show 2nd, 3rd, and 4th hit. Either changing it to say "Number of additional hits" or changing it to print out one less hit would make it more clear, I think. 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. Considering All body parts are hit twice before it moves to another one, even head, I would assume that it would hit the same limb twice before moving on.

February 19 (1 month ago)

Edited February 19 (1 month ago)
Baleine
Sheet Author

Qesting said:

- 2nd for Eye of Vengeance/Volatile/Gauss/whatever that makes Fury activate on 9s as well.

Aye, I know about that. Unfortunately, it would be a bit complex to handle this nicely (could be a field defining when you trigger righteous fury). I'll add this to features requests.

On Unnatural Strength & Toughness it says "House rule: Unnatural Chars. are Additive. The number on the trait is added instead of multiplied". Do you mean that by the House Rule, Unnnat. Strength x2 would just add 2 to the Strength Bonus?

February 19 (1 month ago)

Edited February 19 (1 month ago)

Also, Heightened Senses don't just give +10 to Awareness, it's +10 to all relevant skill tests that focus on the sense, so Tracking by vision and sound would benefit for example, or Searching.

And really low priority I'd guess but another Situational Weapon to add would be Betcher's Gland.
February 19 (1 month ago)
Baleine
Sheet Author

Cloudyshine said:

Removing the "Threshold, Roll, and Success" part of vs Xenos Righteous Fury, just printing the damage since a roll isn't necessary

It's a technicality. I use the same roll template for standard and "vs xenos" righteous fury. It means that to remove them, I have to create a roll template part specifically for that. At this moment, it's only eye candy.

On the multiple hits calculator, it asks "Number of hits", and then it prints out 1 more hit location than indicated. If I put in 3 hits, it will show 2nd, 3rd, and 4th hit.

Right, I think I missed something there. I remember touching this, must have failed somewhere.

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. Considering All body parts are hit twice before it moves to another one, even head, I would assume that it would hit the same limb twice before moving on.

I guess you're right and I should change that.

Cloudyshine said:

On Unnatural Strength & Toughness it says "House rule: Unnatural Chars. are Additive. The number on the trait is added instead of multiplied". Do you mean that by the House Rule, Unnnat. Strength x2 would just add 2 to the Strength Bonus?

That's what I understand with that. Never played with that house rule, and I would object if a GM would enforce it on a game I'm playing.

Cloudyshine said:

Also, Heightened Senses don't just give +10 to Awareness, it's +10 to all relevant skill tests that focus on the sense, so Tracking by vision and sound would benefit for example, or Searching.

Correct.

Another idea: Being able to write what oath you picked (not making it a drop-down menu since some books add new chapter specific oaths and some people make custom oaths for custom chapters), and/or selecting what squad abilities you have available from it.

February 20 (1 month ago)

Edited February 20 (1 month ago)

Bug report: All of the text boxes that previously allowed non-numeric values are now lost — they're now enforced as numeric values.

  • PEN box for weapons.
  • XP costs for advancements.

There are probably other such boxes with lost info that I haven't caught. In general, I'd suggest allowing non-numeric values for these boxes, since they allow for specific/contextual notes; enforcing numbers-only value only when strictly necessary.

And some suggestions for UX:

  • The grey-on-grey text is somewhat hard to read, especially with all the long lists. Higher contrast would be nice.
  • The centre-alignment for most of the boxes make enumerated lists appear rather "jagged" and hard to scan through. They'd be much more legible if kept to left-aligned.

Thanks for the good work!

February 20 (1 month ago)

Edited February 20 (1 month ago)

When you click Send to Chat on Psychic Powers, it reads

Rending Maw
Action Time / Focus Power Time: Full Action
t1=Range 10m x PR
Sustained: No

Opposed: No

There is a t1= before "Range", and a big gap between "Sustained" and "Opposed". Additionally, some Psychic Powers (like Iron Arm) have a range of Self.

February 20 (1 month ago)

Edited February 20 (1 month ago)
Baleine
Sheet Author

Zyriel Y. said:

Bug report: All of the text boxes that previously allowed non-numeric values are now lost — they're now enforced as numeric values.

  • PEN box for weapons.
  • XP costs for advancements.

There are probably other such boxes with lost info that I haven't caught. In general, I'd suggest allowing non-numeric values for these boxes, since they allow for specific/contextual notes; enforcing numbers-only value only when strictly necessary.

Hello. You are right, these fields are meant to be numeric. Although it’s not strictly necessary to have numeric value in the Penetration boxes, the XP cost are required to be numeric now, since the sheet should keep track of how much experience you used.

Note that at the bottom of the "Extras" tab, there is a field (hidden by default, there is an arrow to open it) that keeps all values pre-migration. So if you lost something, you may find it back.

May I ask why you would want to put non-numeric values in both these fields?

February 20 (1 month ago)

Edited February 20 (1 month ago)
Baleine
Sheet Author

Cloudyshine said:

Additionally, some Psychic Powers (like Iron Arm) have a range of Self.

Yes. Is it an issue? I reckon that either you may put "Self" or "0" in the range box. Is that a problem?

I suppose not, I realized there's not really anything to roll either way. Never mind!

Hi,

The new sheet is looking great! Can I request an option to change the visual of the rolls to how it use to look? Or maybe an option to adjust the colours similar to the old one.

If that's not possible, could you add in degrees of success to the roll, as that was handy for Full Auto dodging and was nice visually to see.

Thanks!

February 20 (1 month ago)

Edited February 20 (1 month ago)
Baleine
Sheet Author

Eddiebox123 said:

The new sheet is looking great! Can I request an option to change the visual of the rolls to how it use to look? Or maybe an option to adjust the colours similar to the old one.

If that's not possible, could you add in degrees of success to the roll, as that was handy for Full Auto dodging and was nice visually to see.

Hello. Degrees of success are shown in the new roll template. If you succeed (or fail) a roll by more than 10, you’ll see the degrees of success or failure. If you barely manage (or barely fail), then it will just show success or failure (meaning 0 degree of success/failure).


As for the visual, there should be a header and a footer image, but due to legal rights, I had to remove them. I’ll try to add free images, though.

Are you requesting colour changes for a reason? I thought green on black was nicely contrasted, but if it causes troubles, I’ll try to find a way to handle some sort of theming.

February 20 (1 month ago)

Edited February 20 (1 month ago)

May I ask why you would want to put non-numeric values in both these fields?

  • In the XP costs I used to put dividing commas for better readability. Also the occasional + and - signs to note multiple purchases.
  • As for PEN, there are several abilities that modify PEN contextually. It was useful to be able to note multiple values in there. Additionally, I also used it to note Magnitude damage and other useful things to see at a glance when Damage is rolled.

I also think it's kind of dicy in general to enforce data type unnecessarily when there's risk of data loss though...

February 20 (1 month ago)
Baleine
Sheet Author

Zyriel Y. said:

  • The centre-alignment for most of the boxes make enumerated lists appear rather "jagged" and hard to scan through. They'd be much more legible if kept to left-aligned.

Could you tell me where do you see enumerated list that are not correctly aligned?

Bug report on Righteous Fury:

  • Per RAW, Righteous Fury triggers on roll of 10 ad infinitum; only 1 confirmation roll is required vs non-xenos.
  • The RF buttons on the new sheet only rolls d10 once, and only explodes once vs xenos. They should both be changed to d10!!

Could you tell me where do you see enumerated list that are not correctly aligned?

Almost all of them — It's not that they're "not correctly aligned"; it's the fact that they're centre-aligned instead of left-aligned that makes them hard to read. A a long list the items would all be starting from a different point from the left, making them hard to quickly scan.

February 20 (1 month ago)
Baleine
Sheet Author
  • In the XP costs I used to put dividing commas for better readability. Also the occasional + and - signs to note multiple purchases.

I see. For these fields, reverting them to free input would break the XP calculations. To note multiple purchases, you can make multiple lines. I'll see if I can apply a formatting on the numbers to help with legibility.

  • As for PEN, there are several abilities that modify PEN contextually. It was useful to be able to note multiple values in there. Additionally, I also used it to note Magnitude damage and other useful things to see at a glance when Damage is rolled.

Yeah, well, the sheet is different. It aims to avoid having to set different things in the same field (granted, that's a bit cluttered, though), and I'd like to keep fields specific. However, I can revert this field to a free input.

I also think it's kind of dicy in general to enforce data type unnecessarily when there's risk of data loss though...

I understand your point, but, in my defense :

  • I warned several months ago about it and said "save your data"
  • I warned again two weeks (well, three, because my changes were postponed) ago, reiterating about saving data
  • Migrated data are still existing in the bottommost field in the last tab (extras), so even if data is misplaced, it can be found again (granted, it may not be easy to find it, but it's there)

I'm sorry if I made your life a bit harder, but I worked hard for this sheet, and I think it's an enhancement. It's far from perfect, but it's a step in the right direction, in my opinion.

February 20 (1 month ago)

Edited February 20 (1 month ago)
Baleine
Sheet Author

Zyriel Y. said:

Bug report on Righteous Fury:

  • Per RAW, Righteous Fury triggers on roll of 10 ad infinitum; only 1 confirmation roll is required vs non-xenos.
  • The RF buttons on the new sheet only rolls d10 once, and only explodes once vs xenos. They should both be changed to d10!!

I read the rules again, and it seems you're right. I thought you had to confirm each additional d10. I'm changing that right now.

February 20 (1 month ago)

Edited February 20 (1 month ago)
Baleine
Sheet Author

Almost all of them — It's not that they're "not correctly aligned"; it's the fact that they're centre-aligned instead of left-aligned that makes them hard to read. A a long list the items would all be starting from a different point from the left, making them hard to quickly scan.

Well, I'm confused there. Here's what I see on Edge and Firefox :


(by the way, you may notice on the first image that I've changed the colors to enhance contrasts, I'm currently working on that)

I checked on Chrome too, and it's left-aligned in my browser. So I'd like to see where you have an issue with alignment and on which browser

February 20 (1 month ago)
Gauss
Forum Champion

Hi Baleine, 

Just a note, I see you provided screenshots for Edge and Firefox. The official Roll20 browsers are Chrome and Firefox. 
While Edge is Chromium based it is still not Chrome. There can be differences between browsers even if those browsers use the same engine.
In short, I suggest testing Chrome as well. 

February 20 (1 month ago)
Baleine
Sheet Author

Hello Gauss, and thank for your intervention.

I should have thought about this. I didn't want to install chrome on my computer anymore, but I guess I'll have to (I'm not gonna create a VM for that…).

February 20 (1 month ago)

Edited February 20 (1 month ago)

If you have a modifier for Perils of the Warp and roll above 100 it seems like it comes out blank.

A nice feature would be to be able to change from "Metres" to "Kilometres" for the range of Psychic Powers, some are measured in kilometres. This is a minor inconvenience but even if I can write it as 50000 metres, its harder to read.
February 20 (1 month ago)

Edited February 20 (1 month ago)
Baleine
Sheet Author

Cloudyshine said:

If you have a modifier for Perils of the Warp and roll above 100 it seems like it comes out blank.

In the core rulebook, the table "Perils of the warp" does not go beyond 100. What would you think is the issue? Does the table should extend beyond 100 or is it incorrect to ask for modifier?

A nice feature would be to be able to change from "Metres" to "Kilometres" for the range of Psychic Powers, some are measured in kilometres. This is a minor inconvenience but even if I can write it as 50000 metres, its harder to read.

It seems quite easy to bypass this cosmetic issue. You write "50k" and voilà ;)
But if it's really an issue, I'll add it to backlog

February 21 (1 month ago)

Edited February 21 (1 month ago)
  • As for PEN, there are several abilities that modify PEN contextually. It was useful to be able to note multiple values in there. Additionally, I also used it to note Magnitude damage and other useful things to see at a glance when Damage is rolled.

Yeah, well, the sheet is different. It aims to avoid having to set different things in the same field (granted, that's a bit cluttered, though), and I'd like to keep fields specific. However, I can revert this field to a free input.

Having multiple values in PEN isn't exactly "set different things in the same field" in the strict sense. I understand you prefer to keep things neat and proper, but the fact is that the game has a lot of this kind of things that, if you were to make explicit fields to accommodate all of them, would make the sheet impossibly cluttered. It's much easier to just allow users the freedom to notate as they wish. I don't think PEN interacts with other things on the sheet anyway so it's just a straight usability improvement to allow different data type.

Almost all of them — It's not that they're "not correctly aligned"; it's the fact that they're centre-aligned instead of left-aligned that makes them hard to read. A a long list the items would all be starting from a different point from the left, making them hard to quickly scan.

Well, I'm confused there. Here's what I see on Edge and Firefox :

Oh I don't mean the drop-down lists, but lists like Psy Power, Talents, Squad Abilities, XP advancement, etc etc. The "Name" boxes for them are all centre-aligned.

(by the way, you may notice on the first image that I've changed the colors to enhance contrasts, I'm currently working on that)

Awesome! :)

If you have a modifier for Perils of the Warp and roll above 100 it seems like it comes out blank.

In the core rulebook, the table "Perils of the warp" does not go beyond 100. What would you think is the issue? Does the table should extend beyond 100 or is it incorrect to ask for modifier?

Various things (eg. sustaining powers) add positive modifiers to Phenomena/Peril rolls, so a roll can go above 100. As with other things, I'd think the roll result should just max out at 100 even when the total is above 100.

February 21 (1 month ago)

Edited February 21 (1 month ago)

OK, so i noticed while making some pregens for a west-marches style deathwatch game i am organising that there are a lot of characteristic boosts from various sources and no real way to add them other than to alter the starting value of them or alter the calculated values on the attributes page. A lot of these characteristic boosts are based on equipment, specifically armour, such as the +10 to Agility for Mk6 “Corvus" Armour, the Extra +10 the strength for terminator armour etc. There are a number of characteristic boosts from armour histories as well that do similar things. 


There are a number of solutions to this i can see, some more complicated than the others i imagine. the first is to add a all the individual bonuses for the individual options to the sheet, so you can select your mark or type of armour and add all of the bonuses automatically, but that seems like a nightmare to implement with everything calculated in the background.

The second is to add a modifier field to the main page near the starting characteristics field such as in the pic below

the third is to add a section under the power armour abilities where you can input the bonuses the armour gives you to characteristics or skills and when you don or doff the armour those bonuses are activated or deactivated. sort of enabling you to alter powerArmourStrength directly from the sheet rather than going to the attributes page, and adding other power armor attributes like powerArmourAgility, powerArmourWeaponSkill, powerArmourBallisticSkill powerArmourAwareness, ArmourConcealment and ArmourSilentMove. 


Ultimately, in an ideal world, i think what i would like to see is a combination of those options. 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, Astartes Terminator Armour, Astartes Scout Armour/Deathwatch Scout Armour, and only because i have some ascended characters in my game, Cadian-pattern “Kasrkin” Storm Trooper Carapace, Hydraphur-pattern Judge’s Carapace, Ignatus-pattern Power Armour and Sororitas Powered Armour. This would only alter the armour systems that show up such as Auto-Senses, Body Glove, Hexagrammic Wards or vox-amplifier etc. Then a collapsible section with the alterable characteristics and skills, the only static, non situational bonuses (or penalties) go to strength, Agility, Weapon Skill, Ballistic Skill, Awareness, Concealment and Silent Move (i think) so those are the only ones that would be needed here. Lastly the mod from the picture would be useful for random bonuses from other miscellaneous sources too, so in an ideal world i would add that also. Lastly a checkbox to indicate if the armour is donned/powered or not and a checkbox to say if the helmet is on or off.


Also some cosmetic changes i would add is a chapter field up on the main section next to specialisation and player name etc, a field that you can write in what mark of astartes power armour you are wearing, be it corvus, errant, or heresy, and the ability to add multiple armour histories because some of the older ones have up to 3 armour history entries. Also, i PMed you about how to do tearing weapons, the solution was easy enough but there isn't anywhere on the sheet that tells someone how to do that, a section where that and any other shortcuts similar are written down would be super helpful.


And Finally, something i noticed while writing this is that there are A LOT of situational bonuses from equipment and talents. is it possible to add a section, maybe at the bottom of the abilities page labelled Situational Bonuses, where you can select a characteristic, or skill and get to add text such as +10 when attacking Orcs, or +5 when resisting cohesion damage, or whatever it is, and that text shows up on the little window that pops up for you to add modifiers to a role when you make one? It would be a nice reminder because i am terrible at remembering that stuff.

I want to stress that this is specifically a wish-list. I am actually very very happy with the sheet as it currently is, so i dont want to sound like i am complaining. these changes would just make it perfect, in my mind.

thanks

February 21 (1 month ago)

Edited February 21 (1 month ago)
Baleine
Sheet Author

Zyriel Y. said:

Oh I don't mean the drop-down lists, but lists like Psy Power, Talents, Squad Abilities, XP advancement, etc etc. The "Name" boxes for them are all centre-aligned

Okay, I get it. I understand that you have personnal preferences, and if it’s shared by many users, then there’s no reason not to change it. You see, this sheet did not appeared from my mind, but it’s an adaptation from the Rogue Trader Improved by Mago. So, I’ll check how this is handled on his sheet and add your suggestion to backlog nonetheless (but it’s not guaranteed it’ll come live).

Various things (eg. sustaining powers) add positive modifiers to Phenomena/Peril rolls, so a roll can go above 100. As with other things, I'd think the roll result should just max out at 100 even when the total is above 100.

It’s a sensible suggestion. Does any rule says anywhere how to handle larger than 100 results? (Gonna check myself when I can)

February 21 (1 month ago)

Edited February 21 (1 month ago)
Baleine
Sheet Author

jordan w. said:

OK, so i noticed while making some pregens for a west-marches style deathwatch game i am organising that there are a lot of characteristic boosts from various sources and no real way to add them other than to alter the starting value of them or alter the calculated values on the attributes page.

The second is to add a modifier field to the main page near the starting characteristics field such as in the pic below

I like the simplicity of this idea. It would be easy to implement

Ultimately, in an ideal world, i think what i would like to see is a combination of those options. I would like to see a power armour section that has a drop down menu that has armour options […]. Then a collapsible section with the alterable characteristics and skills, the only static, non situational bonuses (or penalties) go to strength, Agility, Weapon Skill, Ballistic Skill, Awareness, Concealment and Silent Move (i think) so those are the only ones that would be needed here. Lastly the mod from the picture would be useful for random bonuses from other miscellaneous sources too, so in an ideal world i would add that also. Lastly a checkbox to indicate if the armour is donned/powered or not and a checkbox to say if the helmet is on or off. 

Not so easy all of a sudden . But the idea is interesting. I’m adding that to backlog

Also some cosmetic changes i would add is a chapter field up on the main section next to specialisation and player name etc, a field that you can write in what mark of astartes power armour you are wearing, be it corvus, errant, or heresy, and the ability to add multiple armour histories because some of the older ones have up to 3 armour history entries.

Multiple armour history is already in backlog. Chapter informations are currently in the "Journal" tab.

As for the "mark" (brand?) of power armour, I’m not used to that level of information. What’s the benefit of being able to see that information anytime?

And Finally, something i noticed while writing this is that there are A LOT of situational bonuses from equipment and talents. is it possible to add a section, maybe at the bottom of the abilities page labelled Situational Bonuses, where you can select a characteristic, or skill and get to add text such as +10 when attacking Orcs, or +5 when resisting cohesion damage, or whatever it is, and that text shows up on the little window that pops up for you to add modifiers to a role when you make one? It would be a nice reminder because i am terrible at remembering that stuff. 

Yes, we all are quite bad at that. There are several things that can be done. For exemple "Starfinder By Roll20" sheet has a system of modifiers that can be defined on almost anything, but is quite complex to use (I wouldn’t want to debug this thing…). Having a list of situational bonuses somewhere seems quite simple. I’ll think about that.

February 21 (1 month ago)

Edited February 21 (1 month ago)


Cloudyshine said:

If you have a modifier for Perils of the Warp and roll above 100 it seems like it comes out blank.

A nice feature would be to be able to change from "Metres" to "Kilometres" for the range of Psychic Powers, some are measured in kilometres. This is a minor inconvenience but even if I can write it as 50000 metres, its harder to read.


To clarify what I meant by this, if you have a +20 on your Perils of the Warp roll and roll a 98, it displays 118 and no information.

February 21 (1 month ago)

Edited February 22 (1 month ago)

BUG: Vehicles' Melee Attack seems to be bugged. It shows a "$[[1] Roll" in the result instead of the actual roll.

February 21 (1 month ago)

Edited February 21 (1 month ago)

Queries can hold a lot of text in the input window, though it can't really be formatted properly:

Perhaps a text field for each attribute that would be loaded into the modifier query when making checks for that characteristic would be a simple way to do the situational modifier minder?

February 21 (1 month ago)

Edited February 21 (1 month ago)
Baleine
Sheet Author

I also think it's kind of dicy in general to enforce data type unnecessarily when there's risk of data loss though...

  • Migrated data are still existing in the bottommost field in the last tab (extras), so even if data is misplaced, it can be found again (granted, it may not be easy to find it, but it's there)

I felt the need to come back on this subject, because for weapons, there was no migration (since the fields have the same name as in the old sheet), so in this case, I’m sorry, but the data vanished. If you didn’t save it previously, it’s gone. :(

February 21 (1 month ago)

Edited February 21 (1 month ago)

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, and much higher for running jumps (base height + SB/2 + 0.5m per degree of success on Ag Test). Is there some errata or additional rules I've missed?

February 21 (1 month ago)
Baleine
Sheet Author

Cloudyshine said:

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, and much higher for running jumps (base height + SB/2 + 0.5m per degree of success on Ag Test). Is there some errata or additional rules I've missed?

I’ll check that. I must say I didn’t checked those entries in detail

Baleine said:

Okay, I get it. I understand that you have personnal preferences, and if it’s shared by many users, then there’s no reason not to change it. You see, this sheet did not appeared from my mind, but it’s an adaptation from the Rogue Trader Improved by Mago. So, I’ll check how this is handled on his sheet and add your suggestion to backlog nonetheless (but it’s not guaranteed it’ll come live).

Appreciate it!

It’s a sensible suggestion. Does any rule says anywhere how to handle larger than 100 results? (Gonna check myself when I can)

AFAIK there's no explicit rules on how to treat 100+ rolls on Phenomena/Perils. That said, 100 is already the worst possible outcome, I don't think there's any reason to expect 100+ to be any worse.

February 22 (1 month ago)

Edited February 22 (1 month ago)

BUG: The Scattering button appears to be rolling a d8. It should be rolling d10 — the outcome is shown on CRB p.248.

And a suggestion:

  • Add a box for persistent modifier to Psychic Phenomena rolls.
February 22 (1 month ago)
Baleine
Sheet Author

AFAIK there's no explicit rules on how to treat 100+ rolls on Phenomena/Perils. That said, 100 is already the worst possible outcome, I don't think there's any reason to expect 100+ to be any worse.

Yeah, for sure, +100 results should at least be considered like a critical failure. I was just thinking if there is a more global way to handle this.

BUG: The Scattering button appears to be rolling a d8. It should be rolling d10 — the outcome is shown on CRB p.248.

I've thought about that. My interpretation of this rule was that the intention was that scattering should have an equal distribution among the eight direction, but since they committed to a d10 system, it was awkward to ask people to use a d8 just for that, and they found a compromise. I can't see why scattering should have more probability to go left-down or right-down. A lot of references to the scattering diagram says "random direction" in the rulebook, why wouldn't we make this really random?

  • Add a box for persistent modifier to Psychic Phenomena rolls.

If that's useful, I see no problem doing that. Can I ask what's the intended use case?

February 22 (1 month ago)

Edited February 22 (1 month ago)

Zyriel Y. said:

BUG: Vehicles' Melee Attack seems to be bugged. It shows a "$[[1] Roll" in the result instead of the actual roll.

Bumping this just in case it's missed!

Baleine said:

  • Add a box for persistent modifier to Psychic Phenomena rolls.

If that's useful, I see no problem doing that. Can I ask what's the intended use case?

Things like Warp Conduit and other persistent mods GM may homebrew! :)


Some more reports & suggestions:

  • Unify the Weapons layout between PC weapons and NPC/Vehicle weapons — no reason they should be different, and would make copy-pasting things easier!
  • Add at least another Weapon slot to Vehicles — there are RAW vehicles with 4+ weapons.
  • BUG: Vehicle Ranged Weapons are missing slots for weapon Range and Reload time.
  • It'd be great to be able to expand/collapse Vehicles like NPCs and most other lists.
  • Change the Psychic Power damage box… see below:

Psychic Powers are currently hard-coded to have a specific list of damage options. I understand this is so to deal with the PR multiplier. However this limits the flexibility of possible damage options. I'd suggest this be changed to a single text box that's prefixed with PR. This box can easily accommodate all kinds of damage output, such as:

  • PR [d10+5] — for d10 multiplied by PR
  • PR [*5+2d10] — for fixed d10s plus PR multiplied
  • PR [*0] — for no damage
  • PR [*1] — for flat PR
  • PR [d10cs>8cf<2!!+5] — more example freeform options! This is particularly useful for xenos-focused campaigns (which is the default setting for Deathwatch), where Righteous Fury should almost always auto-trigger. As well as powers that only work against xenos (thus always auto-RF). This would also accommodate abilities that modify RF odds and other damage-triggered effects.
February 22 (1 month ago)
Baleine
Sheet Author

BUG: Vehicles' Melee Attack seems to be bugged. It shows a "$[[1] Roll" in the result instead of the actual roll.

Bumping this just in case it's missed!

It's not. I've already fixed it in my local repository.

  • Add a box for persistent modifier to Psychic Phenomena rolls.

Things like Warp Conduit and other persistent mods GM may homebrew! :)

I add it to the backlog :)

  • Unify the Weapons layout between PC weapons and NPC/Vehicle weapons — no reason they should be different, and would make copy-pasting things easier!

I'd go further than that. Currently, I think the way weapons are shown in the sheet is cluttered with boxes, selector and such. I'd like to have a more organic way of organizing these information. Something that would be clean.

  • Add at least another Weapon slot to Vehicles — there are RAW vehicles with 4+ weapons.

I'd like to think of a method allowing for unlimited weapons, but technically, you cannot create a repeating field inside another repeating field. Because of this limitation, it means that adding a vehicle weapon duplicates around 200 lines of code on the sheet (plus multiple new attributes and such).

It would maybe be beneficial to create a dedicated sheet for vehicles and NPCs, like some other sheet do. I'm not quite satisfied with the current implementation.

  • BUG: Vehicle Ranged Weapons are missing slots for weapon Range and Reload time.

Unifying the weapons layouts would fix that issue

  • It'd be great to be able to expand/collapse Vehicles like NPCs and most other lists.

It shouldn't be hard to do that, I'm adding this to the backlog

  • Change the Psychic Power damage box… see below:

I agree, this feels complicated. I look about this thing when I started to work on Mago's sheet. I don't remember quite why I didn't made this a free text input, but I agree it would be better, giving more liberty to GM.

February 22 (1 month ago)

Edited February 22 (1 month ago)

I'd like to think of a method allowing for unlimited weapons, but technically, you cannot create a repeating field inside another repeating field. Because of this limitation, it means that adding a vehicle weapon duplicates around 200 lines of code on the sheet (plus multiple new attributes and such).

It would maybe be beneficial to create a dedicated sheet for vehicles and NPCs, like some other sheet do. I'm not quite satisfied with the current implementation.

Yeah, unlimited weapons would be ideal. A possibly easier way to go about this is to simply have a list of weapons separate from the vehicle — they don't have to be nested. It's not too much trouble to set a unique BS value for each weapon, which also conveniently allows for varying BS value for different crew skills per weapon. If you want to be extra fancy you could add a number tag to each weapon so they can be shown/hidden per similarly numbered vehicle.