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 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" 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 & 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 (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 & 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 "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. "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!" "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 & Traits list for NPCs — some RAW Followers have more than 8 Talents & 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