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Deathwatch Improved Info and Bug Report

Hello there. Sorry, my life was sucked away by MH Wilds and some other things (I knew I had to release the sheet before the end of february :-P) I’ve updated the first post, but I’m starting to think this is not enough to keep track of so much suggestions. Let me know if I missed something  Mago . And since I’m at it, I’m very grateful for the work you contributed. That’s quite nice to know that I’m not alone there :) Thank you a lot. "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 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 This is rather interesting. I didn’t thought about that, since I first thought we should create a sheet for vehicles, but this seems a nice idea. For the clutter around the weapons, I’d really like to make something visual, that would allow to change the mode they are on (single, semi-auto, full auto) and everything about them. It would be very nice to have something more appealing than lines of combo and text, but it needs some time to conceptualize it and design it… and this may use more space. *Experimenting with script to auto-deduce ammo spent when using the "Attack" macro Ah ah, you’re trying CRP! I know it’s doable. It’s something I would implement in a distant future. It’s so useful. And you may even prevent the roll from being done if the weapon is out of ammo.
Zyriel Y. said: REQUEST: A box between Base Cohesion and Current Cohesion to write down either the character's Starting Cohesion  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  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. Yeah a simple box for Total Bonus  would work just as well. As for the things that add permanent Cohesion bonus: I don't have an exhaustive list, but many of the Deeds and Marks of Distinction in Rites of Battle, several Chapter Trappings, and some armour history all give such bonuses.
Another REQUEST: Please expand the Vehicles' Size drop-down list to include options beyond Massive — just like NPCs
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ok guys im still cooking a big update, however i wanted to show you the new layout, after merging vehicles with combat tab now the screenshot is from Rogue Trader Improved, however the layout will look just like this in DWI i will also bring on the advanced damage calculator, baleine may have to insert more translation code into it later Please expand the Vehicles' Size drop-down list to include options beyond Massive — just like NPCs YES
BUG: Rolling a natural 1 on my Thunder Hammer makes it say that the weapon malfunctions:
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my apologies guys, lot of work at the forge this week im submitting the patch tonight, this is what you will see after the merge Modified Powers sustained logic,  Sustaining 2 Powers or more will reduce PR by -1 per power, sustaining one power will not reduce PR Added Bechers Gland Sit Weapon Fixed RF VS XENOS Added Skill notes repeating section on skills tab Total Wounds are now Auto-calculated Added Characteristic modifiers to power armour abilities section  Psy power roll template now marks 91+ rolls as failure Fixed the dual column problem with elements overlapping Added more Sizes to vehicle selector Minor Visual adjustments Added hit location damage calculator and bionic implant TB modifier. Fixed bug on melee weapons critical failure roll Removed Vehicle tab, now vehicle statistics can be found in the Combat tab Note to Baleine: i reused as much of the translation code as possible, only a few new lines are added
The new boxes in the chat when you roll are nice, but personally I think the Deathwatch logo is a bit too cluttered. The framing is nice though.
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Also a Send To Chat button for vehicle special rules would be nice, as well as a "Drive/Pilot" button that factors in maneuverability so you don't have to check and then go to the skill tab to roll
I see that carrying capacity is automatically calculated. By which table is it calculating SB+TB over 20? The one in the book only goes to 20 from what I can find.
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Cloudyshine said: The new boxes in the chat when you roll are nice, but personally I think the Deathwatch logo is a bit too cluttered. The framing is nice though. i will reduce the size of the logo,  doesnt look the way i expected Cloudyshine said: Also a Send To Chat button for vehicle special rules would be nice, as well as a "Drive/Pilot" button that factors in maneuverability so you don't have to check and then go to the skill tab to roll that was removed due to redundancy, you can add the pilot/drive skill multiple times and use the mod box to add the manuv. bonus Cloudyshine said: I see that carrying capacity is automatically calculated. By which table is it calculating SB+TB over 20? The one in the book only goes to 20 from what I can find. values 21-25 are extrapolations of the table that i felt were needed, however pass 25 is not really worth calculating, if for whatever reason anyone needs more values, use the mod box for carry/push/lift
Head and Body in the hit locations list is not fully capitalized, but ARM and LEG are
Where did all the vehicle weapons go in the new layout?
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BUG REPORT: Looks like Vehicle's Size Mod list has Immense +40 listed twice, and no Monumental +50 option.
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Cloudyshine said: Head and Body in the hit locations list is not fully capitalized, but ARM and LEG are YES Zyriel Y. said: Where did all the vehicle weapons go in the new layout? Obsolete fields are found in the Extras tab at the bottom Zyriel Y. said: BUG REPORT: Looks like Vehicle's Size Mod list has Immense +40 listed twice, and no Monumental +50 option. YES This week im submitting these updates: Added requisition field to gear and tools Fixed Abilities description on chat Added minimum and maximum value to IP/CP Added translation title to Bionic checkboxes Fixed Arm/Leg capitalization Merged several macros into new Conditions selector Added field for fixed focus power bonus Added Special Quality selector, for now it features Tearing Damage
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SUGGESTION: Add in a tie-breaker for initiative rolls. Currently we solve it by putting in our initiative score as decimals, like so: Problem is, it complains that it's not a "Valid Value" even if it works, so one way of solving this could be to add Agility/100 to the Initiative result. So someone with initiative of 6 and an Agility of 45 who rolls a 5 would end up getting an initiative of 11.45 (5+6+(45/100)), and someone with initiative of 3 and and Agility of 37 who rolls an 8 would end up getting an initiative of 11.37 (8+3+(37/100)), settling the tie automatically. EDIT: Highest Agility is the tie-breaker, it seems, not highest Initiative Modifier. So it would be +(Agility/100)
SUGGESTION: On the combat page, a box to check in for Low or High gravity worlds, for the various changes to speed, initiative, and lifting.
REQUEST:  Make the heading entry for NPCs stand out more. In the NPC tab, when multiple NPC entries are expanded, it becomes hard to tell where one NPC ends and another begins, because the heading row each entry doesn't stand out enough. Please make this row more visible for better usability.
REQUEST:  Add an Expand/Collapse All button to all listings. DW is full of contextual abilities that can be hard to keep track of. It'd be great if we can quickly expand all listings to do a quick search, then collapse them again for ease of browsing.
Wow I was in the Process of Rebuilding my Game in Dark Heresy 2nd ed and adding a bunch of Macros. And Low and Behold. You've made the sheet better in my old Game. Such is life. Hopefully someone will do the same for Dark Heresy. Looks Great. Plays right. Giving me lots of ideas for macros for my Dark Heresy game. 
Is it possible to allow the advancements section to be move around horizontally and vertically? Mostly just for quality of life. I had a few old characters where I would specify SPEC: Tgh (Simple) and GEN: Resistance (Cold), but they're in the wrong columns. I can just manually type it all out, but I'm also a lazy fuck :D