The Aaron said: There isn't one. You'd have to have different characters for tokens that are armed differently to do it thst way. I only just realized that must be why you are doing it this way, so you can have different tokens of the same creature but with different weapons. So all the guards are the same, but some are using swords and some are using halberds. You could use a rollable table token with differently equipped tokens, then watch the sides property for changes and switch the represents to point to a character with different macros. That would give you simple drag in, with simple changing of weapons. Yes, I have different character sheets for each monster (Ex: "Orc", "Skeleton", "Orc Shaman", "Hell Hound"). Each character sheet is bound to a rollable table token as you describe. Yes, I'm anal...and yes, I have many NPC Monster sheets (and the list is growing). However, when I am filling an encounter I can simply lookup the mob I want and drag and drop it as many times as I need to create the encounter. Another script I have calculates the difficulty of the encounter so that I can quickly tailor it to the number of PCs I have. This keeps the game moving along instead of waiting on me to work it all out. My problem is that the actions these monsters can take are often completely different, so switching character sheets won't really accomplish anything for me. Action2 for the Orc might be a Shortbow, where Action2 for the Hell Hound is Fire Breath, or maybe its Bless for the Orc Shaman. If there were a way to tell that the selected token changed, then I could tailor the token macros to fit the token...which would be sweeeeet on several levels. For example, there are macros that I have for PC tokens, and different macros for NPC tokens (NPCs use different attributes than PCs). I have a large list of macros (thank goodness for huge monitors) that show for every token to encompass the scope of both NPC and PC tokens. Such functionality to contextually display the token macros would be very very nice.