diff --git a/Heavy Gear 4e/HeavyGear4e.css b/Heavy Gear 4e/HeavyGear4e.css index 075f72ccf7..2ea0f9dcbf 100644 --- a/Heavy Gear 4e/HeavyGear4e.css +++ b/Heavy Gear 4e/HeavyGear4e.css @@ -31,6 +31,7 @@ textarea { padding: 0; width: 3em; } + .charsheet label { display: contents } @@ -45,6 +46,7 @@ p { padding: 0; width:fit-content; margin: 0; + height: auto; } textarea.textbox{ resize:none; @@ -318,6 +320,84 @@ select.size{ .charsheet .sheet-buttonstoggle:not([value="npc"])~.sheet-buttons-npc { display: none; } + +.charsheet .archetype-caretaker, +.charsheet .archetype-commander, +.charsheet .archetype-duelist, +.charsheet .archetype-fixer, +.charsheet .archetype-grunt, +.charsheet .archetype-pilot, +.charsheet .archetype-scout, +.charsheet .archetype-techie{ + display: none; +} +.charsheet .archetype-select[value="Caretaker"]~.archetype-caretaker, +.charsheet .archetype-select[value="Commander"]~.archetype-commander, +.charsheet .archetype-select[value="Duelist"]~.archetype-duelist, +.charsheet .archetype-select[value="Fixer"]~.archetype-fixer, +.charsheet .archetype-select[value="Grunt"]~.archetype-grunt, +.charsheet .archetype-select[value="Pilot"]~.archetype-pilot, +.charsheet .archetype-select[value="Scout"]~.archetype-scout, +.charsheet .archetype-select[value="Techie"]~.archetype-techie{ + display: flex; + flex-direction: column; +} +.charsheet .archetype-default{ + display: flex; + flex-direction: column; +} +.charsheet .archetype-select[value="Caretaker"]~.archetype-default, +.charsheet .archetype-select[value="Commander"]~.archetype-default, +.charsheet .archetype-select[value="Duelist"]~.archetype-default, +.charsheet .archetype-select[value="Fixer"]~.archetype-default, +.charsheet .archetype-select[value="Grunt"]~.archetype-default, +.charsheet .archetype-select[value="Pilot"]~.archetype-default, +.charsheet .archetype-select[value="Scout"]~.archetype-default, +.charsheet .archetype-select[value="Techie"]~.archetype-default{ + display: none; +} + +.charsheet .archetype-rank-0{ + display: flex; + flex-direction: row; +} + +.charsheet .archetype-rank-1, +.charsheet .archetype-rank-2, +.charsheet .archetype-rank-3, +.charsheet .archetype-rank-4, +.charsheet .archetype-rank-5, +.charsheet .archetype-rank-6{ + display: none; +} + +.charsheet .archetype-rank-select[value="1"]~.archetype-rank-1, +.charsheet .archetype-rank-select[value="2"]~.archetype-rank-1, +.charsheet .archetype-rank-select[value="3"]~.archetype-rank-1, +.charsheet .archetype-rank-select[value="4"]~.archetype-rank-1, +.charsheet .archetype-rank-select[value="5"]~.archetype-rank-1, +.charsheet .archetype-rank-select[value="6"]~.archetype-rank-1, +.charsheet .archetype-rank-select[value="2"]~.archetype-rank-2, +.charsheet .archetype-rank-select[value="3"]~.archetype-rank-2, +.charsheet .archetype-rank-select[value="4"]~.archetype-rank-2, +.charsheet .archetype-rank-select[value="5"]~.archetype-rank-2, +.charsheet .archetype-rank-select[value="6"]~.archetype-rank-2, +.charsheet .archetype-rank-select[value="3"]~.archetype-rank-3, +.charsheet .archetype-rank-select[value="4"]~.archetype-rank-3, +.charsheet .archetype-rank-select[value="5"]~.archetype-rank-3, +.charsheet .archetype-rank-select[value="6"]~.archetype-rank-3, +.charsheet .archetype-rank-select[value="4"]~.archetype-rank-4, +.charsheet .archetype-rank-select[value="5"]~.archetype-rank-4, +.charsheet .archetype-rank-select[value="6"]~.archetype-rank-4, +.charsheet .archetype-rank-select[value="5"]~.archetype-rank-5, +.charsheet .archetype-rank-select[value="6"]~.archetype-rank-5, +.charsheet .archetype-rank-select[value="6"]~.archetype-rank-6 +{ + display: flex; + flex-direction: row; +} + + .sheet-posture-stationary, .sheet-posture-braced, .sheet-posture-dugIn, diff --git a/Heavy Gear 4e/HeavyGear4e.html b/Heavy Gear 4e/HeavyGear4e.html index 31e1e948cd..bb9666edb7 100644 --- a/Heavy Gear 4e/HeavyGear4e.html +++ b/Heavy Gear 4e/HeavyGear4e.html @@ -14,7 +14,7 @@ - + Bonus f: TN: Reliable f: @@ -157,23 +157,23 @@ - Add Damage type: + + + + + + + + + - lv: - + lv: +

Damage Notes

@@ -240,8 +240,662 @@ - + +
+

Archetype

+

+ R- +

+ +
+
Equipment: Rig or Kit to match skill set + + + + +
+
+ Rank: A Caretaker can rank up based on how well they assist their teammates. +
+ Caretaker Special Rules + +
+ R-1 + + + +
+
+ +
+ +
+
+ +
+ R-2 + + + +
+
+ +
+ +
+
+ +
+ R-3 + + + +
+
+ +
+ +
+
+ +
+ R-4 + + + +
+
+ +
+ +
+
+ +
+ R-5 + + + +
+
+ +
+ +
+
+
+ R-6 + + + +
+
+ +
+ +
+
+
+
+
Equipment: Command dataglove and/or Satellite Uplink. +
+
+ Rank: Commanders rank up for accomplishing missions in a satisfactory way and for taking care of + those who serve alongside them. +
+ CP: / + + Special Rules + +
+ R-1 : Counts PL as 1 higher when selecting and customizing vehicles that have a Comms Suite or + Satellite Uplink. +
+
+ R-2 : The Commander can affect up to 3 recipients with an order without increasing Dif. +
+
+ R-3 : Attempts to Jam the Commander suffer TP:1 +
+
+ R-4 : The Commander treats Influence and Tactics as a single domain when issuing orders for + purposes of domain bonuses +
+
+ R-5 : Drop Dif of all orders by 1. +
+
+ R-6 : The Commander may issue orders during another actor’s activation. +
+ Orders: +
+ + (Diff: ) + + + + + + +
+
+ + (Diff: ) + + + + + + +
+
+ + (Diff: ) + + + + + + +
+
+ + (Diff: ) + + + + + + +
+
+ + (Diff: ) + + + + + + +
+
+ + (Diff: ) + + + + + + +
+
+ + (Diff: ) + + + + + + +
+
+
+ Duelist +
Equipment: Southern duelists traditionally carry a rapier. Other factions may have a certain + melee weapon traditional for dueling or dueling pistol. +
+
+ Rank: Duelists rank up by defeating significant opponents and performing showy and often + impressive feats of piloting and skill. +
+
+ Momentum: / +
+ Special Rules + +
+ R-1 : Select 1 Special Move, this Special Move may be performed any number of times during an + activation. The Duelist may change the selected move each time they rank up or as an + intermission action. +
+ +
+ R-2 : Attempts to prevent the Duelist from leaving an enemy’s melee range automatically fail. +
+
+ R-3 : The Duelist may increase the cost of Special Moves to reduce the penalty imposed for + taking multiple actions in a single activation at a rate of 1 Momentum per 1d6 of penalty. This + may be done multiple times and on multiple Special Moves during the same Activation +
+
+ R-4 : The Duelist may spend 1 Momentum during their Activation to allow 1 friendly actor to + reroll any single skill test. The reroll expires at the end of the scene if it is not used +
+
+ R-5 : The Duelist can make a single melee attack as a free action during their Activation +
+
+ R-6 : When resisting melee attacks, instead of simply resisting, the Duelist may declare it a + Riposte with one of their melee weapons. If the Duelist wins the roll, inflict damage as if it + was an attack using the Duelist’s MoS. The original aggressor still wins ties +
+
+
+ Display Fixer +
Equipment: The Fixer may select up to 2 total burden of items to count as archetype equipment. + +
+
+ Rank: Fixers rank up for any actions that advance the story or help the team’s mission succeed +
+ Luck: / + Special Rules + +
+ R-1 : At the start of each session, the Fixer gains a pool of Luck dice they can add to any + skill test. This is determined before rolling. Any dice added to a roll are lost. They may add + all dice at once, or one at a time. Either way, unspent dice are lost and the pool refills each + session +
+
+ R-2 : The Fixer may choose to mark one XP on a skill each session whether they used the skill or + not. This takes the place of the usual XP they would be allowed to gain for that skill. +
+
+ R-3 : Once per mission, when selecting a vehicle or a piece of equipment needed for that task, + the character can select a piece that is one priority level higher than normal. At Director + discretion, this can be used to get PL 1 equipment from a faction the character has priority + level 0 with +
+
+ R-4 : The Fixer gains an additional intermission action that can be used for one of the + following actions: Collect Intel, Develop Contacts, Acquire, Get into Trouble, or Special. This + action can only take effect if the Director determines there is enough time for the action to + take place. +
+
+ R-5 : Once per session, when a non-attack skill test fails by MoF no greater than 2, the Fixer + can take a -1d6 Shell Shock damage result to have the roll count as an MoS: 0 instead. This + action counts as a reroll for the purposes of rerolls +
+
+ R-6 : Once per session, the Fixer can add a specific fact to the results of one roll. They could + use this to specify an interesting detail about an attack, protect themselves from a specific + consequence, or turn the tables unexpectedly by having information that can be used to blackmail + an antagonist in their gear’s databanks. This could be used for something as simple as saying + the Fixer has a piece of gear they forgot to bring, to something more complex like “even though + I failed to talk my way out of getting arrested, my scenario was sympathetic enough that one of + the police will contact my friends”. The fact has to fit the story and the Director is allowed + veto over absurd or destructive requests, but otherwise it is the Fixer’s choice. +
+
+
+ Display Grunt +
Equipment: A single weapon and suit of armor: +
+
+ Rank: Grunts rank up for performing significant acts of individual bravery, endurance, or skill. +
+ Grunt Special Rules + +
+ R-1 + + + +
+
+ +
+ +
+
+
+ R-2 + + + +
+
+ + + + +
+
+ R-3 + + + +
+
+ + + + +
+
+ R-4 + + + +
+
+ + + + +
+
+ R-5 + + + +
+
+ + + +
+
+ R-6 + + + +
+
+ + + +
+
+
+ Display Pilot +
Equipment: Pilot Suit. +
+
+ Rank: Pilots rank up for performing significant acts of skill or valor. +
+ Special Rules + +
+ R-1 : The Pilot must select an actor type from the following list; Gear, Strider, Vehicle, + Aircraft or Drone. This is their specialization. Pilot archetype effects only apply when the + Pilot is using that type of vehicle unless otherwise stated. The Pilot can perform a Patch + action once per scene on the vehicle they are piloting. This Patch only ever patches 1d6 worth + of penalty of the Pilot’s choice and is a free action. +
+ +
+ R-2 : The first Reload or Ram actions during the Pilot’s activation is a free action. +
+
+ R-3 : The Pilot may select either of two effects whenever their vehicle recieves maintenance, + only one is active at a time. Increase the maximum and optimal range of all ranged weapons by + 10m (1in) of the vehicle the pilot is piloting for every full 120m (12in) of maximum range, or + increase the MR of the vehicle the Pilot is piloting by 1. Increase this by an additional 1 for + every full 8 of MR. +
+
+ R-4 : The pilot can use Focus as a free action and does not spend an action point to do so +
+
+ R-5 : Once per Activation when attacking a target the Pilot can make an additional attack + against the same target as a free action. +
+
+ R-6 : The Pilot may select either of the two following effects. The Pilot gains 1 action point + while piloting their chosen vehicle type, or the Pilot can select 1 additional actor type for + their vehicle specialization. All Pilot rank effects apply when using either of the selected + actor types. +
+
+ +
+ +
+
+ Display Scout +
Equipment: Stealth Suit or Scout Rig +
+
+ Rank: Scouts rank up via achieving mission objectives or removing high value targets. +
+ Special Rules + +
+ R-1 + + + +
+
+ +
+ +
+
+
+ R-2 + + + +
+
+ +
+ +
+
+
+ R-3 + + + +
+
+ +
+ +
+
+
+ R-4 + + + +
+
+ + + + +
+
+ R-5 + + + +
+
+ + + + +
+
+ R-6 + + + +
+
+ + + +
+ +
+
+ Display Techie +
Equipment: Skill set appropriate Rig or Kit. +
+
+ Rank: echies rank up as they perform great feats of engineering and technical prowess. +
+ Enhancement: / + + Special Rules + +
+ R-1: May select 1 Techie Specialization. + +
+
+ R-2: Reduce repair time of equipment by half if Equipment is under the Techie Specialization. +
+
+ R-3: Treat the Threshold Number of a roll as 1 better for the purposes of returning + Enhancement Dice to the pool. +
+
+ R-4: If three or more of the Enhancement Dice equal or exceed the Threshold Number for the + roll, improve the MoS/MoF by 1 +
+
+ R-5: 1 failed Enhancement Die per roll can be returned to the Enhancement Dice Pool +
+
+ R-6 : If all Enhancement Dice used on a roll equal or exceed the Threshold Number for the + roll, improve the MoS/MoF by 1 per Enhancement Die. If this Effect is used, do not apply the + R-4 Effect to the roll. +
+
+
+
Equipment:
+
+ Resource: + / Regain +
+ Rules:
+ + Info: +
+ +
+
+
+
+
@@ -376,36 +1030,12 @@

Armour

- Toughness Armour + Toughness Armour +
- -
-

Archetype

-

- - -

- - Equipment: -
- Resource: - / Regain -
- Rules:
- - Info: -
- -
-
-

Skills

Bonus f: @@ -501,7 +1131,8 @@ Expertise: Reroll: - Doubles. (Total Skills:/13) + Doubles. (Total Skills:/13) + Expertise: @@ -530,7 +1161,8 @@ Expertise: Reroll - (Total Skills: /9) + (Total Skills: + /9) Expertise: Reroll: @@ -629,7 +1261,8 @@ Expertise: - (Total Skills: + (Total Skills: + /6) @@ -697,7 +1330,8 @@ Expertise: - (Total Skills: + (Total Skills: + /6) @@ -765,7 +1399,8 @@ Expertise: - (Total Skills: + (Total Skills: + /6) @@ -799,7 +1434,8 @@ Expertise: - (Total Skills: + (Total Skills: + /6) @@ -879,7 +1515,8 @@ Expertise: Reroll: - Doubles. (Total Skills:/13) + Doubles. (Total Skills:/13) + Expertise: @@ -908,7 +1545,8 @@ Expertise: Reroll - (Total Skills: /9) + (Total Skills: + /9) Expertise: Reroll: @@ -942,7 +1580,8 @@ Expertise: Reroll - (Total Skills: /9) + (Total Skills: + /9) Expertise: Reroll: @@ -970,7 +1609,8 @@ Expertise: - (Total Skills: + (Total Skills: + /6) @@ -1004,7 +1644,8 @@ Expertise: - (Total Skills: + (Total Skills: + /6) @@ -1050,7 +1691,8 @@ Expertise: Reroll: - Doubles. (Total Skills:/13) + Doubles. (Total Skills:/13) + Expertise: @@ -1131,12 +1773,12 @@ - I: - G: - W: - H: - F: - A: + I: + G: + W: + H: + F: + A: Armour (Arm): Hull Integrity (HI): @@ -1618,8 +2260,8 @@
- AoE: m + AoE: m @@ -1640,7 +2282,8 @@ - AP: + AP: @@ -1815,7 +2458,8 @@ hidden>

Type: - + Range: km Blitz Range: d6
- Hull Integrity Damage: + Hull Integrity Damage: Effect: Deterioration: Fix:
- Add Damage type: + + + + + + + + + - lv: - + lv: +

Gear Damage Notes

@@ -2080,7 +2725,14 @@ Dam: - + R: + + + + + + Traits: - + + / - + i: @@ -2140,7 +2794,8 @@ Category Range: - - + - / @@ -2896,16 +3551,412 @@ buttonlist.forEach(button => { }); - - const domains = ['athletics','awareness','business','craft','culture','electronicwarfare','electronics','gunnery','hardscience','influence', 'institutions','investigation','mechanics','medicine','melee','pilot','showmanship','socialscience','survival','tactics']; const gearSkills = ['gunnery','pilot','electronicwarfare']; const gearWeaponTraits = ['ammo','advanced','aoe','ap','apex','attachment','auto','backup','blast','bomb','brace','brawler','burst','corrosion','demo', 'fire','flak','forearm','frag','guided','haywire','limited_ammo','link','precise','reach','salvo','silent','smoke','spray','see_desc']; const gearWeaponTraitsX = ['aoe','ap','brawler','burst','demo','fire','reach']; +const archetypes = ['Caretaker','Commander','Duelist','Fixer','Grunt','Pilot','Scout','Techie']; +const ranks = [1,2,3,4,5,6]; + +//when archetypes change, update archeytpe_select_x +archetypes.forEach(archetype => { + ranks.forEach(rank => { + on(`change:${archetype}_select_${rank} change:${archetype}_lvl_${rank}`, function() { + getAttrs([`${archetype}_select_${rank}`, `${archetype}_lvl_${rank}`], function(v) { + let findSpecialisation = v[`${archetype}_select_${rank}`]; + let findLevel = (v[`${archetype}_lvl_${rank}`]); + let findArchetype = archetype; + let findRank = rank; + console.log(findRank+" FindRank"+findSpecialisation+" findSpecialisation"+findLevel+" findLevel"+findArchetype+" findArchetype"); + setAttrs({ + //set archetype_lvl_level_desc to description of specialisation + [`${findArchetype}_lvl_${findRank}_desc`]: archetypelookup(findArchetype, findLevel, findSpecialisation) + + }); + }); + }); + }); +}); + +//make an array for each archetype[archetpes][rank][specialisation] +const archetypelookup = (archetype = "", level = 1, specialisation = "") => { + console.log(archetype+" "+level+" "+specialisation); + let description = ""; + switch (archetype) { + case "Caretaker": + switch (level) { + case "1": + switch (specialisation) { + case "medic": + description = "When the Medic performs the Medical Attention intermission action, it heals 50% more (rounded up) dice of System Shock damage. In addition, they can remove damage results that require a specialist facility duringthis action. The Medic can Patch System Shock damage results as a Basic action"; + break; + case "mechanic": + description = "When the Mechanic performs the Maintenance and Repair intermission action, it repairs 50% more (rounded up) dice of damage. In addition, they can remove damage results that require a specialist facility during this action. The Mechanic can Patch Hull Integrity damage results as a Basic action"; + break; + case "guide": + description = "When the Guide performs the Medical Attention intermission action, it heals 50% more (rounded up) dice of Shell Shock damage. In addition, they can remove damage results that require a specialist facility during this action. The Guide can Patch Shell Shock damage results as a Basic action."; + break; + default: + description = ""; + break; + } + break; + case "2": + switch (specialisation) { + case "medic": + description = "As a Full Round action, the Medic may select 1 friendly actor within 15m (6in) to guide in performing their next attack and select a target actor. The target must be visible to both the Medic and chosen friendly actor. The friendly actor can change 1 point of any damage result into a System Shock damage to the target."; + break; + case "mechanic": + description = "As a Full Round action, the Mechanic may select 1 friendly actor within 15m (6in) to guide in performing their next attack and select a target vehicle. The target must be visible to both the Mechanic and chosen friendly actor. The friendly actor can change 1 point of any damage result into a Hull Integrity damage to the target."; + break; + case "guide": + description = "As a Full Round action, the Guide may select 1 friendly actor within 15m (6in) to guide in performing their next attack and select a target actor. The target must be visible to both the Guide and chosen friendly actor. The friendly actor can change 1 point of any damage result into a Shell Shock damage to the target."; + break; + default: + description = ""; + break; + } + break; + case "3": + switch (specialisation) { + case "medic": + description = "The Medic may aid 2 characters with System Shock and do so simultaneously when performing a Medical Attention intermission action. Roll a single skill test and apply the result to both."; + break; + case "mechanic": + description = "The Mechanic may work on 2 vehicles simultaneously when making a Maintenance and Repair intermission action. Roll a single skill test and apply the result to both"; + break; + case "guide": + description = "The Guide may aid 2 characters with Shell Shock simultaneously when performing a Medical Attention action intermission action. Roll a single skill test and apply the result to both"; + break; + default: + description = ""; + break; + } + break; + case "4": + switch (specialisation) { + case "medic": + description = "Once per session, when patching an injury, the Medic can automatically pass the Test with MoS:2."; + break; + case "mechanic": + description = "Once per session, when patching a vehicle or piece of equipment, the Mechanic can automatically pass the Test with MoS:2."; + break; + case "guide": + description = "Once per session, when patching another character to heal Shell Shock damage, the Guide can automatically pass the Test with MoS:2"; + break; + default: + description = ""; + break; + } + break; + case "5": + switch (specialisation) { + case "medic": + description = "As an action, the Medic can brace a character for future trauma so long as they can physically touch the character. That character reduces the next System Shock damage result they take by 1. This ability may be used once per scene."; + break; + case "mechanic": + description = "As an action, the Mechanic can brace a vehicle or piece of equipment for future damage so long as they can physically touch it. That vehicle or equipment reduces the next damage result they take by 1. This ability may be used once per scene. "; + break; + case "guide": + description = "As an action, the Guide can brace a character for future mental trauma so long as they can talk to the character. That character reduces the next Shell Shock damage result they take by 1. This ability may be used once per scene."; + break; + default: + description = ""; + break; + } + break; + case "6": + switch (specialisation) { + case "medic": + description = "The Medic’s Medical Attention intermission action can affect the whole team when removing System Shock. Attempts to increase the amount of System Shock removed are rolled per team member. "; + break; + case "mechanic": + description = "The Mechanic’s Maintenance and Repair intermission action can affect all the team’s vehicles. Attempts to increase the amount of damage removed are rolled per vehicle or piece of equipment."; + break; + case "guide": + description = "The Guide’s Medical Attention intermission action can affect the whole team when removing Shell Shock. Attempts to increase the amount of Shell Shock removed are rolled per team member."; + break; + default: + description = ""; + break; + } + break; + default: + description = "Select Specialisation and Level"; + break; + } + break; + case "Commander": + description = "Commander"; + break; + case "Duelist": + description = "Duelist"; + break; + case "Fixer": + description = "Fixer"; + break; + case "Grunt": + switch (level) { + case "1": + switch (specialisation) { + case "ranged": + description = "The Grunt treats all Ammo stats as 1 higher."; + break; + case "melee": + description = "he Grunt gains +1 damage on all melee weapons."; + break; + case "endurance": + description = "The Grunt may carry 2 additional burden points"; + break; + case "brute": + description = "Once per session, the Grunt may go on a Rampage. The Rampage lasts 1 minute or until the end of the scene. When on a Rampage, the Brute increases all their Melee skills by 1 (there is no maximum) and reduces all their rolls to resist attacks by -1d6."; + break; + default: + description = ""; + break; + } + break; + case "2": + switch (specialisation) { + case "ranged": + description = "Reload and Clear a Jam are Free actions for the Grunt."; + break; + case "melee": + description = "The Grunt may make a single melee attack against an inanimate object as a free action"; + break; + case "endurance": + description = "Double all Deterioration times for damage results you sustain"; + break; + case "brute": + description = "Melee attacks made by the Grunt get +1d6 when attacking targets in the back"; + break; + default: + description = ""; + break; + } + break; + case "3": + switch (specialisation) { + case "ranged": + description = "The Grunt may add or subtract 30m (3in) from a weapon’s maximum or optimum ranges when attacking with a ranged weapon."; + break; + case "melee": + description = "Increase melee range by 2m (1in) for all the Grunt’s melee weapons"; + break; + case "endurance": + description = "Halve, rounding up, all Shell Shock damage results for the Grunt"; + break; + case "brute": + description = "Once per session, the Grunt may ignore a single damage result for a scene. At the end of the scene, the damage penalty is increased in severity by 1"; + break; + default: + description = ""; + break; + } + break; + case "4": + switch (specialisation) { + case "ranged": + description = "Once per session, the Grunt may use a Gunnery skill in place of a Mechanics skill."; + break; + case "melee": + description = "Once per session, the Grunt may use a Melee skill in place of a Mechanics skill."; + break; + case "endurance": + description = "Reduce the burden of all weapons the Grunt is carrying by 1 (to a minimum of .05"; + break; + case "brute": + description = "The Grunt may ignore any TPs due to improvised weapons"; + break; + default: + description = ""; + break; + } + break; + case "5": + switch (specialisation) { + case "ranged": + description = "The Grunt ignores the first direct ranged attack made each round for purposes of determining penalties for multiple actions."; + break; + case "melee": + description = "The Grunt ignores the first melee attack made each round for purposes of determining penalties for multiple actions."; + break; + case "endurance": + description = "Once per session, the Grunt may ignore a damage penalty for a scene"; + break; + case "brute": + description = "The Brute may make 1 melee attack as a free action. The melee weapon used is broken after the attack."; + break; + default: + description = ""; + break; + } + break; + case "6": + switch (specialisation) { + case "ranged": + description = "Direct ranged attacks made by the Grunt target may target 1 additional target within 30m (3in) of the original target at no penalty. Make a single attack roll for both"; + break; + case "melee": + description = "Melee attacks made by the Grunt target may target up to two targets in melee range. Make a single attack roll for both"; + break; + case "endurance": + description = "When taking a damage result to System Shock or hull integrity, the Grunt may reduce the damage result’s severity by 1 (to a minimum of 1). Then the Grunt must select a 1d6 damage result and apply that to themselves"; + break; + case "brute": + description = "Once per session, if you would die, you may instead take a Level 1 Physical flaw or increase the level of a Physical flaw (assigned by the Director) or reduce 1 Physical perk by 1 level (chosen by the Grunt) and not die. This does not work if your vehicle is disabled"; + break; + default: + description = ""; + break; + } + break; + default: + description = "Select Specialisation and Level"; + break; + } + break; + case "Pilot": + description = "Pilot"; + break; + case "Scout": + switch (level) { + case "1": + switch (specialisation) { + case "pathfinder": + description = "The Scout counts the team’s PL 1 higher than normal when selecting and customizing vehicles with Comms Suites or Target Designators, and Rigs and Suits that are Recon related"; + break; + case "sniper": + description = "The Scout has +1 PL for selecting any: Vehicles with ranged weapons that have the Precise trait, and ranged weapons with scopes or optics (including vehicle weapons)."; + break; + case "guerrilla": + description = "The Scout may perform a Sneak Attack. Sneak Attacks are normal attacks that can only be made if the Scout is hidden from the target and the target is unaware the Scout is present. These attacks gain TB:1 and the target is aware of the Scout’s presence after the attack. Unless the attack was suppressed, the target is also aware of the Scout’s location"; + break; + default: + description = ""; + break; + } + break; + case "2": + switch (specialisation) { + case "pathfinder": + description = "The Scout gains a TB:1 when making checks to spot, track, follow, or hunt targets"; + break; + case "sniper": + description = "Double the effect of the Aiming action for the Scout’s attacks when using ranged weapons with Precise or Optics"; + break; + case "guerrilla": + description = "The Scout gains +1d6 to skill tests to avoid being seen and when concealing things"; + break; + default: + description = ""; + break; + } + break; + case "3": + switch (specialisation) { + case "pathfinder": + description = "The Scout gains +1d6 and favored to skill tests to spot hidden objects and people"; + break; + case "sniper": + description = "If the Scout did not move for 2 consecutive activations, they can from view and require a skill test to locate until the next time they move or make an attack that is not suppressed or silent. The Scout cannot do this if they are not in Partial or Full Cover."; + break; + case "guerrilla": + description = "If another character searching for the Scout loses line of sight while the Scout is on foot and is in a crowd, any attempts to relocate the Scout suffer a -2d6 penalty and TP:1. In addition, the Scout can automatically pass (with MoS:1) skill tests to ask for aid or assistance from local civilians if the civilians are friendly. The aid is limited to hiding the Scout, their team, vehicles, receiving repairs, medical attention or supplies."; + break; + default: + description = ""; + break; + } + break; + case "4": + switch (specialisation) { + case "pathfinder": + description = "The Scout may move at full speed across Difficult Terrain."; + break; + case "sniper": + description = "The Scout may impose a TP:1 to their attack to target the head or center of mass and increase their weapon’s damage by 1 when using ranged weapons with Optics or the Precise trait. Any damage dealt by the attack is to the target’s head or center of mass."; + break; + case "guerrilla": + description = "The Scout gains +1d6 to rolls made for physical acts to break into a location while on foot. Examples include picking a lock, opening a window, or cutting a fence."; + break; + default: + description = ""; + break; + } + break; + case "5": + switch (specialisation) { + case "pathfinder": + description = "Forward Observation is a free action during the Scout’s activation"; + break; + case "sniper": + description = "Once per activation, the Scout may use Focus without spending an action Point when using ranged weapons with Optics or the Precise trait."; + break; + case "guerrilla": + description = "The Scout may Break Off as an action by performing an Independent skill test (Survival or Tactics) With Dif 3. Increase the Dif by 1 for each NPC that can see them. If successful, they may immediately make a move up to their MR, fade into the background and are hidden until spotted."; + break; + default: + description = ""; + break; + } + break; + case "6": + switch (specialisation) { + case "pathfinder": + description = "The Scout may select one visible target (actor, Building, Ground etc) per round to Call Out. Indirect Attacks against the Called Out target do not suffer the usual -1d6 penalty for Indirect Attacks. If the Called Out target is caught in an AoE but is not the primary target, the -1d6 penalty for that is ignored."; + break; + case "sniper": + description = "When the Scout makes a ranged attack during their activation that attack kills or disables the target, the Scout may immediately take another shot as a free action using the same weapon (ignore the restriction of only using each weapon once per Activation). This free action may trigger additional free action shots. The Scout must use ranged weapons with Optics or the Precise trait when making these attacks"; + break; + case "guerrilla": + description = "The Scout can pick locks, plant explosives, perform actions related to the Guerrilla R-4 bonus, or perform Sneak Attacks without alerting nearby characters or the target so long as the action is quiet"; + break; + default: + description = ""; + break; + } + break; + default: + description = "Select Specialisation and Level"; + break; + } + break; + case "Techie": + description = "Techie"; + break; + default: + description = "No description"; + break; + } + console.log(description); + return description; +} + + +on('change:blitz_check', function() { + getAttrs(["blitz_check"], function(v) { + let blitz = v["blitz_check"]; + getSectionIDs("repeating_gearweapon", function(idarray) { + for(var i=0; i < idarray.length; i++) { + let id = idarray[i]; + if (blitz == 0) { + setAttrs({ + ["repeating_gearweapon_"+id+"_gear_weapon_blitz_check"]: 0 + }); + } else { + setAttrs({ + ["repeating_gearweapon_"+id+"_gear_weapon_blitz_check"]: 1 + }); + } + } + }); + }); +}); //when stat button pushed, lookup weapon attributes const statGearWeapon = (input = "",arm = 0,lvl = 2, underslungWeapon = 0) => { let gearweapon = gearWeaponLookup(input); @@ -4857,10 +5908,8 @@ const rollArrayWeapon = (whisper = "" ,names,expertise,dice,tnArray,reliabledice }; total = total + MOS + precicerolldice;//precise is only in optimalrange MOS = total - tn; - console.log("temp:"+tempArray,"reliable+:"+reliableArray); - finishRoll(diceroll.rollId, { roll: total, MOS: MOS, @@ -4881,9 +5930,7 @@ const rollArrayWeapon = (whisper = "" ,names,expertise,dice,tnArray,reliabledice firedamage: firedamage }); //multiple rolls for AoE - - }); - + }); }; @@ -4955,7 +6002,7 @@ const multistats = { '$weapon_expertise': {rule: 'pick_from_list', attributes: ['$weapon_domain', 'expertise_athletics','expertise_awareness','expertise_business','expertise_craft', 'expertise_culture','expertise_electronicwarfare','expertise_electronics','expertise_gunnery','expertise_hardscience','expertise_influence','expertise_institutions','expertise_investigation', 'expertise_mechanics','expertise_medicine','expertise_melee','expertise_pilot','expertise_showmanship','expertise_socialscience','expertise_survival','expertise_tactics'], section: 'weapon'}, - //'$gear_weapon_blitz_check':{rule: 'blitz_find', attributes:['blitz_check'], section: 'gearweapon'}, + '$gear_weapon_ammunition_show':{rule: 'ammo_find', attributes:['$gear_weapon_ammo_max'], section: 'gearweapon'}, }; domains.forEach(domains => { @@ -4970,9 +6017,6 @@ gearSkills.forEach(gearSkills => { const multifunctions = { sum: (arr) => arr.reduce((total, add) => total + add), // add up any number of attributes pick_from_list: (arr) => arr[ arr[0] ], // get the value of an attribute, from a select. - blitz_find: function(arr) { - return parseInt(arr[0]) ; - }, ammo_find: function(arr) { if (arr[0] == 0){ return 1 ;