Merge pull request #13970 from roguetradermago/deathwatch-patch-4-22-25

Deathwatch Patch 4-22-25
This commit is contained in:
Lucas Hall
2025-04-22 14:08:16 -04:00
committed by GitHub
3 changed files with 316 additions and 262 deletions
+15 -3
View File
@@ -728,7 +728,7 @@
}
/* Header formatting */
.sheet-rolltemplate-custom .sheet-header {
background-image: url(https://raw.githubusercontent.com/roguetradermago/Rogue-Trader-improved-assets/refs/heads/main/dwi-template-top1.png);
background-image: url(https://raw.githubusercontent.com/roguetradermago/Deathwatch-improved/refs/heads/main/dwi-template-top.png);
background-position: top;
background-size: contain;
background-repeat: no-repeat;
@@ -738,13 +738,13 @@
}
/* footer formatting */
.sheet-rolltemplate-custom .sheet-footer {
background-image: url(https://raw.githubusercontent.com/roguetradermago/Rogue-Trader-improved-assets/refs/heads/main/dwi-template-bottm1.png);
background-image: url(https://raw.githubusercontent.com/roguetradermago/Deathwatch-improved/refs/heads/main/dwi-template-bottom2.png);
background-position: bottom;
background-size: contain;
background-repeat: no-repeat;
width: 275px;
height: 40px;
margin-top: -1px;
margin-top: -2px;
}
/* Name field */
.sheet-rolltemplate-custom .sheet-name {
@@ -800,6 +800,18 @@
font-size: 15px;
}
/* Description field 2, used for abilities*/
.sheet-rolltemplate-custom .sheet-desc2 {
grid-column: span 2;
padding: 3px 5px;
text-align: center;
font-weight: normal;
line-height: 18px;
color: #00ff1c;
font-size: 15px;
white-space: break-spaces;
}
/* Result field */
.sheet-rolltemplate-custom .sheet-result {
grid-column: span 2;
+281 -253
View File
@@ -1678,22 +1678,17 @@
<h3><span data-i18n="RangedWeapons">Ranged Weapons</span> &#11216;</h3>
<fieldset class="repeating_rangedweapons">
<div class="quickborder">
<input class="major" name="attr_rangedweaponname" style="width:79%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_rangedweaponname" style="width:69.5%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_RangedDamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{rangedweaponname} ^{WDamage}}} {{damage=?{@{queryHitsNumber}|
1,[[@{rangedweapondamage}]] |
2,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
3,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
4,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
5,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
6,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
7,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
8,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
9,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
10,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]}}} {{damagetype=@{rangedweapontype}}} {{damagepen=[[@{rangedweaponpen}]]}}">
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{rangedweaponname} ^{WDamage}}} @{gunquality} {{damagetype=@{rangedweapontype}}} {{damagepen=[[@{rangedweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_rangedweaponspecial" type="roll" style="width:9.5%"
value="@{gmroll}&{template:custom} {{name=@{rangedweaponname}}} {{desc=^{WRange}: @{rangedweaponrange}&nbsp;&nbsp;^{WRateOfFire}: @{rangedweaponsingle}/@{rangedweaponsemi}/@{rangedweaponfull}&nbsp;&nbsp;^{WReload}: @{rangedweaponreload}&#10;@{rangedweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<!-- end of line -->
<!-- Ranged Attack Macro selectors 2024 version -->
<select name="attr_gunaimbonus" style="width:17%">
@@ -1744,7 +1739,7 @@
<!-- end of line -->
<div class="hbody">
<label style="width:10%" data-i18n="WRange">Range</label>
<input name="attr_rangedweaponrange" style="width:16%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="WRange" title="Range" />
<input name="attr_rangedweaponrange" style="width:15%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="WRange" title="Range" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%" data-i18n-title="WRateOfFireTitle" title="Rate of Fire" data-i18n="WRateOfFire">RoF</label>
<input name="attr_rangedweaponsingle" style="width:6%" type="text" value="S" data-i18n-title="WRateOfFireTitle" title="Rate of Fire" />
@@ -1754,7 +1749,7 @@
<input name="attr_rangedweaponfull" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFireTitle" title="Rate of Fire" />
<div class="spacing" style="width:1.5%"></div>
<label style="width:11%" data-i18n="WReload">Reload</label>
<input name="attr_rangedweaponreload" type="text" style="width:9%" />
<input name="attr_rangedweaponreload" type="text" style="width:10%" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%" data-i18n="WClip">Clip</label>
<input name="attr_rangedweaponclip" style="width:8%" type="number" value="0" data-i18n-title="weaponClipCurrent" title="Current" />
@@ -1762,18 +1757,41 @@
<input name="attr_rangedweaponclip_max" style="width:8%" type="number" value="0" data-i18n-title="weaponClipMaximum" title="Maximum" />
<!-- end of line -->
<label style="width:13%" data-i18n="WDamage">Damage</label>
<input class="major" name="attr_rangedweapondamage" style="width:30%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<input class="major" name="attr_rangedweapondamage" style="width:28%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<div class="spacing" style="width:0.5%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_rangedweapontype" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:2%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_rangedweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width:15.5%"></div>
<button name="roll_rangedweaponspecial" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{rangedweaponname}}} {{desc=^{WRange}: @{rangedweaponrange}&nbsp;&nbsp;^{WRateOfFire}: @{rangedweaponsingle}/@{rangedweaponsemi}/@{rangedweaponfull}&nbsp;&nbsp;^{WReload}: @{rangedweaponreload}&#10;@{rangedweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:2%"></div>
<select name="attr_gunquality" style="width:25.5%">
<option disabled data-i18n="weaponqualitytitle">Special Quality</option>
<option value="{{damage=?{@{queryHitsNumber}|
1,[[@{rangedweapondamage}]] |
2,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
3,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
4,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
5,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
6,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
7,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
8,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
9,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
10,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]}}}"
selected data-i18n="weaponqualitynospecial">No Special</option>
<option value="{{damage=?{@{queryHitsNumber}|
1,[[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|2,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]|3,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|4,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|5,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|6,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|7,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|8,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|9,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|10,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]} }}"
data-i18n="weaponqualitytearing">Tearing</option>
<option disabled data-i18n="weaponqualityproven">Proven - See WIKI</option>
</select>
<!-- end of line -->
<textarea style="height:65px" name="attr_rangedweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div><!--hbody closing-->
@@ -1786,7 +1804,7 @@
<input class="major" name="attr_meleeweaponname" style="width:79%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_meleedamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname} ^{WDamage}}} {{damage=[[@{meleeweapondamage} + @{strengthBonus}]]}} {{damagetype=@{meleeweapontype}}} {{damagepen=[[@{meleeweaponpen}]]}}">
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname} ^{WDamage}}} @{meleequality} {{damagetype=@{meleeweapontype}}} {{damagepen=[[@{meleeweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<!-- end of line-->
@@ -1821,7 +1839,7 @@
<!-- end of line-->
<label style="width:18%" data-i18n="weaponParryModifier">Parry Mod</label>
<input name="attr_meleeparrymod" style="width:10%" type="number" value="0" />
<div class="spacing" style="width:27%"></div>
<div class="spacing" style="width:18%"></div>
<button name="roll_powerfieldparry" type="roll" style="width:20%" data-i18n-title="rollWeaponParryPowerTitle" title="Rolls Weapon Skill +/- Parry Modifiers&#10;&#10;Used by Weapons with the Power Field quality"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname} ^{rollWeaponParryPower}}} {{dosdof=[[([[@{calculatedWeaponSkill} + @{meleeparrymod} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{powerparry=[[1d100cf&lt;25cs&gt;26]]}}">
<label data-i18n="rollWeaponParryPower">Power Parry</label>
@@ -1832,12 +1850,15 @@
<label data-i18n="rollWeaponParry">Parry</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_meleeweaponspecial" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=@{meleeweaponname}}} {{desc=@{meleeweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidemeleeweaponspecial" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Special Qualities" />
<!-- end of line-->
<div class="hbody">
<input name="attr_meleerangext" style="width:10%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="weaponMeleeRangeTitle" title="Melee Extended Range&#10;&#10;Mostly used by Whips" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_meleeweapondamage" style="width:30%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<input class="major" name="attr_meleeweapondamage" style="width:24%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<div class="spacing" style="width:0.5%"></div>
<label style="width:8%" data-i18n-title="weaponMeleeStrengthBonusTitle" title="Strength Bonus is already added to this weapon's Damage Roll">+<span data-i18n="StrengthBonus-abbr">SB</span></label>
<div class="spacing" style="width:0.5%"></div>
@@ -1846,10 +1867,13 @@
<div class="spacing" style="width:1%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_meleeweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width:10%"></div>
<button name="roll_meleeweaponspecial" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{meleeweaponname}}} {{desc=@{meleeweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<select name="attr_meleequality" style="width:25%">
<option disabled data-i18n="weaponqualitytitle">Special Quality</option>
<option value="{{damage=[[@{meleeweapondamage} + @{strengthBonus}]]}}" selected data-i18n="weaponqualitynospecial">No Special</option>
<option value="{{damage=[[{@{meleeweapondamage} + @{strengthBonus} + 1d10}dl1]]}}" data-i18n="weaponqualitytearing">Tearing</option>
<option disabled data-i18n="weaponqualityproven">Proven - See WIKI</option>
</select>
<!-- end of line-->
<textarea style="height:65px" name="attr_meleeweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div><!--hbody closing div -->
@@ -1966,7 +1990,7 @@
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_BetcherGlanddamage" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{talentBetcherGlandName}}} {{damage=[[@{BetcherGlandDmg}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=**Toxic**}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{talentBetcherGlandName}}} {{damage=[[@{BetcherGlandDmg}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=**^{Toxic}**}}">
<label data-i18n="WDamage">Damage</label>
</button>
<div class="spacing" style="width:4%"></div>
@@ -2102,7 +2126,7 @@
</div>
</div>
</fieldset>
</div>
</div><!-- leftbox -->
<div class="rightbox"><!-- Right Side Armour, Movement, initiative-->
<div class="spacing" style="width:25%"></div>
<label class="fancyButton" style="width:50%">
@@ -2143,181 +2167,176 @@
<!--Armour Locations-->
<div class="grid2">
<div class="leftbox trask">
<br></br>
<div class="armourblock">&nbsp;</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calchead" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationHead}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + {@{Harmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationHead">Head</label></button>
<input name="attr_Harmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(1-10)</label>
</div>
<br></br>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcarmr" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationRightArm}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicArmR} + {@{ArArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="rollLocationRightArm">Arm R.</label></button>
<input name="attr_ArArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(11-20)</label>
<input style="width:100%" type="checkbox" name="attr_BionicArmR" value="2" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcb" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationBody}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicBody} + {@{Barmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="rollLocationBody">Body</label></button>
<input name="attr_Barmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="10" />
<label>(31-70)</label>
<input style="width:100%" type="checkbox" name="attr_BionicBody" value="1" title="Bionic Heart? (+1 TB)"/>
</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcarml" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationLeftArm}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicArml} + {@{AlArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="rollLocationLeftArm">Arm L.</label></button>
<input name="attr_AlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(21-30)</label>
<input style="width:100%" type="checkbox" name="attr_BionicArml" value="2" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button style="height:auto" type="roll" name="roll_calclegr" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationRightLeg}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicLegR} + {@{LrArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="rollLocationRightLeg">Leg R.</label></button>
<input name="attr_LrArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(71-85)</label>
<input style="width:100%" type="checkbox" name="attr_BionicLegR" value="2" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button style="height:auto" type="roll" name="roll_calclegl" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationLeftLeg}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicLegL} + {@{LlArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="rollLocationLeftLeg">Leg L.</label></button>
<input name="attr_LlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(86-100)</label>
<input style="width:100%" type="checkbox" name="attr_BionicLegL" value="2" title="Bionic Limb? (+2 TB)"/>
</div>
<!--end of line-->
<select name="attr_characterSize" style="width:100%; margin-top:20px">
<option disabled data-i18n="sizeHeader">Size Modifier</option>
<option value="-3" data-i18n="sizeMiniscule">Minuscule (-30) to Hit&emsp;(-3) Movement</option>
<option value="-2" data-i18n="sizePuny">Puny (-20) to Hit&emsp;(-2) Movement</option>
<option value="-1" data-i18n="sizeScrawny">Scrawny (-10) to Hit&emsp;(-1) Movement</option>
<option value="0" data-i18n="sizeAverage">Average (+0) to Hit&emsp;(+0) Movement</option>
<option value="1" selected data-i18n="sizeBlackCarapace">Black Carapace (+0) to Hit&emsp;(+1) Movement</option>
<option value="1" data-i18n="sizeHulking">Hulking (+10) to Hit&emsp;(+1) Movement</option>
<option value="2" data-i18n="sizeEnormous">Enormous (+20) to Hit&emsp;(+2) Movement</option>
<option value="3" data-i18n="sizeMassive">Massive (+30) to Hit&emsp;(+3) Movement</option>
<option value="4" data-i18n="sizeImmense">Immense (+40) to Hit&emsp;(+4) Movement</option>
<option value="5" data-i18n="sizeMonumental">Monumental (+50) to Hit&emsp;(+5) Movement</option>
<option value="6" data-i18n="sizeTitanic">Titanic (+60) to Hit&emsp;(+6) Movement</option>
<br></br>
<div class="armourblock">&nbsp;</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calchead" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationHead}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + {@{Harmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationHead">Head</label></button>
<input name="attr_Harmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(1-10)</label>
</div>
<br></br>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcarmr" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationRightArm}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicArmR} + {@{ArArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationRightArm">Arm R.</label></button>
<input name="attr_ArArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(11-20)</label>
<input style="width:100%" type="checkbox" name="attr_BionicArmR" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcb" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationBody}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicBody} + {@{Barmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationBody">Body</label></button>
<input name="attr_Barmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="10" />
<label>(31-70)</label>
<input style="width:100%" type="checkbox" name="attr_BionicBody" value="1" data-i18n-title="bionictitle2" title="Bionic Heart? (+1 TB)"/>
</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcarml" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationLeftArm}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicArml} + {@{AlArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationLeftArm">Arm L.</label></button>
<input name="attr_AlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(21-30)</label>
<input style="width:100%" type="checkbox" name="attr_BionicArml" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button style="height:auto" type="roll" name="roll_calclegr" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationRightLeg}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicLegR} + {@{LrArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationRightLeg">Leg R.</label></button>
<input name="attr_LrArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(71-85)</label>
<input style="width:100%" type="checkbox" name="attr_BionicLegR" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button style="height:auto" type="roll" name="roll_calclegl" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationLeftLeg}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicLegL} + {@{LlArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationLeftLeg">Leg L.</label></button>
<input name="attr_LlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(86-100)</label>
<input style="width:100%" type="checkbox" name="attr_BionicLegL" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<!--end of line-->
<select name="attr_characterSize" style="width:100%; margin-top:3px">
<option disabled data-i18n="sizeHeader">Size Modifier</option>
<option value="-3" data-i18n="sizeMiniscule">Minuscule (-30) to Hit&emsp;(-3) Movement</option>
<option value="-2" data-i18n="sizePuny">Puny (-20) to Hit&emsp;(-2) Movement</option>
<option value="-1" data-i18n="sizeScrawny">Scrawny (-10) to Hit&emsp;(-1) Movement</option>
<option value="0" data-i18n="sizeAverage">Average (+0) to Hit&emsp;(+0) Movement</option>
<option value="1" selected data-i18n="sizeBlackCarapace">Black Carapace (+0) to Hit&emsp;(+1) Movement</option>
<option value="1" data-i18n="sizeHulking">Hulking (+10) to Hit&emsp;(+1) Movement</option>
<option value="2" data-i18n="sizeEnormous">Enormous (+20) to Hit&emsp;(+2) Movement</option>
<option value="3" data-i18n="sizeMassive">Massive (+30) to Hit&emsp;(+3) Movement</option>
<option value="4" data-i18n="sizeImmense">Immense (+40) to Hit&emsp;(+4) Movement</option>
<option value="5" data-i18n="sizeMonumental">Monumental (+50) to Hit&emsp;(+5) Movement</option>
<option value="6" data-i18n="sizeTitanic">Titanic (+60) to Hit&emsp;(+6) Movement</option>
</select>
</div>
<div class="rightbox">
<h2><span data-i18n="woundsHeader">Wounds</span> &#128935;</h2>
<label style="width:29%; font-size:13px"><span data-i18n="woundsBase">Starting</span>:</label>
<button name="roll_startingwounds" type="roll" style="width:30%" value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{woundsHeader}}} {{^{woundsHeader}=[[1d5 + ?{@{queryModifier}|0} + 18]]}}"><label>1d5 + 18</label></button>
<div class="spacing" style="width:16%"></div>
<input name="attr_woundstb" type="number" style="width:25%" />
<!--end of line-->
<label style="width:75%"><span data-i18n="talentSoundConstitution">Sound Constitution</span>:&emsp;&nbsp;X</label>
<input name="attr_woundssc" type="number" style="width:25%" />
<!--end of line-->
<label style="width:29%"><span data-i18n="woundsCurrent">Current</span>:</label>
<input name="attr_Wounds" type="number" style="width:25%" />
<div class="spacing" style="width:2%"></div>
<label style="width:19%"><span data-i18n="woundsTotal">Total</span>:</label>
<input name="attr_Wounds_max" type="number" value="(@{woundstb} + @{woundssc})" disabled style="width:25%" />
<!--end of line-->
<label style="width:75%"><span data-i18n="criticalDamage">Critical Damage Level</span>:</label>
<input name="attr_Critical" type="number" style="width:25%" />
<!--end of line-->
<h2><span data-i18n="criticalHitsHeader">Critical Hits</span> &#9888;</h2>
<select name="attr_critLocation" style="width:100%">
<option disabled data-i18n="rollLocationArm">Arm</option>
<option value="Arm1" data-i18n="rollCriticalHitArm1">Arm 1</option>
<option value="Arm2" data-i18n="rollCriticalHitArm2">Arm 2</option>
<option value="Arm3" data-i18n="rollCriticalHitArm3">Arm 3</option>
<option value="Arm4" data-i18n="rollCriticalHitArm4">Arm 4</option>
<option value="Arm5" data-i18n="rollCriticalHitArm5">Arm 5</option>
<option value="Arm6" data-i18n="rollCriticalHitArm6">Arm 6</option>
<option value="Arm7" data-i18n="rollCriticalHitArm7">Arm 7</option>
<option value="Arm8" data-i18n="rollCriticalHitArm8">Arm 8</option>
<option value="Arm9" data-i18n="rollCriticalHitArm9">Arm 9</option>
<option value="Arm10" data-i18n="rollCriticalHitArm10">Arm 10</option>
<option disabled data-i18n="rollLocationBody">Body</option>
<option value="Body1" data-i18n="rollCriticalHitBody1">Body 1</option>
<option value="Body2" data-i18n="rollCriticalHitBody2">Body 2</option>
<option value="Body3" data-i18n="rollCriticalHitBody3">Body 3</option>
<option value="Body4" data-i18n="rollCriticalHitBody4">Body 4</option>
<option value="Body5" data-i18n="rollCriticalHitBody5">Body 5</option>
<option value="Body6" data-i18n="rollCriticalHitBody6">Body 6</option>
<option value="Body7" data-i18n="rollCriticalHitBody7">Body 7</option>
<option value="Body8" data-i18n="rollCriticalHitBody8">Body 8</option>
<option value="Body9" data-i18n="rollCriticalHitBody9">Body 9</option>
<option value="Body10" data-i18n="rollCriticalHitBody10">Body 10</option>
<option disabled data-i18n="rollLocationHead">Head</option>
<option value="Head1" data-i18n="rollCriticalHitHead1">Head 1</option>
<option value="Head2" data-i18n="rollCriticalHitHead2">Head 2</option>
<option value="Head3" data-i18n="rollCriticalHitHead3">Head 3</option>
<option value="Head4" data-i18n="rollCriticalHitHead4">Head 4</option>
<option value="Head5" data-i18n="rollCriticalHitHead5">Head 5</option>
<option value="Head6" data-i18n="rollCriticalHitHead6">Head 6</option>
<option value="Head7" data-i18n="rollCriticalHitHead7">Head 7</option>
<option value="Head8" data-i18n="rollCriticalHitHead8">Head 8</option>
<option value="Head9" data-i18n="rollCriticalHitHead9">Head 9</option>
<option value="Head10" data-i18n="rollCriticalHitHead10">Head 10</option>
<option disabled data-i18n="rollLocationLeg">Leg</option>
<option value="Leg1" data-i18n="rollCriticalHitLeg1">Leg 1</option>
<option value="Leg2" data-i18n="rollCriticalHitLeg2">Leg 2</option>
<option value="Leg3" data-i18n="rollCriticalHitLeg3">Leg 3</option>
<option value="Leg4" data-i18n="rollCriticalHitLeg4">Leg 4</option>
<option value="Leg5" data-i18n="rollCriticalHitLeg5">Leg 5</option>
<option value="Leg6" data-i18n="rollCriticalHitLeg6">Leg 6</option>
<option value="Leg7" data-i18n="rollCriticalHitLeg7">Leg 7</option>
<option value="Leg8" data-i18n="rollCriticalHitLeg8">Leg 8</option>
<option value="Leg9" data-i18n="rollCriticalHitLeg9">Leg 9</option>
<option value="Leg10" data-i18n="rollCriticalHitLeg10">Leg 10</option>
</select>
</div>
<div class="rightbox">
<h2><span data-i18n="woundsHeader">Wounds</span> &#128935;</h2>
<label style="width:29%; font-size:13px"><span data-i18n="woundsBase">Starting</span>:</label>
<button name="roll_startingwounds" type="roll" style="width:30%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{woundsHeader}}} {{^{woundsHeader}=[[1d5 + ?{@{queryModifier}|0} + 18]]}}">
<label>1d5 + 18</label>
<!--end of line-->
<button name="roll_energyCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeEnergy}}} {{crittable=Energy@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeEnergy">Energy</span> (<span data-i18n="damageTypeEnergyAbbr">E</span>)</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_explosiveCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeExplosive}}} {{crittable=Explosive@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeExplosive">Explosive</span> (<span data-i18n="damageTypeExplosiveAbbr">X</span>)</label>
</button>
<div class="spacing" style="width:16%"></div>
<input name="attr_woundstb" type="number" style="width:25%" />
<!--end of line-->
<label style="width:75%"><span data-i18n="talentSoundConstitution">Sound Constitution</span>:&emsp;&nbsp;X</label>
<input name="attr_woundssc" type="number" style="width:25%" />
<button name="roll_impactCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeImpact}}} {{crittable=Impact@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeImpact">Impact</span> (<span data-i18n="damageTypeImpactAbbr">I</span>)</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_RendingCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeRending}}} {{crittable=Rending@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeRending">Rending</span> (<span data-i18n="damageTypeRendingAbbr">R</span>)</label>
</button>
<!--end of line-->
<label style="width:29%"><span data-i18n="woundsCurrent">Current</span>:</label>
<input name="attr_Wounds" type="number" style="width:25%" />
<div class="spacing" style="width:2%"></div>
<label style="width:19%"><span data-i18n="woundsTotal">Total</span>:</label>
<input name="attr_Wounds_max" type="number" value="(@{woundstb} + @{woundssc})" disabled style="width:25%" />
<button name="roll_conditions" type="roll" style="width:49.5%" value="@{conditions}">
<label data-i18n="conditionsRoll">Conditions</label>
</button>
<div class="spacing" style="width:1%"></div>
<select name="attr_conditions" style="width:49.5%">
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{bloodLossRoll}}} {{roll=[[1d100cf&gt;91cs&lt;90]]}} {{bloodloss= }}"
data-i18n="bloodLossRoll">Blood Loss</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{burningRoll}}} {{damage=[[1d10]]}} {{damagetype=^{damageTypeEnergyAbbr}}} {{desc=^{infodamageIgnoreAP}&#10;^{infoPlusOneFatigue}}}"
data-i18n="burningRoll">Burning</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{fallDamageRoll}}} {{damage=[[1d10 + ?{@{queryMetresFallen}|1}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{fallhitloc=[[1d100]]}} {{desc=^{infodamageIgnoreAP}}}"
data-i18n="fallDamageRoll">Fall Damage</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{vacuumRoll}}} {{desc=^{vacuumRollSudden} [[1d10 + 3]] ^{damageTypeExplosiveAbbr}&#10;^{vacuumRollGradual} [[1d5]] || [[1d10]] ^{damageTypeExplosiveAbbr}&#10;^{infodamageIgnoreAP}&#10;^{vacuumRollMoreInfo}}}"
data-i18n="vacuumRoll">Vacuum</option>
<option value="@{gmroll}&{template:custom} {{name=^{haywireFieldEffect}}} {{haywire=[[?{Choose Result or Roll Dice|Roll 1d100,1d100|Insignificant,1|Minor,21|Major,41|Dead Zone,61|Prolonged,81}]]}}"
data-i18n="haywireRoll">Haywire</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{smflamerRoll}}} {{damage=[[1d10+4]]}} {{damagetype=^{damageTypeEnergyAbbr}}} {{desc=^{infodamageIgnoreAP}&#10;^{infoPlusOneFatigue}}}"
data-i18n="smflamerRoll">Astartes Flamer</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Toxic}}} {{damage=[[1d10]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=^{infodamageIgnoreAPTB}}}"
data-i18n="Toxic">Toxic</option>
</select>
<!--end of line-->
<label style="width:75%"><span data-i18n="criticalDamage">Critical Damage Level</span>:</label>
<input name="attr_Critical" type="number" style="width:25%" />
<h2><span data-i18n="criticalHitsHeader">Critical Hits</span> &#9888;</h2>
<div>
<select name="attr_critLocation" style="width:100%">
<option disabled data-i18n="rollLocationArm">Arm</option>
<option value="Arm1" data-i18n="rollCriticalHitArm1">Arm 1</option>
<option value="Arm2" data-i18n="rollCriticalHitArm2">Arm 2</option>
<option value="Arm3" data-i18n="rollCriticalHitArm3">Arm 3</option>
<option value="Arm4" data-i18n="rollCriticalHitArm4">Arm 4</option>
<option value="Arm5" data-i18n="rollCriticalHitArm5">Arm 5</option>
<option value="Arm6" data-i18n="rollCriticalHitArm6">Arm 6</option>
<option value="Arm7" data-i18n="rollCriticalHitArm7">Arm 7</option>
<option value="Arm8" data-i18n="rollCriticalHitArm8">Arm 8</option>
<option value="Arm9" data-i18n="rollCriticalHitArm9">Arm 9</option>
<option value="Arm10" data-i18n="rollCriticalHitArm10">Arm 10</option>
<option disabled data-i18n="rollLocationBody">Body</option>
<option value="Body1" data-i18n="rollCriticalHitBody1">Body 1</option>
<option value="Body2" data-i18n="rollCriticalHitBody2">Body 2</option>
<option value="Body3" data-i18n="rollCriticalHitBody3">Body 3</option>
<option value="Body4" data-i18n="rollCriticalHitBody4">Body 4</option>
<option value="Body5" data-i18n="rollCriticalHitBody5">Body 5</option>
<option value="Body6" data-i18n="rollCriticalHitBody6">Body 6</option>
<option value="Body7" data-i18n="rollCriticalHitBody7">Body 7</option>
<option value="Body8" data-i18n="rollCriticalHitBody8">Body 8</option>
<option value="Body9" data-i18n="rollCriticalHitBody9">Body 9</option>
<option value="Body10" data-i18n="rollCriticalHitBody10">Body 10</option>
<option disabled data-i18n="rollLocationHead">Head</option>
<option value="Head1" data-i18n="rollCriticalHitHead1">Head 1</option>
<option value="Head2" data-i18n="rollCriticalHitHead2">Head 2</option>
<option value="Head3" data-i18n="rollCriticalHitHead3">Head 3</option>
<option value="Head4" data-i18n="rollCriticalHitHead4">Head 4</option>
<option value="Head5" data-i18n="rollCriticalHitHead5">Head 5</option>
<option value="Head6" data-i18n="rollCriticalHitHead6">Head 6</option>
<option value="Head7" data-i18n="rollCriticalHitHead7">Head 7</option>
<option value="Head8" data-i18n="rollCriticalHitHead8">Head 8</option>
<option value="Head9" data-i18n="rollCriticalHitHead9">Head 9</option>
<option value="Head10" data-i18n="rollCriticalHitHead10">Head 10</option>
<option disabled data-i18n="rollLocationLeg">Leg</option>
<option value="Leg1" data-i18n="rollCriticalHitLeg1">Leg 1</option>
<option value="Leg2" data-i18n="rollCriticalHitLeg2">Leg 2</option>
<option value="Leg3" data-i18n="rollCriticalHitLeg3">Leg 3</option>
<option value="Leg4" data-i18n="rollCriticalHitLeg4">Leg 4</option>
<option value="Leg5" data-i18n="rollCriticalHitLeg5">Leg 5</option>
<option value="Leg6" data-i18n="rollCriticalHitLeg6">Leg 6</option>
<option value="Leg7" data-i18n="rollCriticalHitLeg7">Leg 7</option>
<option value="Leg8" data-i18n="rollCriticalHitLeg8">Leg 8</option>
<option value="Leg9" data-i18n="rollCriticalHitLeg9">Leg 9</option>
<option value="Leg10" data-i18n="rollCriticalHitLeg10">Leg 10</option>
</select>
<!--end of line-->
<button name="roll_energyCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeEnergy}}} {{crittable=Energy@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeEnergy">Energy</span> (<span data-i18n="damageTypeEnergyAbbr">E</span>)</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_explosiveCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeExplosive}}} {{crittable=Explosive@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeExplosive">Explosive</span> (<span data-i18n="damageTypeExplosiveAbbr">X</span>)</label>
</button>
<!--end of line-->
<button name="roll_impactCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeImpact}}} {{crittable=Impact@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeImpact">Impact</span> (<span data-i18n="damageTypeImpactAbbr">I</span>)</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_RendingCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeRending}}} {{crittable=Rending@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeRending">Rending</span> (<span data-i18n="damageTypeRendingAbbr">R</span>)</label>
</button>
<!--end of line-->
<button name="roll_bloodloss" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{bloodLossRoll}}} {{roll=[[1d100cf&gt;91cs&lt;90]]}} {{bloodloss= }}">
<label data-i18n="bloodLossRoll">Blood Loss</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_Burning" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{burningRoll}}} {{damage=[[1d10]]}} {{damagetype=^{damageTypeEnergyAbbr}}} {{desc=^{infodamageIgnoreAP}&#10;^{infoPlusOneFatigue}}}">
<label data-i18n="burningRoll">Burning</label>
</button>
<!--end of line-->
<button name="roll_falldamage" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{fallDamageRoll}}} {{damage=[[1d10 + ?{@{queryMetresFallen}|1}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{fallhitloc=[[1d100]]}} {{desc=^{infodamageIgnoreAP}}}">
<label data-i18n="fallDamageRoll">Fall Damage</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_Vacuum" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{vacuumRoll}}} {{desc=^{vacuumRollSudden} [[1d10 + 3]] ^{damageTypeExplosiveAbbr}&#10;^{vacuumRollGradual} [[1d5]] || [[1d10]] ^{damageTypeExplosiveAbbr}&#10;^{infodamageIgnoreAP}&#10;^{vacuumRollMoreInfo}}}">
<label data-i18n="vacuumRoll">Vacuum</label>
</button>
<!--end of line-->
<button name="roll_scatter" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=^{scatterDiagram}}} {{scatter=[[1d8]]}}">
<label data-i18n="scatterRoll">Scatter</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_haywire" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=^{haywireFieldEffect}}} {{haywire=[[?{Choose Result or Roll Dice|Roll 1d100,1d100|Insignificant,1|Minor,21|Major,41|Dead Zone,61|Prolonged,81}]]}}">
<label data-i18n="haywireRoll">Haywire</label>
</button>
</div>
<button name="roll_scatter" type="roll" style="width:100%" value="@{gmroll}&{template:custom} {{name=^{scatterDiagram}}} {{scatter=[[1d8]]}}">
<label data-i18n="scatterDiagram">Scatter Diagram</label></button>
</div>
</div>
<!-- movement section-->
@@ -2415,17 +2434,19 @@
<div class="hbody">
<fieldset class="repeating_gears">
<div class="quickborder">
<input name="attr_gearReq" style="width:8%" type="number" data-i18n-placeholder="gearReqPlaceholder" placeholder="Req." data-i18n-title="gearReqTitle" title="Requisition Cost" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearName" style="width:63%" type="text" data-i18n-placeholder="generalName" placeholder="Gear Name" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearQty" style="width:10%" type="number" data-i18n-placeholder="gearQuantityPlaceholder" placeholder="Qty." data-i18n-title="gearQuantityTitle" title="Quantity" />
<input name="attr_gearQty" style="width:8%" type="number" data-i18n-placeholder="gearQuantityPlaceholder" placeholder="Qty." data-i18n-title="gearQuantityTitle" title="Quantity" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearWeight" style="width:10%" type="number" data-i18n-placeholder="gearWeightPlaceholder" placeholder="Wgt." data-i18n-title="gearWeightTitle" title="Weight" />
<input name="attr_gearWeight" style="width:8%" type="number" data-i18n-placeholder="gearWeightPlaceholder" placeholder="Wgt." data-i18n-title="gearWeightTitle" title="Weight" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_geardesc" type="roll" style="width:10%"
<button name="roll_geardesc" type="roll" style="width:8%"
value="@{gmroll}&{template:custom} {{name=@{character_name} @{gearName}}} {{desc=^{gearWeightTitle}: @{gearWeight} Kg&#10;^{gearQuantityTitle}: @{gearQty}&#10;@{gearNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input type="checkbox" name="attr_hideGear" style="width:5.5%" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<input type="checkbox" name="attr_hideGear" style="width:3%" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody"><textarea style="height:65px" name="attr_gearNotes" data-i18n-placeholder="Description" placeholder="Gear Description"></textarea></div>
</div><!--quickborder-->
</fieldset>
@@ -2553,37 +2574,37 @@
<h1 data-i18n="abilitiesCodex">Codex Abilities</h1>
<button name="roll_soloAbility1" type="roll" style="width:15%"
data-i18n-title="abilitiesBurstSpeedTitle" title="Required Rank: 1&#10;Once per game session&#10;Free Action at the start of his Turn.&#10;&#10;This ability increases the characters Agility Bonus by +2&#10;for Combat Rounds equal to his Rank.&#10;&#10;Improvement: At Rank 3&#10;+10 to all Agility tests based on movement.&#10;&#10;Improvement: At Rank 5&#10;The bonus to Agility Bonus increases to +4.&#10;&#10;Improvement: At Rank 7&#10;Ignore the need to make Agility Tests when&#10;running or charging in difficult terrain."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesBurstSpeedName}}} {{desc=^{abilitiesBurstSpeedTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesBurstSpeedName}}} {{desc2=^{abilitiesBurstSpeedTitle}}}">
<label><span data-i18n="abilitiesBurstSpeedName">Burst of Speed</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility2" type="roll" style="width:15%"
data-i18n-title="abilitiesFeatStrengthTitle" title="Required Rank: 1&#10;Once per day of game time&#10;Free Action at the start of his Turn.&#10;&#10;This ability increases his Unnatural Strength Trait by one level&#10;(Unnatural Strength x2 becomes Unnatural Strength x3)&#10;for Combat Rounds equal to his Rank.&#10;&#10;Improvement: At Rank 3&#10;+10 to all Strength-based Skill Tests&#10;&#10;Improvement: At Rank 5&#10;Lasts for Combat Rounds equal to twice the characters Rank.&#10;&#10;Improvement: At Rank 7&#10;This Ability increases the characters&#10;Unnatural Strength Trait by two levels."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesFeatStrengthName}}} {{desc=^{abilitiesFeatStrengthTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesFeatStrengthName}}} {{desc2=^{abilitiesFeatStrengthTitle}}}">
<label><span data-i18n="abilitiesFeatStrengthName">Feat of Strength</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility3" type="roll" style="width:15%"
data-i18n-title="abilitiesRenewedVigourTitle" title="Required Rank: 3&#10;Once per game session&#10;Free Action at the start of his Turn.&#10;&#10;Can ignore the effects of a single critical hit,&#10;such as Stunning, levels of Fatigue, or unconsciousness.&#10;for Combat Rounds equal to his Rank.&#10;&#10;NOTE: this does not allow the use of useless limbs&#10;or critical hits that result in death.&#10;Any new critical hit effects suffered during the&#10;Renewed Vigour affect the Battle-Brother as normal.&#10;&#10;Improvement: At Rank 5&#10;Restores a number of Wounds equal to his Rank.&#10;&#10;Improvement: At Rank 7&#10;Can ignore all of the critical hit effects&#10;he is currently suffering, for the duration of the ability."
value="@{gmroll}&{template:custom} {{name=@{character_name} activates - ^{abilitiesRenewedVigourName}}} {{desc=^{abilitiesRenewedVigourTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} activates - ^{abilitiesRenewedVigourName}}} {{desc2=^{abilitiesRenewedVigourTitle}}}">
<label><span data-i18n="abilitiesRenewedVigourName">Renewed Vigour</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility4" type="roll" style="width:15%"
data-i18n-title="abilitiesExtremeEnduranceTitle" title="Required Rank: 5&#10;Once per game session&#10;Free Action or a Reaction.&#10;&#10;Grants One re-roll on all Toughness Tests for&#10;a number of hours equal to his Rank.&#10;&#10;Improvement: At Rank 7&#10;+20 to the result of the re-roll."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesExtremeEnduranceName}}} {{desc=^{abilitiesExtremeEnduranceTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesExtremeEnduranceName}}} {{desc2=^{abilitiesExtremeEnduranceTitle}}}">
<label><span data-i18n="abilitiesExtremeEnduranceName">Extreme Endurance</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility5" type="roll" style="width:15%"
data-i18n-title="abilitiesMentalFortressTitle" title="Required Rank: 5&#10;Once per game session&#10;Free Action or a Reaction.&#10;&#10;Grants One re-roll on Willpower Tests to&#10;resist Psychic Powers or attempts to subvert his will.&#10;&#10;Improvement: At Rank 7&#10;+20 to the result of the re-roll."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesMentalFortressName}}} {{desc=^{abilitiesMentalFortressTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesMentalFortressName}}} {{desc2=^{abilitiesMentalFortressTitle}}}">
<label><span data-i18n="abilitiesMentalFortressName">Mental Fortress</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility6" type="roll" style="width:15%"
data-i18n-title="abilitiesEmperorGraceTitle" title="Required Rank: 7&#10;Once per game session&#10;Free Action or a Reaction.&#10;&#10;Whenever the Battle-Brother spends a Fate Point, he rolls 1d10.&#10;If he scores equal or less than his Rank,&#10;the Fate Point is immediately recovered.&#10;for Combat Rounds equal to his Rank."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesEmperorGraceName}}} {{desc=^{abilitiesEmperorGraceTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesEmperorGraceName}}} {{desc2=^{abilitiesEmperorGraceTitle}}}">
<label><span data-i18n="abilitiesEmperorGraceName">Emperors Grace</span> &#128712;</label>
</button>
<h1 data-i18n="abilitiesSpecialityAndChapter">Speciality & Chapter Abilities</h1>
@@ -2611,36 +2632,36 @@
<h1 data-i18n="abilitiesAttackPatterns">Attack Patterns</h1>
<button name="roll_squadAbility1" type="roll" style="width:33%"
data-i18n-title="abilitiesBolterAssaultTitle" title="Free Action&#10;Cost 3 Cohesion&#10;Sustained: NO&#10;&#10;When the Battle-Brother calls a Bolter Assault, both he&#10;and those in Support Range may make an immediate Charge&#10;Move and a Standard Attack with a bolter, bolt pistol, or storm bolter.&#10;May use their Standard Attack to throw a grenade instead.&#10;&#10;Improvement: At Rank 4&#10;Can make Semi Auto Bursts and Full Auto Bursts&#10;instead of a Standard Attack."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesBolterAssaultName}}}{{desc=^{abilitiesBolterAssaultTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesBolterAssaultName}}}{{desc2=^{abilitiesBolterAssaultTitle}}}">
<label><span data-i18n="abilitiesBolterAssaultName">Bolter Assault</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility2" type="roll" style="width:33%"
data-i18n-title="abilitiesFireEffectTitle" title="Half Action&#10;Cost 2 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Kill-team may use their&#10;Reactions to make a Standard Attack with a ranged weapon.&#10;&#10;Improvement: At Rank 4&#10;Can make Semi Auto Bursts and Full Auto Bursts&#10;instead of a Standard Attack."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFireEffectName}}}{{desc=^{abilitiesFireEffectTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFireEffectName}}}{{desc2=^{abilitiesFireEffectTitle}}}">
<label><span data-i18n="abilitiesFireEffectName">Fire for Effect</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility3" type="roll" style="width:33%"
data-i18n-title="abilitiesFireSupportTitle" title="Half Action (Free Action at Rank 3+)&#10;Cost 1 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Kill-team does not&#10;suffer the normal 20 to hit when using the Suppressing Fire&#10;and Overwatch actions.&#10;&#10;Improvement: At Rank 3&#10;Ability can be activated as a Free Action."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFireSupportName}}}{{desc=^{abilitiesFireSupportTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFireSupportName}}}{{desc2=^{abilitiesFireSupportTitle}}}">
<label><span data-i18n="abilitiesFireSupportName">Fire Support</span> &#128712;</label>
</button>
<button name="roll_squadAbility4" type="roll" style="width:33%"
data-i18n-title="abilitiesFuriousChargeTitle" title="Free Action&#10;Cost 3 Cohesion&#10;Sustained: NO&#10;&#10;The Battle-Brother and those in Support Range of him may&#10;make an immediate Charge Attack with a melee weapon.&#10;Battle-Brothers involved may re-roll Damage for their attacks.&#10;&#10;Improvement: At Rank 5&#10;Can make use of multiple attacks with talents&#10;such as Swift Attack or Lightning Attack."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFuriousChargeName}}}{{desc=^{abilitiesFuriousChargeTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFuriousChargeName}}}{{desc2=^{abilitiesFuriousChargeTitle}}}">
<label><span data-i18n="abilitiesFuriousChargeName">Furious Charge</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility5" type="roll" style="width:33%"
data-i18n-title="abilitiesSquadAdvanceTitle" title="Half Action (Free Action at Rank 3+)&#10;Cost 1 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Kill-team may use&#10;their Reactions to make a Tactical Advance combat action.&#10;&#10;Improvement: At Rank 3&#10;Ability can be activated as a Free Action."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesSquadAdvanceName}}}{{desc=^{abilitiesSquadAdvanceTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesSquadAdvanceName}}}{{desc2=^{abilitiesSquadAdvanceTitle}}}">
<label><span data-i18n="abilitiesSquadAdvanceName">Squad Advance</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility6" type="roll" style="width:33%"
data-i18n-title="abilitiesTankBusterTitle" title="Free Action&#10;Cost 1 Cohesion&#10;Sustained: NO&#10;&#10;The Battle Brother may nominate a member of the Kill-team armed with&#10;either a heavy weapon or an explosive (this could be himself)&#10;&#10;For every Kill-Team member in support range the nominated&#10;Battle-Brother may add either +5 to his Ballistic Skill to the attack&#10;or move 2 metres closer to his target (This is considered an Attack Action)&#10;&#10;Improvement: At Rank 4&#10;The Bonus increases to +10 BS or 5 metres&#10;per Kill-team member in Support Range."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesTankBusterName}}}{{desc=^{abilitiesTankBusterTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesTankBusterName}}}{{desc2=^{abilitiesTankBusterTitle}}}">
<label><span data-i18n="abilitiesTankBusterName">Tank Buster</span> &#128712;</label>
</button>
</div>
@@ -2648,36 +2669,36 @@
<h1 data-i18n="abilitiesDefensiveStances">Defensive Stances</h1>
<button name="roll_squadAbility7" type="roll" style="width:33%"
data-i18n-title="abilitiesDigInTitle" title="Full Action&#10;Cost 3 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Battle-Brother and those in&#10;Support Range of him can double the Armour Points&#10;given by any cover they are currently using&#10;This bonus to cover only applies to each individual&#10;Battle-Brother so long as they remain stationary.&#10;&#10;Improvement: At Rank 5&#10;The double armour bonus applies to&#10;all cover use, even after moving to a different cover."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesDigInName}}}{{desc=^{abilitiesDigInTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesDigInName}}}{{desc2=^{abilitiesDigInTitle}}}">
<label><span data-i18n="abilitiesDigInName">Dig In</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility8" type="roll" style="width:33%"
data-i18n-title="abilitiesGoGroundTitle" title="Reaction&#10;Cost 1 Cohesion&#10;Sustained: NO&#10;&#10;The Battle-Brother may issue a Go to Ground order when he or another member of his&#10;Kill-team within his Support Range has been hit by a ranged attack.&#10;&#10;They may make a free move up to their Agility Bonus in metres to find cover.&#10;NOTE: the Hit will take effect before the move, in case of Semi or Auto Bursts&#10;only the first hit is worked out before the Battle-Brothers moves&#10;&#10;Improvement: At Rank 4&#10;The free move to cover may be up to twice&#10;the Battle-Brothers Agility Bonus."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesGoGroundName}}}{{desc=^{abilitiesGoGroundTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesGoGroundName}}}{{desc2=^{abilitiesGoGroundTitle}}}">
<label><span data-i18n="abilitiesGoGroundName">Go to Ground</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility9" type="roll" style="width:33%"
data-i18n-title="abilitiesRegroupTitle" title="Full Action&#10;Cost 2 Cohesion&#10;Sustained: NO&#10;&#10;The Battle-Brother may order a Regroup to allow himself and&#10;those in Support Range of him to move up to twice their&#10;Agility Bonus in any direction, just as if they had made a Full&#10;Move Action. In addition, Regroup move does not trigger&#10;enemy Overwatch or Suppression Fire.&#10;&#10;Improvement: At Rank 4&#10;May Reload any weapons they are currently carrying, provided doing so&#10;would only be a Half Action or a Free Action."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesRegroupName}}}{{desc=^{abilitiesRegroupTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesRegroupName}}}{{desc2=^{abilitiesRegroupTitle}}}">
<label><span data-i18n="abilitiesRegroupName">Regroup</span> &#128712;</label>
</button>
<button name="roll_squadAbility10" type="roll" style="width:33%"
data-i18n-title="abilitiesSoakFireTitle" title="Reaction&#10;Cost 2 Cohesion&#10;Sustained: NO&#10;&#10;A Battle-Brother may use this ability whenever another&#10;member of his squad within his Support Range is hit&#10;by a Semi or Full Auto Burst and would be eligible to make a Dodge Test&#10;to avoid the attack. These hits are then divided evenly between the&#10;original target, the Battle-Brother, and those supporting him.&#10;NOTE: Battle-Brothers soaking fire cannot Dodge attacks allocated to them.&#10;&#10;Improvement: At Rank 4&#10;May soak single-attack ranged weapons&#10;such as a blast from a lascannon or a snipers bullet."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesSoakFireName}}}{{desc=^{abilitiesSoakFireTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesSoakFireName}}}{{desc2=^{abilitiesSoakFireTitle}}}">
<label><span data-i18n="abilitiesSoakFireName">Soak Fire</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility11" type="roll" style="width:33%"
data-i18n-title="abilitiesStrongpointTitle" title="Full Action&#10;Cost 3 Cohesion&#10;Sustained: YES&#10;&#10;A Battle-Brother can establish a Strongpoint, nominating either&#10;himself or a member of his Kill-team within Support Range&#10;as the Centre of the Strongpoint. The Centre must remain&#10;stationary for the ability to remain in effect. The Centre may&#10;then Call Targets either as a Free Action in his turn or as&#10;a Reaction. Battle-Brothers in Support Range of the Centre&#10;(including the Centre himself) then gain a +20 to Ballistic&#10;Skill and Weapon Skill Tests against a Called Target, may re-roll&#10;Damage against it, and may use their Reactions to make&#10;Standard Attacks against it. A target remains marked in this&#10;way until either the Centre moves (ending the Strongpoint)&#10;or the Centre marks a new target."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesStrongpointName}}}{{desc=^{abilitiesStrongpointTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesStrongpointName}}}{{desc2=^{abilitiesStrongpointTitle}}}">
<label><span data-i18n="abilitiesStrongpointName">Strongpoint</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility12" type="roll" style="width:33%"
data-i18n-title="abilitiesTacticalSpacingTitle" title="Full Action&#10;Cost 1 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Battle-Brother and&#10;those in Support Range of him can share their Reactions.&#10;&#10;One Squad member could give his Reaction&#10;(losing it for himself for the turn) to another Squad member&#10;If the Space Marine has extra reactions, these may also be shared.&#10;&#10;Improvement: At Rank 5&#10;All Squad Members in support range gain an additional Reaction."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesTacticalSpacingName}}}{{desc=^{abilitiesTacticalSpacingTitle}}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesTacticalSpacingName}}}{{desc2=^{abilitiesTacticalSpacingTitle}}}">
<label><span data-i18n="abilitiesTacticalSpacingName">Tactical Spacing</span> &#128712;</label>
</button>
</div>
@@ -3851,11 +3872,11 @@
value="@{gmroll}&{template:custom} {{name=^{rollPsychicPhenomena}}} {{psytable= [[{1d100cs1cf100 + @{psychicPhenomenaMalus} + ?{@{queryModifier}|0} + ((@{sustaining}) * 10),1d1}dl1 ]] }} {{d5add=[[d5]]}} {{d10add=[[d10]]}} {{2d10add=[[2d10]]}} {{3d10add=[[3d10]]}} {{4d10add=[[4d10]]}} {{5d10add=[[5d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="rollPsychicPhenomena">Roll Psychic Phenomena</span> &#128712;</label>
</button>
<div class="spacing" style="width:4.5%"></div>
<label style="width:9%"><span data-i18n="PsyRating">Psy Rating</span>:</label>
<input class="major" style="width:4%" name="attr_psyRating" type="number" value="0" />
<div class="spacing" style="width:2%"></div>
<label style="width:8.5%"><span data-i18n="PsyRating">Psy Rating</span>:</label>
<input class="major" style="width:3.5%" name="attr_psyRating" type="number" value="0" />
<div class="spacing" style="width:0.5%"></div>
<select name="attr_powerLevel" style="width:15%">
<select name="attr_powerLevel" style="width:16%">
<option value="0" disabled data-i18n="psyPowerLevel">Power Level</option>
<option value="1" selected data-i18n="psyPowerFettered">Fettered (PR/2)</option>
<option value="2" data-i18n="psyPowerUnfettered">Unfettered (Full PR)</option>
@@ -3864,10 +3885,13 @@
</select>
<input type="hidden" name="attr_effectivePsyRating" value="0" />
<input type="hidden" name="attr_psyDice" value="0" />
<div class="spacing" style="width:2%"></div>
<div class="spacing" style="width:1%"></div>
<label style="width:14.5%;" class="help" data-i18n-title="psyPowersSustainedTitle" title="+10 to all rolls on the Psychic Phenomena Table&#10;-1 Psy Rating per Sustained power"><span data-i18n="psyPowersSustained">Powers Sustained</span> &#128712;:</label>
<span name="attr_sustainingPowerTotal" style="width:1%; font-size:15px"></span>
<div class="spacing" style="width:9.5%"></div>
<div class="spacing" style="width:2%"></div>
<label style="width:6.5%;" class="help" data-i18n-title="psymodtitle" title="Fixed Modifiers for the Focus Power Test&#10;&#10;Example: Pyschic Hood (+5)"><span data-i18n="modlabel">Mod</span> &#128712;:</label>
<input style="width:3.5%" name="attr_psypowermod" type="number" value="0"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_perilsOfTheWarpTable" type="roll" style="width:20%"
data-i18n-title="rollPerilsWarpTitle" title="Rolls on the Perils of the Warp Table&#10;1d100 + modifier (only known mod comes from Result 83-86)"
value="@{gmroll}&{template:custom} {{name=^{rollPerilsWarp}}} {{perilstable= [[{(1d100cs1cf100 + ?{@{queryModifier}|0}),1d1}dl1]] }} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d5p1add=[[d5 + 1]]}} {{d10add=[[d10]]}} {{d10p5add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{3d10add=[[3d10]]}} {{4d10add=[[4d10]]}} {{5d10add=[[5d10]]}} {{d100add=[[d100]]}}">
@@ -3882,7 +3906,7 @@
<input name="attr_psyAction" type="text" style="width:21%" data-i18n-placeholder="psyPowerActionTime" placeholder="Action Time" data-i18n-title="psyPowerActionFocusTime" title="Action Time / Focus Power Time" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_psyHit" type="roll" style="width:15%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{psyName}}} {{PsyRating=[[@{effectivePsyRating} - @{sustaining}]]}} {{dosdof=[[([[@{calculatedWillpower} + ?{@{queryModifier}|0} + (5 * (@{effectivePsyRating} - @{sustaining}))]] - [[@{psyDice}]]) * 100 % 999 % 100]]}} {{testtarget=$[[1]]}} {{roll=$[[2]]}} {{psydamage=[[@{psyDamage}]]}} {{damagetype=@{psyDamageType}}} {{damagepen=[[@{psyPen}]]}}">
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{psyName}}} {{PsyRating=[[@{effectivePsyRating} - @{sustaining}]]}} {{dosdof=[[([[@{calculatedWillpower} + @{psypowermod} + ?{@{queryModifier}|0} + (5 * (@{effectivePsyRating} - @{sustaining}))]] - [[@{psyDice}]]) * 100 % 999 % 100]]}} {{testtarget=$[[1]]}} {{roll=$[[2]]}} {{psydamage=[[@{psyDamage}]]}} {{damagetype=@{psyDamageType}}} {{damagepen=[[@{psyPen}]]}}">
<label data-i18n="psyPowerManifest">Manifest</label>
</button>
<div class="spacing" style="width:0.5%"></div>
@@ -4012,7 +4036,7 @@
<label data-i18n="rollBattleTrauma">Battle Trauma</label>
</button>
<div class="spacing" style="width:2%"></div>
<input name="attr_primarchCurse" class="major" type="number" value="0" style="width:12%" data-i18n-title="insanityPointsTotal" title="Total Insanity Points" />
<input name="attr_primarchCurse" class="major" type="number" value="0" min="0" max="100" style="width:12%" data-i18n-title="insanityPointsTotal" title="Total Insanity Points"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_curseDegree" style="width:40%">
<option disabled data-i18n="curseDegree">Insanity Track</option>
@@ -4025,7 +4049,7 @@
<div class="spacing" style="width:2%"></div>
<!--end of line-->
<h1 data-i18n="PrimarchsCurse">Primarch's Curse</h1>
<input name="attr_curseName" type="text" style="width:85%" data-i18n-placeholder="generalName" placeholder="Curse Name" />
<input name="attr_curseName" type="text" style="width:85%" data-i18n-placeholder="generalName" placeholder="Curse Name"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_primarchCurse" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{curseName}}} {{desc=^{curseLevel1}: @{curseDesc1}&#10;&#10;^{curseLevel2}: @{curseDesc2}&#10;&#10;^{curseLevel3}: @{curseDesc3}}}">
@@ -4044,7 +4068,7 @@
<div class="spacing" style="width:2%"></div>
<label style="width:40%"><span data-i18n="corruptionPointsTotal">Total Corruption Points</span>:</label>
<div class="spacing" style="width:2%"></div>
<input class="major" name="attr_Corruption" type="number" value="0" style="width:12%" data-i18n-title="corruptionPointsTotal" title="Total Corruption Points" />
<input class="major" name="attr_Corruption" type="number" value="0" min="0" max="100" style="width:12%" data-i18n-title="corruptionPointsTotal" title="Total Corruption Points"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_purityDegree" style="width:40%">
<option disabled data-i18n="purityThreshold">Purity Threshold</option>
@@ -5085,10 +5109,10 @@ const migrateSheetToDeathwatchImproved = version => {
<div class="sheet-name">{{name}}</div>
{{/name}}
<!--section that allows the 2 columns to show key and value side by side -->
{{#allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}}
{{#allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc desc2 name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}}
{{/allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc desc2 name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}}
<!--section for regular rolls show success and failure-->
{{#testtarget}}
<div class="sheet-result">{{testtarget}}&#160;<span data-i18n="rollThreshold">Threshold</span></div>
@@ -5108,7 +5132,7 @@ const migrateSheetToDeathwatchImproved = version => {
{{#damage}}
{{#rollGreater() damage 0}}
<div class="sheet-result">
<span data-i18n="WDamage">Damage</span>&#160;{{damage}}<br />
{{damage}}<br/>
{{#damagetype}}<span data-i18n="WType">Type</span>&#160;<span class="sheet-inlinerollresult">{{damagetype}}</span><br />{{/damagetype}}
{{#rollGreater() damagepen 0}}<span data-i18n="Penetration">Penetration</span>&#160;{{damagepen}}{{/rollGreater() damagepen 0}}
</div>
@@ -5284,24 +5308,24 @@ const migrateSheetToDeathwatchImproved = version => {
{{#perilstable}} <!-- vars = {0} = d5add, {1} = d5_2add, {2} = d5p1add, {3} = d10add, {4} = d10p5add, {5} = 2d10add, {6} = 3d10add, {7} = 4d10add, {8} = 5d10add, {9} = d100add -->
<div class="sheet-desc">
{{perilstable}}
{{#rollBetween() perilstable 01 05}}<span data-i18n="rollPerilsWarp0105Title">The Gibbering</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp0105Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Challenging (+0) Willpower Test to avoid gaining {{2}} Insanity Points and becoming Stunned for {{0}} rounds.</span>{{/rollBetween() perilstable 01 05}}
{{#rollBetween() perilstable 06 09}}<span data-i18n="rollPerilsWarp0609Title">Warp Burn</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp0609Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A violent burst of energy from the Warp smashes into the psykers mind, sending him reeling. He suffers {{0}} Wounds (not reduced by armour or Toughness) and is Stunned for {{1}} Rounds.</span>{{/rollBetween() perilstable 06 09}}
{{#rollBetween() perilstable 10 13}}<span data-i18n="rollPerilsWarp1013Title">Psychic Concussion</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp1013Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">With a crack of energy, the psyker is knocked unconscious for {{0}} Rounds. Everyone within {{6}} metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.</span>{{/rollBetween() perilstable 10 13}}
{{#rollBetween() perilstable 14 18}}<span data-i18n="rollPerilsWarp1418Title">Psy-Blast</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp1418Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">There is an explosion of power and the psyker is thrown {{3}} metres into the air, falling to the ground, taking fall damage.</span>{{/rollBetween() perilstable 14 18}}
{{#rollBetween() perilstable 19 24}}<span data-i18n="rollPerilsWarp1924Title">Soul Sear</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp1924Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Warp power courses through the psykers body, scorching his soul. The psyker cannot use any powers for 1 hour and gains 5 Corruption Points.</span>{{/rollBetween() perilstable 19 24}}
{{#rollBetween() perilstable 25 30}}<span data-i18n="rollPerilsWarp2530Title">Locked In</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp2530Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The power cages the psykers mind in an ethereal prison. The psyker falls to the ground in a catatonic state. Each Round thereafter, he must spend a Full Action and make a Difficult (10) Willpower Test. On a success, his mind is freed and restored to his body.</span>{{/rollBetween() perilstable 25 30}}
{{#rollBetween() perilstable 31 38}}<span data-i18n="rollPerilsWarp3138Title">Chronological Incontinence</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp3138Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Time warps around the psyker. He winks out of existence and reappears in {{3}} Rounds (or in 1 minute in narrative time). The psyker suffers {{0}} Insanity Points and {{1}} permanent Toughness damage.</span>{{/rollBetween() perilstable 31 38}}
{{#rollBetween() perilstable 39 46}}<span data-i18n="rollPerilsWarp3946Title">Psychic Mirror</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp3946Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers power is turned back on him. Resolve the powers effects as normal, but the power targets the psyker instead. If the power is beneficial, it instead deals {{4}} Energy Damage to the psyker and the beneficial effect is cancelled. Armour is ignored by the damage unless it is warded.</span>{{/rollBetween() perilstable 39 46}}
{{#rollBetween() perilstable 47 55}}<span data-i18n="rollPerilsWarp4755Title">Warp Whispers</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp4755Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The voices of Daemons fill the air within {{7}} metres of the psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must make a Hard (20) Willpower Test or gain {{3}} Corruption Points.</span>{{/rollBetween() perilstable 47 55}}
{{#rollBetween() perilstable 56 58}}<span data-i18n="rollPerilsWarp5658Title">Vice Versa</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp5658Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers mind is thrown out of his body and into another nearby creature or person. The psyker and a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other soulless creature) swap consciousnesses for {{3}} Rounds. The affected being may be an ally or even an enemy combatant. Each individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends immediately. Both affected individuals gain {{0}} Insanity Points from the experience. If there are no beings within range, the psyker must make a Willpower Test or become catatonic for {{1}} Rounds while his mind wanders the Warp. He gains {{5}} Insanity Points from this journey.</span>{{/rollBetween() perilstable 56 58}}
{{#rollBetween() perilstable 59 67}}<span data-i18n="rollPerilsWarp5967Title">Rending the Veil</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp5967Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is rendered visible. All sentient creatures (including the psyker) within {{9}} metres of the psyker must test against Fear (3). This effect lasts for {{0}} rounds.</span>{{/rollBetween() perilstable 59 67}}
{{#rollBetween() perilstable 68 72}}<span data-i18n="rollPerilsWarp6872Title">Blood Rain</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp6872Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within {{8}} metres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils of the Warp Test. The storm lasts for {{0}} Rounds</span>{{/rollBetween() perilstable 68 72}}
{{#rollBetween() perilstable 73 78}}<span data-i18n="rollPerilsWarp7378Title">Cataclysmic Blast</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp7378Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers power overloads, arcing out in great bolts of warp energy. Anyone within {{3}} metres of the psyker (including the psyker himself ) takes {{4}} Energy Damage. The psyker may use no further powers for {{0}} hours after this event.</span>{{/rollBetween() perilstable 73 78}}
{{#rollBetween() perilstable 79 82}}<span data-i18n="rollPerilsWarp7982Title">A Hole in the World</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp7982Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A Vortex of Doom with a PR of {{5}} (see page 195) springs into existence within {{3}} metres of the psyker. It then begins to move randomly (use the scatter roll), devouring all in its path. The Vortex lasts for {{0}} Rounds and then vanishes.</span>{{/rollBetween() perilstable 79 82}}
{{#rollBetween() perilstable 83 86}}<span data-i18n="rollPerilsWarp8386Title">Lost to the Warp</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp8386Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker must make an immediate Very Hard (30) Willpower Test. If he fails, he is immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The psyker appears on an inhabited planet {{3}} weeks later with dim memories of the horrific acts he has performed while possessed. He gains {{7}} Corruption Points, and may experience complications caused by his actions while possessed. He may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.</span>{{/rollBetween() perilstable 83 86}}
{{#rollBetween() perilstable 87 90}}<span data-i18n="rollPerilsWarp8790Title">Reality Quake</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp8790Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Reality buckles around the psyker, and an area within {{6}} metres of him is sundered. Solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes {{5}} Rending damage. Warded objects and Untouchables suffer half the damage rolled.</span>{{/rollBetween() perilstable 87 90}}
{{#rollBetween() perilstable 91 99}}<span data-i18n="rollPerilsWarp9199Title">Something is Coming...</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp9199Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into existence within {{6}} metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly summoned it. Only its destruction or the death of the psyker will send it back to the Warp.</span>{{/rollBetween() perilstable 91 99}}
{{#rollGreater() perilstable 99}}<span data-i18n="rollPerilsWarp100Title">Destruction</span><br /><span class="sheet-textDesc" data-i18n="rollPerilsWarp100Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince appears in the psykers place.</span>{{/rollGreater() perilstable 99}}
{{#rollBetween() perilstable 01 05}}<span data-i18n="rollPerilsWarp0105Title">The Gibbering</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp0105Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Challenging (+0) Willpower Test to avoid gaining {{2}} Insanity Points and becoming Stunned for {{0}} rounds.</span>{{/rollBetween() perilstable 01 05}}
{{#rollBetween() perilstable 06 09}}<span data-i18n="rollPerilsWarp0609Title">Warp Burn</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp0609Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A violent burst of energy from the Warp smashes into the psykers mind, sending him reeling. He suffers {{0}} Wounds (not reduced by armour or Toughness) and is Stunned for {{1}} Rounds.</span>{{/rollBetween() perilstable 06 09}}
{{#rollBetween() perilstable 10 13}}<span data-i18n="rollPerilsWarp1013Title">Psychic Concussion</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp1013Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">With a crack of energy, the psyker is knocked unconscious for {{0}} Rounds. Everyone within {{6}} metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.</span>{{/rollBetween() perilstable 10 13}}
{{#rollBetween() perilstable 14 18}}<span data-i18n="rollPerilsWarp1418Title">Psy-Blast</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp1418Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">There is an explosion of power and the psyker is thrown {{3}} metres into the air, falling to the ground, taking fall damage.</span>{{/rollBetween() perilstable 14 18}}
{{#rollBetween() perilstable 19 24}}<span data-i18n="rollPerilsWarp1924Title">Soul Sear</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp1924Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Warp power courses through the psykers body, scorching his soul. The psyker cannot use any powers for 1 hour and gains 5 Corruption Points.</span>{{/rollBetween() perilstable 19 24}}
{{#rollBetween() perilstable 25 30}}<span data-i18n="rollPerilsWarp2530Title">Locked In</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp2530Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The power cages the psykers mind in an ethereal prison. The psyker falls to the ground in a catatonic state. Each Round thereafter, he must spend a Full Action and make a Difficult (10) Willpower Test. On a success, his mind is freed and restored to his body.</span>{{/rollBetween() perilstable 25 30}}
{{#rollBetween() perilstable 31 38}}<span data-i18n="rollPerilsWarp3138Title">Chronological Incontinence</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp3138Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Time warps around the psyker. He winks out of existence and reappears in {{3}} Rounds (or in 1 minute in narrative time). The psyker suffers {{0}} Insanity Points and {{1}} permanent Toughness damage.</span>{{/rollBetween() perilstable 31 38}}
{{#rollBetween() perilstable 39 46}}<span data-i18n="rollPerilsWarp3946Title">Psychic Mirror</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp3946Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers power is turned back on him. Resolve the powers effects as normal, but the power targets the psyker instead. If the power is beneficial, it instead deals {{4}} Energy Damage to the psyker and the beneficial effect is cancelled. Armour is ignored by the damage unless it is warded.</span>{{/rollBetween() perilstable 39 46}}
{{#rollBetween() perilstable 47 55}}<span data-i18n="rollPerilsWarp4755Title">Warp Whispers</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp4755Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The voices of Daemons fill the air within {{7}} metres of the psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must make a Hard (20) Willpower Test or gain {{3}} Corruption Points.</span>{{/rollBetween() perilstable 47 55}}
{{#rollBetween() perilstable 56 58}}<span data-i18n="rollPerilsWarp5658Title">Vice Versa</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp5658Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers mind is thrown out of his body and into another nearby creature or person. The psyker and a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other soulless creature) swap consciousnesses for {{3}} Rounds. The affected being may be an ally or even an enemy combatant. Each individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends immediately. Both affected individuals gain {{0}} Insanity Points from the experience. If there are no beings within range, the psyker must make a Willpower Test or become catatonic for {{1}} Rounds while his mind wanders the Warp. He gains {{5}} Insanity Points from this journey.</span>{{/rollBetween() perilstable 56 58}}
{{#rollBetween() perilstable 59 67}}<span data-i18n="rollPerilsWarp5967Title">Rending the Veil</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp5967Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is rendered visible. All sentient creatures (including the psyker) within {{9}} metres of the psyker must test against Fear (3). This effect lasts for {{0}} rounds.</span>{{/rollBetween() perilstable 59 67}}
{{#rollBetween() perilstable 68 72}}<span data-i18n="rollPerilsWarp6872Title">Blood Rain</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp6872Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within {{8}} metres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils of the Warp Test. The storm lasts for {{0}} Rounds</span>{{/rollBetween() perilstable 68 72}}
{{#rollBetween() perilstable 73 78}}<span data-i18n="rollPerilsWarp7378Title">Cataclysmic Blast</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp7378Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers power overloads, arcing out in great bolts of warp energy. Anyone within {{3}} metres of the psyker (including the psyker himself ) takes {{4}} Energy Damage. The psyker may use no further powers for {{0}} hours after this event.</span>{{/rollBetween() perilstable 73 78}}
{{#rollBetween() perilstable 79 82}}<span data-i18n="rollPerilsWarp7982Title">A Hole in the World</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp7982Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A Vortex of Doom with a PR of {{5}} (see page 195) springs into existence within {{3}} metres of the psyker. It then begins to move randomly (use the scatter roll), devouring all in its path. The Vortex lasts for {{0}} Rounds and then vanishes.</span>{{/rollBetween() perilstable 79 82}}
{{#rollBetween() perilstable 83 86}}<span data-i18n="rollPerilsWarp8386Title">Lost to the Warp</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp8386Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker must make an immediate Very Hard (30) Willpower Test. If he fails, he is immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The psyker appears on an inhabited planet {{3}} weeks later with dim memories of the horrific acts he has performed while possessed. He gains {{7}} Corruption Points, and may experience complications caused by his actions while possessed. He may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.</span>{{/rollBetween() perilstable 83 86}}
{{#rollBetween() perilstable 87 90}}<span data-i18n="rollPerilsWarp8790Title">Reality Quake</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp8790Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Reality buckles around the psyker, and an area within {{6}} metres of him is sundered. Solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes {{5}} Rending damage. Warded objects and Untouchables suffer half the damage rolled.</span>{{/rollBetween() perilstable 87 90}}
{{#rollBetween() perilstable 91 99}}<span data-i18n="rollPerilsWarp9199Title">Something is Coming...</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp9199Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into existence within {{6}} metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly summoned it. Only its destruction or the death of the psyker will send it back to the Warp.</span>{{/rollBetween() perilstable 91 99}}
{{#rollGreater() perilstable 99}}<span data-i18n="rollPerilsWarp100Title">Destruction</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp100Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince appears in the psykers place.</span>{{/rollGreater() perilstable 99}}
</div>
{{/perilstable}}
<!--section for psychic phenomena table-->
@@ -5640,6 +5664,10 @@ const migrateSheetToDeathwatchImproved = version => {
{{#desc}}
<div class="sheet-desc">{{desc}}</div>
{{/desc}}
<!--section for single column description field for ABILITIES -->
{{#desc2}}
<div class="sheet-desc2">{{desc2}}</div>
{{/desc2}}
</div><!--container closing div -->
<div class="sheet-footer"></div>
</rolltemplate>
+20 -6
View File
@@ -66,6 +66,8 @@
"BallisticSkill-abbr": "BS",
"BallisticSkill-abbrP": "(BS)",
"Basic": "Basic",
"bionictitle1": "Bionic Limb? (+2 TB)",
"bionictitle2": "Bionic Heart? (+1 TB)",
"bloodLossRoll": "Blood Loss",
"burningRoll": "Burning",
"Carouse": "Carouse",
@@ -106,6 +108,7 @@
"Command": "Command",
"Concealment": "Concealment",
"Contortionist": "Contortionist",
"conditionsRoll": "Conditions &#9205;",
"corruptionDamned": "Damned (100+ CP)",
"corruptionDebased": "Debased (61-90 CP)",
"corruptionDegree": "Degree of Corruption",
@@ -171,6 +174,8 @@
"gearQuantityTitle": "Quantity",
"gearWeightPlaceholder": "Wgt.",
"gearWeightTitle": "Weight",
"gearReqTitle": "Requisition Cost",
"gearReqPlaceholder": "Req.",
"generalCraftsmanship": "Craftsmanship",
"generalMod": "Mod",
"generalName": "Name",
@@ -182,6 +187,7 @@
"hideDescription": "Hide Description",
"implant": "Implant",
"infodamageIgnoreAP": "This Damage ignores AP only",
"infodamageIgnoreAPTB": "This Damage ignores AP and TB",
"infoPlusOneFatigue": "+1 Fatigue",
"initiativeModTitle": "Initiative Modifier\nType here your (Ag) Bonus (default)\nPlus any Talent that increases (or changes) your Initiative.\ne.g.: Lightning Reflexes (Ag) Bonus x2.\ne.g.: Combat Sense uses (Per) Bonus instead.",
"Inquiry": "Inquiry",
@@ -244,6 +250,7 @@
"movementNormalMove": "Normal Move",
"movementRun": "Run",
"movementRunTitle": "Agility Bonus x6",
"modlabel": "Mod",
"Mutations": "Mutations",
"mutationTests": "Mutation Tests",
"mutCaracHalved": "permanently halved",
@@ -322,6 +329,7 @@
"PrimarchsCurse": "Primarch's Curse",
"PsychicPowers": "Psychic Powers",
"Psyniscience": "Psyniscience",
"psymodtitle": "Fixed Modifiers for the Focus Power Test\n\nExample: Pyschic Hood (+5)",
"psyPowerActionFocusTime": "Action Time / Focus Power Time",
"psyPowerActionTime": "Action Time",
"psyPowerConduit": "Warp Conduit (PR +4)",
@@ -629,17 +637,17 @@
"rollInsanityFail": "Gains a new battle trauma. Roll for battle trauma.",
"rollInsanityTest": "Insanity test",
"rollInsanityTestTitle": "For every 10 insanity points, roll an insanity test",
"rollLocationArm": "ARM",
"rollLocationArm": "Arm",
"rollLocationBody": "Body",
"rollLocationHead": "Head",
"rollLocationLeftArm": "Left Arm",
"rollLocationLeftLeg": "Left Leg",
"rollLocationLeftRightArm": "Left/Right ARM",
"rollLocationLeg": "LEG",
"rollLocationLeftRightArm": "Left/Right Arm",
"rollLocationLeg": "Leg",
"rollLocationRightArm": "Right Arm",
"rollLocationRightLeg": "Right Leg",
"rollLocationSameArm": "Same ARM",
"rollLocationSameLeg": "Same LEG",
"rollLocationSameArm": "Same Arm",
"rollLocationSameLeg": "Same Leg",
"rollMalignancy": "Malignancy Test",
"rollMalignancyTable": "Malignancy Table",
"rollMalignancyTable0110Desc": "The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by {{0}}.",
@@ -1006,6 +1014,7 @@
"skillWranglingInfo": "The character can tame, train, and potentially ride animals\nencountered in his travels, from spine-hounds to the noble\nwarhorse breeds. Both taming and training beasts are\nExtended Tests, the Duration of which is determined by the\nnature and temper of the creature involved.\n\nOnce an animal has been broken to its masters will or\nat least formed a partnership for particularly strong-willed\nbeasts—directing it or issuing commands is a Half Action.\n\nWild animals, or those trained for hostility and aggression,\ncan have their Disposition changed by one level for every\n2 Degrees of Success, up to a maximum of three levels by\na Full Action use of this Skill.\n\nWrangling is of no use against cyber-animals, psy-bonded\nanimals, or against any creature with true sentience.\n\n-Skill Use: Variable depending on task and complexity.",
"skillnotesandmods": "SKILL NOTES AND MODIFIERS",
"skillnotesholder": "Skill Name and related Mods\n\nThese notes do NOT affect the Tests",
"smflamerRoll": "Astartes Flamer",
"SleightOfHand": "Sleight of Hand",
"SpeakLanguage": "Speak Language",
"Speciality": "Speciality",
@@ -1076,6 +1085,7 @@
"Toughness": "Toughness",
"Toughness-abbr": "T",
"Toughness-abbrP": "(T)",
"Toxic": "Toxic",
"toughnessBonus": "Toughness Bonus",
"Tracking": "Tracking",
"Trade": "Trade",
@@ -1107,7 +1117,7 @@
"vehicleSizeHulking": "Hulking (+10 to Hit)",
"vehicleSizeMassive": "Massive (+30 to Hit)",
"vehicleSizeImmense": "Immense (+40 to Hit)",
"vehicleSizeMonumental": "Immense (+40 to Hit)",
"vehicleSizeMonumental": "Monumental (+50 to Hit)",
"vehicleSizeTitanic": "Titanic (+60 to Hit)",
"vehicleSpecial": "Special Rules",
"vehicleTacticalSpeed": "Tactical",
@@ -1158,6 +1168,10 @@
"weaponImprovisedThrownInfoTitle": "Range equals Strength Bonus\n\nFor each degree of success,\nthis distance increases by a factor of one,\nso one degree means that the character throws\nthe object a number of metres equal to twice his SB,\n\ntwo degrees means that the object is thrown\na number of metres equal to three times his SB,\nand so forth.\n\nOn a failed test, the object flies a number of metres\nequal to half his Strength Bonus (round down)\na result of 0 means it fell at his feet.",
"weaponMeleeRangeTitle": "Melee Extended Range\n\nMostly used by Whips",
"weaponMeleeStrengthBonusTitle": "Strength Bonus is already added to this weapon's Damage Roll",
"weaponqualitytitle": "Special Quality",
"weaponqualitynospecial": "No Special",
"weaponqualitytearing": "Tearing",
"weaponqualityproven": "Proven - See WIKI",
"weaponParryModifier": "Parry Mod",
"weaponPrimitive": "Primitive",
"weaponRangeExtreme": "Extreme (-30)",